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This page explains how to compile MegaGlest on linux platforms.

Requirements

  • Download the project from the SVN using the command line or your favorite SVN tool (such as RabbitVCS or TortoiseSVN).
  • Download package dependencies for your Linux distribution (see mk/linux/setupBuildDeps.sh which can do that for Debian, Ubuntu, Fedora and Open SuSE based distro's). The following is the current dependency list (and the tools require wx):
    • jpeg
    • png
    • lua5.1
    • SDL
    • SDLmain
    • curl
    • xerces-c
    • openal
    • ogg
    • vorbis
    • vorbisfile
    • vorbisenc
    • alut
    • z
    • GL
    • GLU
    • glew-dev
    • ircclient
    • ftgl-dev
    • miniupnpc-dev
    • fribidi-dev
  • Additionally for Game Tools:
    • wxbase2.8
    • wxgtk2.8
    • gtk2.0-dev
    • xml2-dev

Building using CMake by Script (! Recommended Way !)

  • Go to the top level project directory (megaglest or trunk or whever you placed the project)
  • in case you did install the dependencies do this with
    sudo mk/linux/setupBuildDeps.sh
    Or look above how to do it for your linux distribution.
  • Now run
    ./build-mg.sh
  • to start MegaGlest do:
    cd mk/linux
    ./megaglest 

Building using CMake by Hand

  • Open a terminal window and navigate to trunk (or the specified branch) and type the following:
mkdir build
cd build
cmake ..
make
  • If nothing goes wrong you will see megaglest (and other binaries) in the same folder (mk/linux).
  • NOTE: most developer that are not planning to run megaglest from the standard linux LHS paths (like usr/local/bin) should run cmake with the following syntax so that the resulting binaries look in the local compiled folders for data files:
mkdir build
cd build
cmake -DCMAKE_INSTALL_PREFIX= ..
make

Notice a space between the parameter -DCMAKE_INSTALL_PREFIX and ..

Notes: The follow are build types supported using cmake:

  • Release
  • Debug
  • RelWithDebInfo
  • MinSizeRel

To change the build type execute cmake (default is Release) using:

cmake -D CMAKE_BUILD_TYPE=<...>

e.g.

cmake -D CMAKE_BUILD_TYPE=Debug

Other special CMake options for customized builds:

-DBUILD_MEGAGLEST=On
-DBUILD_MEGAGLEST_CONFIGURATOR=On
-DBUILD_MEGAGLEST_MAP_EDITOR=On
-DBUILD_MEGAGLEST_MODEL_IMPORT_EXPORT_TOOLS=On
-DBUILD_MEGAGLEST_MODEL_VIEWER=On
-DWANT_STATIC_LIBS=On
-DMINIUPNPC_VERSION_PRE1_6=Off
-DMINIUPNPC_VERSION_PRE1_5=Off
-DWANT_STREFLOP=On
-DUSE_FTGL=On
-DWANT_SVN_STAMP=On
-DCMAKE_INSTALL_PREFIX=
-DMEGAGLEST_BIN_INSTALL_PATH=
-DMEGAGLEST_DATA_INSTALL_PATH=
-DMEGAGLEST_DESKTOP_INSTALL_PATH=
-DMEGAGLEST_ICON_INSTALL_PATH=
-DMEGAGLEST_MANPAGE_INSTALL_PATH=
-DCUSTOM_DATA_INSTALL_PATH=

Cross Compiling Windows binaries on Linux using MingW:

  • This process is still experimental and is not fully supported at the moment but rather for educational purposes.
  • Download and extract the MingW win32 dependency archive from Sourceforge and extract into the source folder.
  • Install the MingW cross compiler for your distro. In Ubuntu run:
sudo apt-get install mingw32 mingw32-binutils mingw32-runtime
  • Open a terminal and cd to the root folder of your Mega-Glest folder (usually trunk).
  • Modify the script. You also need to change win32_deps/curl-7.20.1 to win32_deps/curl-7.21.3
  • Run the script:
./build-mg-win.sh
  • If all goes well you should see the Windows .exe binaries produced in the data/glest_game folder.

Test binaries

To test running the game, run the binary in mk/linux like this:

./megaglest

These are some commandline options:

./megaglest --help
./megaglest --version
./megaglest --opengl-info

See Also

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