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DEVELOPER
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/** \page developers DEVELOPER NOTES
\verbatim
0. Dependencies:
libSDL http://www.libsdl.org/
libogg
libvorbis
libtheora all available at http://xiph.org/downloads/
1. Building on Linux
Install the dependencies:
# apt-get install autoconf libsdl-dev libtheora-dev libogg-dev libvorbis-dev
If you're working from the tar file, autoconf is already set up for you,
and the data files are in place. Just do:
$ ./configure
$ make
# make install
If you want to build from the source repository, check out the cvs
modules race and gamedat and the git repository avdata so they are
siblings to one another.
Then do:
$ cd race
$ aclocal -I m4
$ autoconf
$ ./configure
$ make
# make install
See the file os_linux/README for building a .deb
2. Cross compiling: Linux - Windows: tested
1) install the cross compiler as described at:
http://www.libsdl.org/extras/win32/cross/README.txt
2) download SDL, development version for mingw32
3) copy SDL-xxx/lib/* from this tar file into your directory
of choice
4) download SDL runtime for win32 and put SDL.dll into
os_win32 directory.
5) download and cross-compile required libraries, put the dlls into
os_win32 directory, static versions and C headers into directories
you were using in step 3)
6) edit os_win32/configure.mingw, run it
7) make
8) to build an installer you will need makensis tool, get it from
http://nsis.sourceforge.net/, it is also available in debian (nsis)
3. Building on Mac OS X
1) Download and install the Mac OS X version of SDL from libsdl.org
2) Download and install Sparkle's Sparkle.framework in os_macosx/vendors
3) Download and install Smart Crash Reports SDK into os_macosx/vendors
4) Use MacPorts to unstall libogg libvorbis and libtheora, use +universal
if you plan on building full release builds
5) Unpack the data and music to race-data/ in the same directory that
holds the race/ source tree. The data is embedded in the .app in
the OS X version, so it is required at build time
6) Checkout the 'xiph' module to the same place as race/ and
race-data/. Open the Xcode project, and build for both Debug and
Release.
7) Open race/os_macosx/RaceIntoSpace.xcodeproj and compile.
4. Making RPM's
THIS SECTION (Making RPMs) NEEDS UPDATING
1) useful instructions:
https://pmc.ucsc.edu/~dmk/notes/RPMs/Creating_RPMs.html
2) install rpmdevtools from fedora
3) run rpmdev-setuptree to make a build environment in your home
directory
4) create ~/.rpmmacros as:
%_topdir /home/race/rpmbuild
%_tmppath /home/race/rpmbuild/tmp
5) run the script "mkrpm"
5. Building on Windows using mingw32
This method was used in early testing, but may no longer work. Give
it a shot if you like. You will need development versions of
libraries mentioned above. mingw32 version of SDL is available at
http://libsdl.org, other ones would probably have to be built from
source.
1) cd os_win32/
2) Edit file configure.mingw32
3) run ./configure.mingw32
4) make
Msys can also be used to build the game under Windows.
Once you have everything installed (libogg, libvorbis and libtheora must be made from source),
you should follow the Linux instructions (1) inside msys.
6. CVS access
You can get the most recent version of the game using anonymous
CVS access. See http://sourceforge.net/cvs/?group_id=129186 for
instructions.
7. CVS Commiting
1) write the new code
2) update ChangeLog - make sure the GNU format is followed
http://www.gnu.org/prep/standards/html_node/Change-Logs.html
3) run "make clean && make" to check for errors
4) update version.c - adding one to the current version number
5) call "./checkin3" which will guide you through the actual commit
\endverbatim
*/