Update the build instructions for all platforms.
Also includes packaging notes for Linux and macOS, with a placeholder for Windows.
This commit is contained in:
+74
-72
@@ -1,87 +1,89 @@
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To build The Ur-Quan Masters, you need at least the following software:
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THE UR-QUAN MASTERS: BUILD INSTRUCTIONS
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---------------------------------------
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For unix-like platforms (such as Linux, BSD, Solaris, MinGW):
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GCC 3.0 - GNU C Compiler
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http://gcc.gnu.org/
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Debian package: gcc
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INSTALLING PREREQUISITES
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------------------------
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GNU Make 3.80
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ftp://ftp.gnu.org/
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Debian package: make
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To build The Ur-Quan Masters, you must first install its
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prerequisites: SDL2, PNG, Ogg Vorbis, and Zlib. How to do this will
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depend on what operating system you are running:
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For Windows:
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Microsoft Visual C++ 6 or newer (or MinGW+MSYS, see INSTALL.mingw for that)
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Visual C++ 6.0 Processor Pack (if using VC6, to build MMX-accelerated code)
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http://msdn.microsoft.com/vstudio/downloads/tools/ppack/
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On Debian or similar systems like Ubuntu, install the following packages:
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For Mac OS X:
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Apple Developer Tools (for Mac OS X 10.2 and older)
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http://connect.apple.com/
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Xcode Tools (for Mac OS X 10.3)
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http://developer.apple.com/tools/macosxtools.html
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sudo apt-get install build-essential libogg-dev libpng-dev libsdl2-dev \
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libvorbis-dev libz-dev
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Additionally, The Ur-Quan Masters requires the following libraries:
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Note that dependencies can differ between different OS's.
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On Fedora or similar systems like CentOS, install these packages:
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sudo dnf install libogg-devel libpng-devel libvorbis-devel make SDL2-devel \
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zlib-devel
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OpenGL v1.2 (if HAVE_OPENGL is defined, which is the default)
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Win32 users should have all by default, following is for Linux version:
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http://www.xfree86.org/
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Debian package: xlibmesa-dev OR nvidia-glx OR <vendor specific>
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XFree86 4.x comes with Mesa, which is a clone.
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Note: Mesa is a software emulation. For enjoyable results
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you will need hardware accelerated OpenGL (GLX).
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These usually conflict with mesa (can result in X server crash).
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On macOS, install Xcode from the App Store, and then install
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"Additional components" when you run it for the first time. You can
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then install brew from https://brew.sh and then use it to install your
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requirements from the Terminal:
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SDL v1.2
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The Simple Direct-Media Layer
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A fairly good multiplatform low level graphics library.
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Homepage: www.libsdl.org
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Download: http://www.libsdl.org/download-1.2.php
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Debian package: libsdl1.2-dev (and various runtime debs)
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brew install libogg libpng libvorbis sdl2
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libpng
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An image loading library.
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Homepage: http://www.libpng.org/pub/png/libpng.html
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Debian packages: libpng-devxs
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OpenAL (optional)
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A cross-platform spatialized audio library.
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Homepage: http://www.openal.org/
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Windows SDK download: http://connect.creativelabs.com/openal/Downloads/OpenAL11CoreSDK.zip
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On Windows, you will need to use the MSYS2 system from
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https://www.msys2.org -- after you install the base system, open an
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"MSYS2 MSYS" window and update the system with the command
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libogg and libvorbis (optional but highly recommended)
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Audio codec to play Ogg Vorbis files, used for music and speech.
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Homepage: http://www.xiph.org/ogg/vorbis/index.html
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Download:
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For Windows:
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SDK download: http://www.vorbis.com/files/1.0.1/windows/OggVorbis-win32sdk-1.0.1.zip
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For Linux:
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http://www.xiph.org/downloads/
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download libogg and libvorbis.
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pacman -Syuu
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Tremor (alternative for libogg and libvorbis)
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Audio codec to play Ogg Vorbis files, used for music and speech.
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This library avoids floating point math and should be used instead
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of libogg and libvorbis when floating point support is not available
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or slow (on some handhelds and game consoles).
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Homepage: http://www.xiph.org/vorbis/
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Download: http://svn.xiph.org/trunk/Tremor (Subversion)
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until there is nothing left to do. Aftr that you can install the
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packages you will need to build the 32-bit version of UQM:
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Libmikmod (also included with UQM source)
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Audio codec to play .mod files, used for the original PC music.
