mirror of
https://github.com/glest/glest-source.git
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updates to readme files
This commit is contained in:
@@ -1,8 +1,7 @@
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Mega-Glest source code v3.2.x - Copyright (C) 2009-2010 Titus Tscharntke (info@titusgames.de) and Mark Vejvoda (mark_vejvoda@hotmail.com.
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MegaGlest source code v3.2.x and higher - Copyright (C) 2009-2010 Titus Tscharntke (info@titusgames.de) and Mark Vejvoda (mark_vejvoda@hotmail.com).
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Glest source code v3.2.x - Copyright (C) 2002-2009 Martiño Figueroa (www.glest.org - contact_game@glest.org).
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You can redistribute this code and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.
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For compilation instructions or any other info please visit the developer board at http://www.glest.org
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Glest source code v3.2.x - Copyright (C) 2002-2009 Martiño Figueroa (www.glest.org - contact_game@glest.org).
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You can redistribute this code and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the license, or (at your option) any later version. Please refer to code_license.txt for the complete license.
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For compilation instructions or any other info please visit the development documentation at http://megaglest.org/.
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@@ -1,129 +1,115 @@
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Mega-Glest
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by Titus Tscharntke and Mark Vejvoda
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MegaGlest
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by Titus Tscharntke and Mark Vejvoda
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original Glest linux port
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by Matthias Braun
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1. System requirements
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Developed on Linux with glibc, little endian cpu. The game does currently not
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work on big endian cpus like ppc. There are some unfinished patches floating
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around the glest board, so this might improve (feel free to send me
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updated/finished ppc patches).
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Graphics card + OpenGL libraries that support OpenGL 1.3 and shader extensions
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(=opengl 1.4 or glUseProgramObjectARB and co.)
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The app has been reported to run fine on a 900Mhz Athlon box with nvidia geforce
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3 graphics card.
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It seems that the game also runs on geforce 2 and geforce mx class hardware when
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you disable 3d textures and shadowmaps in the options menu. The game seems not
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to work with the open source (ATI) DRI drivers. It has reported to run nicely
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with ATIs proprietary drivers though.
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2. Building and Installation
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2.1 Prerequesites
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The game depends on some tools and libraries to be present, before you can
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start compiling it. Here's a list of them:
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* normal gnu compiler and additional tools (g++ version 3.2 or later is
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required at the moment)
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* perforce jam 2.5 or later (used as build tool)
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ftp://ftp.perforce.com/pub/jam
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* X11 libraries +headers
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http://www.x.org (or the older http://www.xfree86.org)
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* SDL 1.2.5 or later
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http://www.libsdl.org
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* Xerces-C
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http://xml.apache.org/xerces-c/index.html
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* OpenAL
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http://www.openal.org
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* Ogg
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http://www.xiph.org/ogg/vorbis
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* Vorbis
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http://www.vorbis.com
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If the configure script can't find some of the libraries, make sure that you
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also have the -dev packages installed that some distributions provide.
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At this point I'd like to thank all the authors of these helpful libraries
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that made our development easy and straightforward.
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2.2 Building
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To build and install the game use the following commands
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./configure
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jam
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Note: if you got the game from the subversion repository then you have to
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change to the mk/linux directory first and create a configure script:
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cd mk/linux
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./autogen.sh
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2.3 Installation
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Unfortunately there is no real installation mechanism present yet (jam install
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does NOT work correctly). Please copy the executable file named "glest" and the
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example linux config "glest.ini" into the directory where you extracted the
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datafiles and start the game there.
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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3. Troubleshooting
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Some hints for troubleshooting.
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In General:
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* Make sure you fullfill the system requirement above
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* Sound is played through OpenAL you might take a look at your openal
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configuration: http://supertux.lethargik.org/wiki/OpenAL_Configuration
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Compiling:
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* If configure fails make sure you have read the Building section above
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* If you don't manage to get it compiled, you can get a precompiled version for
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x86 (32bit) at http://www.lifl.org
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Sound/Audio errors when starting
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* If the game doesn't start because of audio/sound errors:
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Make sure no other application is using your soundcard. Typical problems
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are the gnome/kde sound dameons esd and artsd. You can kill these 2
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daemons with
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killall esd ; killall artsd
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* If this doesn't solve your sound problems try to get an updated OpenAL from
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somewhere, unfortunately there hasn't been an official OpenAL version up to
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now so distributions are only packing some preliminary snapshots. Some
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distributions seem to have bad versions that don't work (SuSE 9.2 is such a
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distribution)
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(The compiled binary from lifl.org has openal included and should not be
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affected by this problem)
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The game complains about opengl1.3 not available, is missing opengl extensions
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or works very slowly
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* Make sure you fullfill the system requirements
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* look at glxinfo and make sure the system is using ATI or NVIDIA driver and NOT the
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mesa drivers ("glxinfo | grep -i mesa" should return nothing)
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The game crashs
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* Fedora3 seems to have problems with the precompiled glest binaries -> compile
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the application yourself
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* There are some bugs related to the font code which I can't reproduce and am
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unable to fix without further input. Someone can help me with this?
