Version 182 (modified by leper, 12 years ago) ( diff )

remove useless dependency (fam/gamin is only used on linux). Correct boost fix.

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 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 forum.


General prerequisites

You'll need:

  • An adequately high-spec computer:
    • At least 5GB of free disk space
    • At least 1GB of RAM for compiling
    • Intel x86-compatible CPU, 32- or 64-bit
    • Modern graphics hardware is also recommended, though the game can run (slowly) on fairly old devices (GeForce 4, Intel 945GM, etc)
  • One of the following operating systems:
  • 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

The main supported versions are:

  • Windows 7
  • Windows Vista
  • Windows XP

Windows 2000 should work too but is rarely tested.

The main supported IDEs are:

  • Visual C++ 2010
  • Visual C++ 2008

Note: Visual C++ 2005 may work with a sufficiently modern Platform SDK.

Note: Only 32-bit builds are supported (though they can be compiled and run on 64-bit Windows)

Note: We have noticied occasional trouble with the free Express Editions; please consider acquiring the full version (e.g. via university programs). In particular, failures of the built-in self-test test_wdbg_sym.h seem to occur with VC2008 EE but not VC2008 nor VC2010 (c.f. #884).

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 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 TortoiseSVN manual has information on checking out, as well as updating and 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:

The Visual Studio project/solution files are automatically generated from the source files:

  • Run build/workspaces/update-workspaces.bat.
  • Open build/workspaces/vc2010/pyrogenesis.sln. (Use the vc2005 directory for VC++ 2005 or the vc2008 directory for VC++ 2008.)

Build configuration

Make sure to select the "Release" configuration to build an optimised, more playable version of the game (the target will be pyrogenesis.exe). The "Debug" configuration can be more useful for debugging but has significantly reduced performance (the target will be pyrogenesis_dbg.exe). Both "Release" and "Debug" builds include debug symbols, see Debugging on Windows for more details on debugging.

Now you should be able to build the code from within Visual Studio, using "Build Solution" (F7).

Building Atlas

If you also wish to test the Atlas Scenario Editor or Actor Editor tools, you will need to download and build the wxWidgets library separately (see libraries\wxwidgets\README.txt for details), then supply the --atlas option when running update-workspaces.bat. Atlas projects will now be included when you open pyrogenesis.sln in Visual C++.

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.

Keeping up to date

After you've set everything up, the process for staying up to date is:

  • 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

0 A.D. should work on any reasonably modern Linux distro, on x86 and x86_64 (amd64). The details depend on exactly which distro you use.

Dependencies

First you need to install various standard tools and development libraries:

  • Boost
  • CMake (only needed if you use bundled NVTT)
  • Gamin (FAM should work too, but is considered deprecated)
  • GCC (at least 4.0, preferably 4.3 or later)
  • libcurl
  • libogg
  • libpng
  • libvorbis
  • libxcursor
  • libxml2
  • OpenAL
  • OpenGL
  • SDL
  • Subversion (or git if you want to use the Git mirror; see below)
  • zip (only needed if you use bundled spidermonkey)
  • zlib

To compile editing tools (enabled by default; pass the flag --disable-atlas to update-workspaces.sh to disable):

  • wxWidgets (packages are probably called wxgtk)

To use shared system libraries instead of bundled copies (default) of libraries (pass the flag --with-system-$COMPONENT to update-workspaces.sh to use the non-bundled copy):

Debian (wheezy or later) / Ubuntu (12.04 or later)

Install the dependencies with:

sudo apt-get install build-essential libboost-dev libboost-filesystem-dev   \
    libboost-signals-dev libcurl4-gnutls-dev libenet-dev libgamin-dev       \
    libjpeg-dev libmozjs185-dev libnvtt-dev libogg-dev libopenal-dev        \
    libpng-dev libsdl-dev libvorbis-dev libwxgtk2.8-dev libxcursor-dev      \
    libxml2-dev subversion zlib1g-dev
  • You can also use libcurl4-openssl-dev instead of libcurl4-gnutls-dev (it's not possible to install both at once), but note that openssl is not GPL compatible and the resulting binaries could not be redistributed.
  • With that dependencies you have to run update-workspaces.sh with --with-system-enet --with-system-nvtt --with-system-mozjs185 flags.

Mandriva

Install the dependencies with:

urpmi gcc-c++ python subversion zip cmake  boost-devel fam-devel        \
    libcurl-devel libjpeg-devel libpng-devel libvorbis-devel libxml2-devel  \
    libwxgtku2.8-devel openal-soft-devel

Fedora

Install the dependencies with:

su -c 'yum -y install gcc-c++ python  subversion zip cmake boost-devel      \
    fam-devel libcurl-devel libjpeg-devel libpng-devel libvorbis-devel      \
    libxml2-devel openal-soft-devel pkgconfig SDL-devel wxGTK-devel'

OpenSUSE

Install the dependencies with:

sudo zypper install gcc-c++ python  subversion zip cmake boost-devel        \
    fam-devel libcurl-devel libjpeg-devel libpng-devel libvorbis-devel      \
    libxml2-devel openal-soft-devel pkg-config wxGTK-devel libSDL-devel

Users of OpenSUSE 11.4 and later should install the wxWidgets-devel package instead of wxGTK-devel.