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Homepage: http://mikmod.raphnet.net/
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Download: https://sourceforge.net/projects/mikmod/files/
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pacman -S make pkg-config mingw-w64-i686-gcc mingw-w64-i686-libogg \
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mingw-w64-i686-libpng mingw-w64-i686-libsystre \
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mingw-w64-i686-libvorbis mingw-w64-i686-SDL2 mingw-w64-i686-zlib
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Zlib v1.2
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Data compression / decompression library
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Homepage: http://www.gzip.org/zlib/
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Download:
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For Windows:
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http://www.gzip.org/zlib/ (mid-page 'zlib compiled DLL')
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Actually building UQM will need to be done from a "MSYS2 MinGW 32-bit"
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window, not "MSYS2 MSYS".
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BUILDING THE PROGRAM
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--------------------
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If you find these aren't enough, or if you know the names
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of the corresponding RPM etc. packages, please report to
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<sc2-devel@lists.sourceforge.net> or visit
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http://sourceforge.net/projects/sc2/
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Building and configuration is managed by the "build.sh" script in the
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same directory as this file. Ordinarily, you will only need the command
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./build.sh uqm
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To configure and build the system. Pass an argument like "-j5" for a
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parallel build using 5 processes. To delete the current bulid and
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reconfigure, issue the command
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./build.sh uqm clean
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And it will clear out all configuration choices.
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The configuration process is interactive; for unattended or scripted
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installs, consult the "config.state" file generated by the
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configuration process and synthesize an equivalent as needed; builds
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will then skip the configure step after that.
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After the build completes, a binary named "uqm" or "uqm-debug" will be
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created, and should be runnable out of this directory. To produce a
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distributable or installable package that runs on any system, more
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work is needed.
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BUILDING AN INSTALLABLE PACKAGE
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-------------------------------
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LINUX: The UQM project does not officially maintain any installation
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packages for any Linux distro, but other volunteers have often done
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this already. In general, all that will be needed is to arrange
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matters so that the uqm binary and the content directory are installed
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into globally accessible locations, and that it is invoked with
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arguments that properly identify those directories.
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WINDOWS: An installable Windows build takes the UQM.EXE file created
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by the build process and then correlates it with the prepackaged
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content packs to produce an installer executable that will download
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all other data from sourceforge. See INSTALL.win32 for the extra steps
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required for this.
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MAC: A redistributable package on macOS is an app bundle that contains
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everything needed to run the program. Because of the way brew handles
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system dependencies, the program must be built differently to be
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redistributable. See INSTALL.macos for details on how to do this.
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@@ -0,0 +1,44 @@
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BUILDING THE UR-QUAN MASTERS ON MAC OS X
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----------------------------------------
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Starting with 0.7.1, it is possible to build and run The Ur-Quan
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Masters with the brew system (https://brew.sh). This is much easier
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than building a redistributable package, and personal builds should
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probably rely on this. See the main INSTALL file for instructions
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there.
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To create a .app file that will work on most Macs, you will need to
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create an app bundle with custom copies of its libraries. To do
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*that*, you will to build most of them yourself:
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SDL2: https://www.libsdl.org
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The development libraries for macOS available here already work
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fine and do not need any extra work.
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Ogg Vorbis: http://www.xiph.org
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You will need to build frameworks out of libogg and libvorbis,
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which will be named Ogg.framework and Vorbis.framework.
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libpng: http://www.libpng.org/pub/png/libpng.html
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You will ultimately need to create libpng.framework.
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These frameworks should be built as "archives" in Xcode with a macOS
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deployment target of 10.6. Copy the framework directories out of the
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archives into /Library/Frameworks.
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With these in place, copy the content packages that you intend to
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undle with the app (at minimum content, but potentially also voice and
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3DO music or even remixes) into a subdirectory under this one named
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"dist-packages".
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You are now ready to actually build and package the application:
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DEPS_PATH=/Library/Frameworks ./build.sh uqm
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build/unix_installer/copy_mac_frameworks.pl
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This should produce a working app bundle named "The Ur-Quan
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Masters.app". For proper redistribution this app should be put in a
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disk image with the Disk Utility. If you are running on a version of
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macOS later than 10.12, don't forget to make sure you use HFS+ instead
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of APFS, or your disk image won't be mountable on any version of macOS
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10.12 or earlier!
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@@ -1,30 +0,0 @@
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BUILDING THE UR-QUAN MASTERS ON MAC OS X
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Starting with 0.7.1, it is possible to build and run The Ur-Quan
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Masters with the brew system (https://brew.sh).
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To install the necessary prerequisite libraries, run this command:
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brew install sdl2 libpng libogg libvorbis
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To build:
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- Run `./build.sh uqm` in the sc2/ directory and choose your
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configuration options. The only truly important one is to use
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Included MikMod instead of System MikMod.
