[[TOC]] This page describes how to get the very latest unstable version of the code. Unless you want to actively follow and contribute to development, you probably want the [LatestRelease latest relatively-stable release] instead. The current release of the game is aimed at developers and not at 'normal' users. As such, the following instructions assume a reasonable level of technical proficiency. If you encounter difficulties, please post on the [http://www.wildfiregames.com/forum/index.php?showforum=312 forum]. == General prerequisites == You'll need: * An adequately high-spec computer - several gigabytes of free disk space, preferably at least 1GB of RAM for compiling, a fast CPU unless you want to spend ages waiting for the compiler, etc. Modern graphics hardware is also recommended, though the game can run (slowly) on fairly old devices (!GeForce 4, Intel 945GM, etc). * Up-to-date system software (Windows service packs, graphics driver updates, etc). * Some technical proficiency. We try to make the build process as smooth and painless as possible, but it's designed to be followed by programmers - if you just want to play the game, wait for a pre-packaged installer instead. == Windows == Windows 7, Vista and XP are the main supported versions; 2000 should work too but is rarely tested. Visual C++ 2008, and 2005 with a sufficiently modern Platform SDK, are supported. Visual C++ 2010 should work but may have difficulties with project upgrades. Only 32-bit builds are supported (though they can be compiled and run on 64-bit Windows). === Acquiring the code === The game's code, data and build environment are stored on a Subversion server. The recommended way to get an up-to-date copy is with TortoiseSVN: * Download and install [http://tortoisesvn.net/ TortoiseSVN]. (Make sure you reboot when it asks you to.) * Use TortoiseSVN to check out `http://svn.wildfiregames.com/public/ps/trunk/`. This may take a while, and will use around 1.2GB of disk space. If there are errors during the checkout, use TortoiseSVN's "update" to resume downloading. The [http://tortoisesvn.net/docs/release/TortoiseSVN_en/index.html TortoiseSVN manual] has information on [http://tortoisesvn.net/docs/release/TortoiseSVN_en/tsvn-dug-checkout.html checking out], as well as [http://tortoisesvn.net/docs/release/TortoiseSVN_en/tsvn-dug-update.html updating] and [http://tortoisesvn.net/docs/release/TortoiseSVN_en/tsvn-dug-patch.html creating patches]. (This is the read-only public SVN URL. If you have commit access, you need to use `http://svn.wildfiregames.com/svn/ps/trunk/` instead.) === Setting up the build environment === The game must be compiled with Microsoft Visual C++. If you already have Visual C++ 2005 or 2008 installed, make sure you have SP1 and then continue. Otherwise, you can get the free Express edition: * [http://www.microsoft.com/express/Downloads/#2008-Visual-CPP Visual C++ 2008 Express Edition] is recommended as project files are currently only generated for 2005/2008 and the upgrade process is not perfect. * Or download and install [http://www.microsoft.com/express/Downloads/#2010-Visual-CPP Visual C++ 2010 Express Edition]. Pyrogenesis solution will need to be upgraded upon opening and also any time `update-workspaces.bat` is run. (If you have the old VC++ 2005 Express, you need to install the separate [http://www.microsoft.com/express/2005/platformsdk/default.aspx Platform SDK] (steps 1-3).) The Visual Studio project/solution files are automatically generated from the source files: * Run `build/workspaces/update-workspaces.bat`. * Open `build/workspaces/vc2008/pyrogenesis.sln`. (If you have VC++ 2005, use the `vc2005` directory instead. If you have VC++ 2010, use `vc2008` and accept the automatic project format upgrade.) Now you should be able to build the code from within Visual Studio, using "Build Solution" (F7). === Running === Run the game with F5 inside Visual Studio (assuming "pyrogenesis" is set as the startup project, which is default). If you want to run it outside the debugger, run `binaries/system/pyrogenesis_dbg.exe`. To run the automated tests, run the "test" project. (Right click on "test" and "set as !StartUp Project" and F5; or right click, "Debug", "Start new instance"). In VS's debug output window, ignore any "first-chance exception" messages; it should say ".......OK!" if it succeeded. === Optimised builds === By default the project builds in Debug mode, which is helpful for debugging engine problems but is very slow. Change to "Release" in the appropriate dropdown box in the IDE for an optimised build (which will be called `pyrogenesis.exe`). === Keeping up to date === After you've set everything up, the process for staying up to date is: * [http://tortoisesvn.net/docs/release/TortoiseSVN_en/tsvn-dug-update.html Update] the root directory of the checkout. * Close the solution in Visual Studio if you've got it open. Run `update-workspaces.bat` again. (This is only needed if any source files have been added or removed. If you forget to run this, you'll probably get build errors about missing symbols.) * Build again. == Linux == Linux is a supported platform as well. 0ad runs smoothly, just give it a try! === Dependecies === First you need to install various standard tools and development libraries: * GCC (at least 4.0, preferably 4.3 or later) * Subversion (or git if you want to use the git mirror; read below) * NASM * There is a [http://sourceforge.net/tracker/?func=detail&aid=2821249&group_id=6208&atid=106208 bug] in NASM 2.06 on x86_64, so you might want to try a different version if you get errors. * SDL * Boost * zlib * libpng * libxml2 * OpenGL * OpenAL * zip (needed by spidermonkey) * libogg * libvorbis * libcurl * Gamin (FAM should work too, but is considered deprecated) * ENet (pass the flag `--with-system-enet` to `update-workspaces.sh` to use the installed version, otherwise an included version will be used) * DevIL * CMake * '''Optionally''' for editor tools: wxWidgets (probably called wxgtk) * '''Optionally''' for Nvidia cards: [http://code.google.com/p/nvidia-texture-tools NVTT] (pass the flag `--with-system-nvtt` to `update-workspaces.sh` to use the installed version; otherwise we'll automatically use a bundled copy of the library) ==== Debian/Ubuntu ==== Install the dependencies like this: {{{ #!html
sudo apt-get install subversion build-essential cmake libsdl1.2-dev zlib1g-dev libpng12-dev libjpeg62-dev libgamin-dev nasm libwxgtk2.8-dev libboost-dev libboost-signals-dev libboost-filesystem-dev libopenal-dev libalut-dev libvorbis-dev libogg-dev libdevil-dev libenet-dev libxml2-dev libcurl4-gnutls-dev zip
}}} * You can also use `libcurl4-openssl-dev` instead of `libcurl4-gnutls-dev` (it's not possible to install both at once). ==== Mandriva ==== '''Note: '''No ENet package is yet available, so [http://enet.bespin.org/Installation.html install it from source]. Install the rest of the dependencies like this (tested with 2009.1): {{{ #!html
urpmi libboost-devel libwxgtk2.8-devel libwxgtku2.8-devel libopenal-devel zlib1-devel libpng-devel libogg0-devel libvorbis-devel libSDL-devel libdevil-devel libgamin-1_0-devel libjpeg62-devel libfreealut-devel nasm libcurl-devel make svn
}}} ==== Fedora ==== Install the dependencies like this (tested with 14 and 15): {{{ #!html
su -c 'yum -y install subversion gcc-c++ nasm SDL-devel boost-devel zlib-devel libpng-devel libjpeg-devel libxml2-devel openal-devel libogg-devel libvorbis-devel wxGTK-devel gamin-devel enet-devel DevIL-devel binutils-devel cryptopp-devel nspr-devel js-devel DevIL-ILUT-devel libcurl-devel'
}}} === Getting the code === 0ad gets distributed in 2 ways. The deveolpment finds place via SVN but there is also a git mirror. The mirror may be slightly less up-to-date but usually offers faster downloads. To checkout the svn trunk, run this command: {{{ svn co http://svn.wildfiregames.com/public/ps/trunk/ 0ad }}} To use the git mirror, use this command: {{{ git clone https://github.com/0ad/0ad.git }}} === Building === Compile the code with: {{{ cd 0ad/build/workspaces ./update-workspaces.sh -j3 cd gcc make CONFIG=Release -j3 }}} * '''-j3''' gives the number of parallel builds to run, and should typically be one plus the number of CPU cores available. * The '''Release''' mode builds are more optimised, are harder to debug. Use `CONFIG=Debug` (and run `pyrogenesis_dbg`) if you need better debugging support. If you encounter any build errors, review the [http://trac.wildfiregames.com/report existing bug reports], check the [#Knownproblemsandsolutions known problems section] or please file a [http://trac.wildfiregames.com/newticket new bug in the tracker]. === Testing === Run the automated tests to verify that everything works as expected like this: {{{ binaries/system/test }}} === Running === If everything went well, compiling the code worked and all tests passed, it's finally time to run the game: {{{ binaries/system/pyrogenesis }}} === Keeping up to date === If you already checked out the code and only want to update und rebuild it, you may find it helpful to save the lines below to a script called e.g. `rebuild.sh`, place it in your 0ad directory, make it executable and run it. {{{ #!