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BIG NOTE TO LINUX USERS All user data has been moved according to XDG specs: - Game data (H3 files and mods) and saves: from ~/.vcmi to ~/.local/ - Temporary files, including logs: from ~/.vcmi to ~/.cache/vcmi - Config files: from ~/.vcmi/config to ~/.config/vcmi For compatibility VCMI will read game data from ~/.vcmi as well but this is temporary behavior and will be removed
91 lines
3.2 KiB
Plaintext
91 lines
3.2 KiB
Plaintext
This readme covers VCMI compilation on Unix-like systems.
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To run the game you will need:
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1) Heroes 3 data files (SoD or Complete editions);
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2) VCMI data pack (http://download.vcmi.eu/core.zip)
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All of them can be installed manually or using vcmibuilder script
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For complete installation instructions see VCMI wiki:
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http://wiki.vcmi.eu/index.php?title=Installation_on_Linux#Preparing_data
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I. Prerequisites
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To compile, the following packages (and their development counterparts) are needed to build:
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* libstdc++ devel
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* CMake build system
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* SDL and SDL-devel
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* SDL_mixer and SDL_mixer-devel
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* SDL_image and SDL_image-devel
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* SDL_ttf and SDL_ttf-devel
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* zlib and zlib-devel
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* (optional) Qt 5, widget and network modules
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* the ffmpeg libraries (libavformat and libswscale). Their name could be libavformat-devel and libswscale-devel, or ffmpeg-libs-devel or similar names.
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* boost c++ libraries v1.48+ (www.boost.org):
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- program-options
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- filesystem
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- system
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- thread
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- locale
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On Debian-based systems (e.g. Ubuntu) run:
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sudo apt-get install cmake g++ libsdl1.2debian libsdl-image1.2-dev libsdl-ttf2.0-dev libsdl-mixer1.2-dev zlib1g-dev libavformat-dev libswscale-dev libboost-dev libboost-filesystem-dev libboost-system-dev libboost-thread-dev libboost-program-options-dev libboost-locale-dev qtbase5-dev
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On RPM-based distributions (e.g. Fedora) run:
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sudo yum install cmake gcc-c++ SDL-devel SDL_image-devel SDL_ttf-devel SDL_mixer-devel boost boost-devel boost-filesystem boost-system boost-thread boost-program-options boost-locale zlib-devel ffmpeg-devel ffmpeg-libs
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II. Getting the sources
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VCMI is still in development. We recommend the following initial directory structure:
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trunk
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trunk/src -> contains sources and is under SVN control
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trunk/build -> contains build output, makefiles, object files,...
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You can get latest sources with subversion:
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cd trunk
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svn co http://svn.code.sf.net/p/vcmi/code/trunk/
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III. Compilation
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Run configure:
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mkdir build && cd build
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cmake ../src <any other options, see below>
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Additional options that you may want to use:
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To enable debugging: -DCMAKE_BUILD_TYPE=Debug
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To enable launcher: -DENABLE_LAUNCHER=Yes
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Notice:
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The ../src/ is not a typo, it will place makefile scripts into the build dir
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as the build dir is your working dir when calling CMake.
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Then build vcmi:
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make -j2 (j2 = compile with 2 cpu cores, you can specifiy any value)
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That will generate vcmiclient, vcmiserver as well as 3 .so libraries.
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III. Installing binaries
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To install VCMI you can use "make install" command however generation of distribution-specific packages is usually a better idea. In most cases this can be achieved using tool called "checkinstall"
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If you're compiling vcmi for development puposes, it's better to use links instead.
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Go to /BIN_PATH/, and type:
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ln -s .../trunk/build/client/vcmiclient
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ln -s .../trunk/build/server/vcmiserver
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ln -s .../trunk/build/launcher/vcmilauncher
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Go to /LIB_PATH/vcmi, and type:
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ln -s .../trunk/build/lib/libvcmi.so libvcmi.so
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Go to /LIB_PATH/vcmi/AI, and type:
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ln -s .../trunk/build/AI/VCAI/VCAI.so
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ln -s .../trunk/build/AI/StupidAI/StupidAI.so
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ln -s .../trunk/build/AI/BattleAI/BattleAI.so
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Go to /DATA_PATH/vcmi, and type:
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ln -s .../trunk/source/config
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ln -s .../trunk/source/Mods
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