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The result can be run directly from the Terminal.
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- If it builds without errors (last line is LINK uqm or LINK
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uqm-debug), `./build.sh uqm install` will build a .app file you can
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run from the build directory.
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Be aware that the .app file built by this procedure still links
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against brew's versions of the libraries in their install locations,
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and will not run on other Macs unless they also have brew installed
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with the relevant packages. To make a standalone build you will need
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to build against frameworks that are properly configured to work as
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part of an app bundle and then package them with the result. The
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build/unix_installer/copy_mac_frameworks.pl script automates some of
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this work, but it's not particularly user-friendly or part of a
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conveniently automatable script system yet. That level of support is
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forthcoming.
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@@ -1,64 +0,0 @@
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Instructions for building UQM in Windows with MinGW and MSYS
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============================================================
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First, download and install the latest version of MinGW and then MSYS.
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(You can get them from <http://www.mingw.org/>).
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You'll need all the libraries described in the INSTALL file in SVN.
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You should get the 'mingw' development build for SDL, and follow the
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instructions to install it into mingw. All others will be either for win32
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or VC.
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These are the files you need to download:
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http://www.libsdl.org/release/SDL-devel-1.2.14-mingw32.zip
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http://www.libsdl.org/projects/SDL_image/release/SDL_image-devel-1.2.10-VC.zip
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http://connect.creativelabs.com/openal/Downloads/OpenAL11CoreSDK.zip (optional)
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http://www.vorbis.com/files/1.0.1/windows/OggVorbis-win32sdk-1.0.1.zip
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http://www.gzip.org/zlib/zlib125-dll.zip
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You can now do either of the following:
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1) Copy the DLLs for each library to \[MinGW]\lib. Copy the header files for
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each library to \[MinGW]\include, (where [MinGW] is the directory where you
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installed MinGW) except for the Ogg Vorbis headers -- copy the folders (ogg
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and vorbis) containing the header files to the include directory.
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2) Within MSYS set C_INSTALL_PATH and LIBRARY_PATH to point at all of the
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respective include and library dirs where you installed them.
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i.e. something like:
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export C_INCLUDE_PATH=/mingw/include/SDL:/c/VClibs/SDL_image-1.2.10/include/:/c/VClibs/OpenAL\ 1.1\ SDK/Include/:/c/VClibs/oggvorbis-win32sdk-1.0.1/include/:c/VClibs/zlib/include/
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export LIBRARY_PATH=/c/VClibs/SDL_image-1.2.10/lib/:/c/VClibs/OpenAL\ 1.1\ SDK/libs/:/c/VClibs/oggvorbis-win32sdk-1.0.1/lib/:c/VClibs/zlib/lib/
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|
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NOTE: If you use the 2nd method above, you need to include the path to SDL
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in C_INCLUDE_PATH (but not in LIBRARY_PATH)
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|
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The Ogg Vorbis headers want a header that is not included with MinGW. To get
|
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this file, download <http://sc2.sourceforge.net/misc/_G_config.h>
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and put it to \[MinGW]\include.
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If you want to build with OpenAL support, you need to modify the OpenAL SDK
|
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installation somewhat:
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- Create a directory "AL" in "C:\VClibs\OpenAL 1.1 SDK\include"
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- Copy all the .h files from "C:\VClibs\OpenAL 1.1 SDK\include"
|
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into the newly created "AL" directory.
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|
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Now you're ready to build. Start up MSYS (the installer put an icon in your
|
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Start Menu and on the desktop).
|
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|
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cd to the UQM directory. It'll be at /[drive letter]/[path to uqm].
|
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|
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./build.sh uqm config
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|
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It should correctly detect everything, and give you a menu.
|
||||
|
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Next run './build.sh uqm depend' (just to be sure)
|
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and lastly:
|
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./build.sh uqm
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|
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If you did everything correctly, it should now build successfully.
|
||||
|
||||
To run the built executable, you should copy all the required DLLs to the
|
||||
same directory the executable is in, or copy them to your Windows directory.
|
||||
|
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@@ -1,159 +0,0 @@
|
||||
This file describes step-by-step how to use Microsoft Visual C++ to build
|
||||
The Ur-Quan Masters. It assumes you want to install the Microsoft Visual C++
|
||||
Express Edition, which can be downloaded for free from Microsoft.
|
||||
If you already have another version of MSVC++ installed, you can skip step 1,
|
||||
and you do not need to add the Platform SDK paths to the include and library
|
||||
locations in steps 5.2 and 5.3.