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* The game does not work on ppc (big endian architectures) yet
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* Check the forums at www.glest.org
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* It would be nice if you could report any other crashs that are not described
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here yet (or post them to the forum at www.glest.org) preferably with gdb
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backtrace from a debugging enabled build (configure --enable-debug)
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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4. Contact
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Original Glest is from http://www.glest.org
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Linux port by Matthias Braun <matze@braunis.de> with help from
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Karl Robillard <krobbillard@san.rr.com>
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Mega-Glest by:
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Titus Tscharntke (info@titusgames.de)
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original Glest linux port
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by Matthias Braun
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1. System requirements
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Developed on Linux with glibc, little endian cpu. While MacIntel builds exist,
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the game does not currently work on big endian CPUs like PPC. There are some
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unfinished patches floating around the glest board, so this might improve (feel
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free to send updated/finished PPC patches).
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Graphics card + OpenGL libraries that support OpenGL 1.3 and shader extensions
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(=OpenGL 1.4 or glUseProgramObjectARB etc.)
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The app has been reported to run fine on a 900Mhz Athlon box with Nvidia GeForce
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3 graphics card.
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It seems that the game also runs on GeForce 2 and GeForce Mx class hardware when
|
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you disable 3D textures and shadow maps in the options menu. The game seems not
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to work with the open source (ATI) DRI drivers. It has reported to run nicely
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with ATIs proprietary drivers though.
|
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2. Building and Installation
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2.1 Prerequesites
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The game depends on some tools and libraries to be present, before you can
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start compiling it. Here's a list of them:
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* normal GNU compiler and additional tools (g++ version 3.2 or later is
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required at the moment)
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* Kitware CMake 2.8 or later (used as build tool)
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* X11 libraries +headers
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http://x.org/ (or the older http://xfree86.org/)
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* SDL 1.2.5 or later
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http://libsdl.org/
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* Xerces-C
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http://xerces.apache.org/xerces-c/
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* OpenAL
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http://openal.org/
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* Ogg
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http://xiph.org/ogg/vorbis/
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* Vorbis
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http://vorbis.com/
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If the configure script can't find some of the libraries, make sure that you
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also have the -dev packages installed that some distributions provide.
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At this point I'd like to thank all the authors of these helpful libraries
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that made our development easy and straight forward.
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2.2 Building
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To build the game simply invoke the build script:
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./build-mg.sh
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2.3 Installation
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We provide MojoSetup based installers for Linux. By default, they install to
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your home directory. There are also community maintained packages available for
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several distributions. Please see the forums and wiki for details.
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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3. Troubleshooting
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Some hints for troubleshooting.
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In General:
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* Make sure you fullfill the system requirements above
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* Sound is played through OpenAL - you might need to take a look at your
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configuration: http://supertux.lethargik.org/wiki/OpenAL_Configuration
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Compiling:
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* If configure fails make sure you have read the Building section above
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Sound/Audio errors when starting:
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* If the game doesn't start because of audio/sound errors:
|
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Make sure no other application is using your soundcard. Typical problems are
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the Gnome/KDE sound dameons esd and artsd. You can kill these daemons with
|
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killall esd ; killall artsd
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* If this doesn't solve your sound problems try to get an updated OpenAL from
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http://openal.org or a newer repository provided by your distribution.
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The game complains about OpenGL1.3 not available, is missing OpenGL extensions
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or works very slowly:
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* Make sure your system provides for the system requirements
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* Look at glxinfo and make sure the system is using the drivers you want to
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use. Often the proprietary ATI or NVIDIA drivers work better, but for Intel,
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mesa drivers ("glxinfo | grep -i mesa") can work, too (though slowly due to
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limited abilities of these chipsets).