/bin/sh set -e svn up cd build/workspaces ./clean-workspaces.sh ./update-workspaces.sh cd gcc make CONFIG=Release clean make CONFIG=Release -j3 }}} If you just edited one source code file and want to rebuild, you can usually get away with: {{{ make CONFIG=Release -j3 }}} If you want to rebuild quickly after updating from SVN, you can usually get away with: {{{ svn up cd build/workspaces ./update-workspaces.sh cd gcc make CONFIG=Release -j3 }}} If the `make` line gives errors, you may need to run `make CONFIG=Release clean` before it. If the `update-workspaces.sh` gives errors, you may need to run `clean-workspaces.sh` before it. == OS X == The process on OS X is similar to Linux: * Install Apple's XCode for your system: see your Mac OS X install DVD or go to [http://connect.apple.com Apple's Developer Connection Site]. This provides the necessary tools to compile programs. For Leopard, you must install XCode >= 3.1 from the ADC site else some components will not compile. * You may also need the [http://connect.apple.com/cgi-bin/WebObjects/MemberSite.woa/wa/getSoftware?bundleID=20719 Java Developer Package]. * Install [http://www.macports.org/install.php MacPorts]. This is the easiest way to install all the dependencies needed by the game. * `sudo port install` the following packages : * boost * cmake * libdevil * libenet * libsdl * libvorbis * libxml2 * curl * nasm * cmake * wxWidgets * subversion (the default version on 10.5 seems to cause checksum mismatch errors) * Now follow the same instructions as for Linux above, starting from the `svn co`. * The Atlas editing tools do not work under OS X (#500), so you may need to edit `update-workspaces.sh` and remove the `--atlas` flag before running it. === Compiling with GCC 4.2 or 4.3 under OS X === If you get errors compiling with OS X's default version of GCC (4.0.1), you can try compiling with GCC 4.2 or 4.3. On Snow Leopard, running `export CXX=/usr/bin/g++-4.2` before compiling the game may be sufficient. Leopard does not ship with a recent version of GCC, so you first have to get them from !MacPorts and then patch some system libraries: * `sudo port install gcc42 gcc43 gcc_select` * Select GCC 4.2 or 4.3: `sudo gcc_select mp-gcc42` or `sudo gcc_select mp-gcc43` * You may need to patch Apple's OpenAL (`/System/Library/Frameworks/OpenAL.Framework/alc.h`: replace all `ALCvoid` by `void`, except the first one which is a `typedef`). (GCC >=4.2 is stricter about parameters invalidly typedefed to void in C++.) * If you're under Tiger, you'll certainly have to edit `build/premake/premake.lua` to get rid of the `-fstack-protector-all` line: see the [#Knownproblemsandsolutions known problems section]. * Then, restart the compilation starting from `./update-workspace.sh` == Known problems and solutions == * If you get linker errors like '''`multiple definition of '(anonymous namespace)::_1'`''', particularly when using GCC 4.1, try running `./update-workspaces.sh --without-pch` and then `cd gcc; make clean` and rebuild. * If you get linker errors like '''`/usr/bin/ld: Undefined symbols: ___stack_chk_fail, ___stack_chk_guard`''', this comes from using a libc that is not glibc >=2.4. Until this is detected by the build system, you can hack it by removing the "-fstack-protector-all" line (and the next line too if needed) from `build/premake/premake.lua` * If you get linker errors like '''`cannot find -lboost_signals-mt`''' (particularly users of Slackware 13.37 and -current), edit the file `build/premake/extern_libs.lua` and remove the `-mt` suffixes from the boost definitions in line 79, and then run `update-workspaces.sh` again. It should look like this: {{{ unix_names = { "boost_signals", "boost_filesystem", "boost_system" }, }}} * If !SpiderMonkey has compile errors during `update-workspace.sh`, throwing errors like '''`'r13' is not a member of 'JSC::X86Registers'`''', then you likely have a 32-bit userspace with a 64-bit kernel. Run {{{ export CHOST=i386-pc-linux-gnu }}} before compiling. == Creating Linux packages == If you want to create packages for a Linux distribution, see the current [https://build.opensuse.org/package/files?package=0ad&project=games 0ad] and [https://build.opensuse.org/package/files?package=0ad-data&project=games 0ad-data] packages on OBS for examples (especially the `.spec` and `debian.rules` files).