|
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The files and locations are for compilation on 32 bits systems; on 64 bits
|
||||
systems some will be slightly different.
|
||||
|
||||
|
||||
1. Install the Microsoft development environment
|
||||
|
||||
1.1. Install Microsoft Visual C++ 2008 Express Edition:
|
||||
- Download the installer from
|
||||
http://www.microsoft.com/downloads/details.aspx?familyid=94de806b-e1a1-4282-abc5-1f7347782553
|
||||
- Run the installer, and follow the instructions. There's no need
|
||||
to register your copy of MSVC++ to use it for compiling UQM.
|
||||
|
||||
1.2. Install the Microsoft Windows Platform SDK:
|
||||
- Download the installer from
|
||||
http://www.microsoft.com/downloads/details.aspx?FamilyId=0BAF2B35-C656-4969-ACE8-E4C0C0716ADB
|
||||
or a newer version of the SDK
|
||||
- Run the installer, and follow the instructions.
|
||||
|
||||
|
||||
2. Install the tools needed to install all the requirements:
|
||||
|
||||
2.1. Install TortoiseSVN, a Subversion client which we will use to check out the most
|
||||
recent development version of the UQM source:
|
||||
- Download the installer from http://tortoisesvn.net/downloads
|
||||
- Run the installer, and follow the instructions
|
||||
|
||||
2.2. Install WinZip, if you cannot open .zip files natively:
|
||||
- Download WinZip from http://www.winzip.com/downwzeval.htm
|
||||
- Run the installer, and follow the instructions
|
||||
|
||||
|
||||
3. Install the dependencies
|
||||
|
||||
3.1. Prepare the build location
|
||||
Create a folder "Build" in "C:\"; this is where we will put our dependency
|
||||
packages.
|
||||
|
||||
3.2 Install the SDL SDK:
|
||||
- Download SDL-devel-1.2.14-VC6.zip from
|
||||
http://www.libsdl.org/download-1.2.php
|
||||
- Unzip ("Extract" in WinZip) the file in "C:\Build"
|
||||
A folder "SDL-1.2.14" will be created.
|
||||
|
||||
3.3 Install the SDL_image SDK:
|
||||
- Download SDL_image-devel-1.2.10-VC.zip from
|
||||
http://www.libsdl.org/projects/SDL_image/
|
||||
- Unzip ("Extract" in WinZip) the file in "C:\Build"
|
||||
A folder "SDL_image-1.2.10" will be created.
|
||||
|
||||
3.4 Install the Ogg Vorbis SDK
|
||||
- Download
|
||||
http://www.vorbis.com/files/1.0.1/windows/OggVorbis-win32sdk-1.0.1.zip
|
||||
- Unzip ("Extract" in WinZip) the file in "C:\Build"
|
||||
A folder "oggvorbis-win32sdk-1.0.1" will be created.
|
||||
|
||||
3.5 Install zlib:
|
||||
- Download zlib123-dll.zip ("zlib compiled DLL") from
|
||||
http://www.gzip.org/zlib/
|
||||
- Create a folder "zlib-1.2.5" in "C:\Build\"
|
||||
- Unzip "zlib125-dll.zip" in C:\Build\zlib-1.2.5\"
|
||||
|
||||
3.6 Install OpenAL
|
||||
- Download http://connect.creativelabs.com/openal/Downloads/OpenAL11CoreSDK.zip
|
||||
- Unzip and run the installer and follow the instructions
|
||||
- Create a directory "AL" in "C:\Program Files\OpenAL 1.1 SDK\include"
|
||||
- Copy all the .h files from "C:\Program Files\OpenAL 1.1 SDK\include"
|
||||
into the newly created "AL" directory.
|
||||
|
||||
|
||||
4. Install the UQM files
|
||||
|
||||
4.1. Checkout the UQM source
|
||||
- Open the folder "C:\"
|
||||
- Right click on "Build", and select "SVN Checkout..."
|
||||
- In the "URL of repository" field input
|
||||
https://sc2.svn.sourceforge.net/svnroot/sc2/trunk/sc2/
|
||||
- In the "Checkout directory" field input
|
||||
C:\Build\sc2
|
||||
- Press ok and the checkout will begin. This may take a while.
|
||||
A folder "sc2" will be created in "C:\Build\".
|
||||
|
||||
4.2. Copy the runtime libraries where they can be found by UQM when run
|
||||
from MSVC++.