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The game crashes:
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* Check the forums at http://forums.megaglest.org/
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* It would be nice if you could report any other crashes and freezes that are
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not yet described on the forums, preferably with a gdb backtrace from a
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debugging enabled build (cmake -DCMAKE_BUILD_TYPE=RelWithDebInfo)
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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4. Contact
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Original Glest is from http://glest.org/
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Linux port by:
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Matthias Braun <matze@braunis.de> with help from
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Karl Robillard <krobbillard@san.rr.com>
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MegaGlest by:
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Titus Tscharntke (info@titusgames.de)
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Mark Vejvoda (www.soft-haus.com - mark_vejvoda@hotmail.com)
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@@ -6,12 +6,14 @@
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1. System requirements
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Developed on Windows with Microsoft Visual C++ 2008 Express (free version),
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little endian cpu. The game does currently not work on big endian cpus like ppc.
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The app has been reported to run fine on a 900Mhz Athlon box with nvidia geforce
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3 graphics card. It seems that the game also runs on geforce 2 and geforce mx
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class hardware when you disable 3d textures and shadowmaps in the options menu.
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The windows version should run on 32 and 64 bit versions of Windows and has been
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reported to run successfully on Windows 2000 - Windows 7.
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little endian CPU. Compiling using the mingw32 toolset is now possible, which
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also allows for cross compiling. The game does not currently work on big endian
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CPUs like PPC. There are, however, community contributed builds available for
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MacIntel. The app has been reported to run fine on a 900Mhz Athlon box with
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Nvidia GeForce 3 graphics card. It seems that the game also runs on GeForce 2
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and GeForce Mx class hardware when you disable 3D textures and shadow maps in
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the options menu. The windows version runs on 32 and 64 bit versions of Windows
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and has been reported to run successfully on Windows 2000 - Windows 7.
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2. Building and Installation
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@@ -20,25 +22,29 @@ The game depends on some tools and libraries to be present, before you can
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start compiling it. Here's a list of them:
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* Microsoft Visual C++ Express 2008 or higher
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OR
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* mingw32
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* Glest Windows 32 bit Dependencies
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https://sourceforge.net/projects/megaglest/files/win32_deps.7z/download
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http://sourceforge.net/projects/megaglest/files/win32_deps.7z/download
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to build with VC++ or, to build with mingw:
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http://sourceforge.net/projects/megaglest/files/win32_deps_mingw.7z/download
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which includes:
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which include:
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* Xerces-C
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http://xml.apache.org/xerces-c/index.html
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http://xerces.apache.org/xerces-c/
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* wxWidgets
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http://www.wxwidgets.org/downloads/
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http:/wxwidgets.org/downloads/
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2.2 Building
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To build and install the game use the following steps:
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1. Download the win32_deps.7z mentioned above and decompress its contents
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1. Download the dependencies archive mentioned above and decompress its contents
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into the 'source' folder (where you see glest_game, g3d_viewer, etc).
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This should create a folder called win32_deps with many sub files/folders
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This should create a folder called "win32_deps" with many sub files/folders
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in it.
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2. Open the VC++ 2008 Solution file in trunk\mk\windoze called Glest.sln within
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@@ -48,20 +54,22 @@ in it.
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Rebuild All.
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If you had no errors all binaries will be created in trunk\data\glest_game.
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Before running mega-glest you must run the batchfile: CopyWindowsRuntimeDlls.bat
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You should now be to to just run glest_game.exe
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Before running MegaGlest you must run the batchfile CopyWindowsRuntimeDlls.bat
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You should now be able to just run glest_game.exe.
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2.3 Installation
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Unfortunately there is no real installation mechanism present yet, just run the
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glest_game.exe from within the trunk\data\glest_game directory.
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We provide NSIS based installation packages. By default, these will create a
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system-wide installation below Program Files and setup Desktop icons for
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simplified access.
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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4. Contact
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Main Glest website from http://www.glest.org
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The main MegaGlest website is http://megaglest.org/
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Development information is available at http://wiki.megaglest.org/
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Forums are at http://forums.megaglest.org/
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Titus Tscharntke (info@titusgames.de)
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Mark Vejvoda (www.soft-haus.com - mark_vejvoda@hotmail.com )
|
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Mark Vejvoda (www.soft-haus.com - mark_vejvoda@hotmail.com)
|
||||
|
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Block a user