|
||||
- Copy the following files to "C:\Build\sc2\":
|
||||
- "C:\Build\SDL-1.2.14\lib\SDL.dll"
|
||||
- "C:\Build\SDL_image-1.2.10\lib\jpeg.dll"
|
||||
- "C:\Build\SDL_image-1.2.10\lib\libpng12-0.dll"
|
||||
- "C:\Build\SDL_image-1.2.10\lib\libtiff-3.dll"
|
||||
- "C:\Build\SDL_image-1.2.10\lib\SDL_image.dll"
|
||||
- "C:\Build\SDL_image-1.2.10\lib\zlib1.dll"
|
||||
- "C:\Build\oggvorbis-win32sdk-1.0.1\bin\ogg.dll"
|
||||
- "C:\Build\oggvorbis-win32sdk-1.0.1\bin\ogg_d.dll"
|
||||
- "C:\Build\oggvorbis-win32sdk-1.0.1\bin\vorbis.dll"
|
||||
- "C:\Build\oggvorbis-win32sdk-1.0.1\bin\vorbis_d.dll"
|
||||
- "C:\Build\oggvorbis-win32sdk-1.0.1\bin\vorbisenc.dll"
|
||||
- "C:\Build\oggvorbis-win32sdk-1.0.1\bin\vorbisenc_d.dll"
|
||||
- "C:\Build\oggvorbis-win32sdk-1.0.1\bin\vorbisfile.dll"
|
||||
- "C:\Build\oggvorbis-win32sdk-1.0.1\bin\vorbisfile_d.dll"
|
||||
|
||||
|
||||
5. Set up the The Ur-Quan Masters project in Visual C++
|
||||
|
||||
5.1. Import the VC6 .dsp file:
|
||||
- Open C:\Build\sc2\build\msvc6\ and double-click on "UrQuanMasters.dsp".
|
||||
Visual C++ will start. Confirm when it asks to convert the VC6 .dsp file.
|
||||
|
||||
5.2. Setup the additional include locations for the project:
|
||||
- Still in MSVC++, right click on 'UrQuanMasters' in the Solution Explorer,
|
||||
and choose "Properties"
|
||||
- In the left part of the screen, select "Configuration Properties", then
|
||||
"C/C++", and then "General"
|
||||
- In the right part, select "Additional Include Directories", then click on
|
||||
"..."
|
||||
- Add the paths to the "include" folders of all of the dependency
|
||||
libraries:
|
||||
- "C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include"
|
||||
- "C:\Build\SDL-1.2.14\include"
|
||||
- "C:\Build\SDL_image-1.2.10\include"
|
||||
- "C:\Build\oggvorbis-win32sdk-1.0.1\include"
|
||||
- "C:\Program Files\OpenAL 1.1 SDK\include"
|
||||
- "C:\Build\zlib-1.2.5\include"
|
||||
|
||||
5.3. Setup the additional library locations for the project:
|
||||
- Still in the project properties pages, in the left part of the screen,
|
||||
click on "Linker", then "General"
|
||||
- In the right part, select "Additional Library Directories", then click on
|
||||
"..."
|
||||
- Add the paths to the "lib" folders of all of the dependency
|
||||
libraries:
|
||||
- "C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Lib"
|
||||
- "C:\Build\SDL-1.2.14\lib"
|
||||
- "C:\Build\SDL_image-1.2.10\lib"
|
||||
- "C:\Build\oggvorbis-win32sdk-1.0.1\lib"
|
||||
- "C:\Program Files\OpenAL 1.1 SDK\libs\Win32"
|
||||
- "C:\Build\zlib-1.2.5\lib"
|
||||
|
||||
5.4. Remove unnecessary dependencies
|
||||
- Still in the "Linker" part of the project properties pages, in the left
|
||||
part of the screen, click on "Input".
|
||||
- In the right part, select "Additional Dependencies", then click on "..."
|
||||
- Remove odbc32.lib and odbccp32.lib
|
||||
|
||||
5.5. Add user32.lib
|
||||
- Still in "Additional Dependencies", add "user32.lib"
|
||||
|
||||
|
||||
6. Build The Ur-Quan Masters
|
||||
- Still inside MSVC++, press F7
|
||||
If MSVC++ asks to save the project, confirm.
|
||||
If everything is right, you should now have a working uqm executable.
|
||||
You can press F5 to run it from MSVC++.
|
||||
|
||||
|
||||
@@ -0,0 +1,6 @@
|
||||
BUILDING THE WIN32 INSTALLER
|
||||
----------------------------
|
||||
|
||||
At the moment, alas, this file is a stub. The process needs some
|
||||
refinement before a minimal set of build steps may be assembled. This
|
||||
file should be updated before any 0.8 release candidate.
|
||||
Reference in New Issue
Block a user