Getting the code

0 A.D. is primarily developed on SVN. To checkout the latest code from SVN, run this command:

svn co http://svn.wildfiregames.com/public/ps/trunk/ 0ad

Note: Sometimes SVN stops before it has downloaded all files. You should check that it outputs something like at revision rXXXX. Otherwise run

svn up 0ad

There is also a Git mirror, which may be slightly less up-to-date but usually offers faster downloads. To use the Git mirror, use this command instead:

git clone https://github.com/0ad/0ad.git

Building

Compile the code with:

cd 0ad/build/workspaces
./update-workspaces.sh -j3
cd gcc
make -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 (which are the default) are more optimised, but are harder to debug. Use make config=debug (and run pyrogenesis_dbg) if you need better debugging support.

If you encounter any build errors, review the existing bug reports, check the known problems section or please file a 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 and 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 clean
make -j3

If you just edited one source code file and want to rebuild, you can usually get away with:

make -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 -j3

If the make line gives errors, you may need to run make clean before it. If the update-workspaces.sh gives errors, you may need to run clean-workspaces.sh before it.

Creating Linux packages

If you want to create packages for a Linux distribution, see the current 0ad and 0ad-data packages on OBS for examples (especially the .spec and debian.rules files).

OS X

The process on OS X is similar to Linux:

  • If you're using Lion 10.7.3 or later, Apple has made their Command Line Tools for Xcode package freely available, as a separate download. It does not include or require Xcode. If you don't want the Xcode IDE, it's recommended to install only this package from Apple Developer Downloads. You need a free Apple ID to access the download. If you already have Xcode 4.3+, you can download the command line tools from the download preferences.
  • If you're using Snow Leopard or Lion 10.7.2 or earlier, you'll probably need to install Xcode to get the command line tools (or you can try OSX GCC Installer):
    • If available, use your Mac OS X install DVD which saves downloading 1.72+ GB.
    • Visit Apple Developer Downloads (logging in with your free Apple ID) and download the latest Xcode version for your OS. Version 4.x is required for Lion, while version 3.x is required for Snow Leopard. It's very important you install the correct version.
    • The latest version of Xcode is also available for free from the Mac App Store, you'll need Snow Leopard 10.6.6 or later to access the App Store. Note: if you download the app, it is only the installer for Xcode. You need to open it and run the "Install Xcode" app.
  • Install MacPorts. This is the easiest way to install all the dependencies needed by the game.
  • sudo port install the following packages :
    • boost
    • cmake
    • libenet
    • libsdl
    • libvorbis
    • libxml2
    • curl
    • wxWidgets-devel (required for building Atlas, only the 2.9.x branch will work on 64-bit Macs)
    • subversion (the default version on 10.5 seems to cause checksum mismatch errors)

Run the following command in a shell :

sudo port install boost cmake libenet libsdl libvorbis libxml2 curl wxWidgets-devel subversion
  • Now follow the same instructions as for Linux above, starting from the svn co.
  • Newer versions of Xcode no longer include the command line tools by default, you need to install them as described above. Additionally, the command line tools package no longer includes GCC but it does include LLVM-GCC which is compatible. If you get errors during the build like "C compiler cannot create executables" then you probably have the newer command line tools with LLVM. The following command should fix it:
     export CC=gcc CXX=g++
    

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/Headers/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/premake4.lua to get rid of the -fstack-protector-all line: see the known problems section.
  • Then, restart the compilation starting from ./update-workspace.sh

BSD

Note: The *BSD support is a work in progress and should be considered experimental. That means don't try it unless you "know what you're doing" :)

  • Install the following ports or packages (names probably differ depending on the BSD variant):
    Install commands for the variants are provided below.
    • boost-libs
    • cmake
    • curl
    • execinfo
    • gmake
    • libGL
    • libjpeg
    • libogg
    • libvorbis
    • libxml2
    • openal
    • png
    • sdl
    • subversion
    • wxWidgets-gtk2 (unicode) - required to build the Atlas editor
    • zip
    • Note: GCC 4.2.1 and zlib should already be installed by default
  • Obtain the game's source code as described above for Linux.
  • Check for any variant specific issues below.
  • Note: Our build scripts should detect that you are running *BSD and use gmake as the make command. If for some reason this isn't correct, you can set the MAKE environment variable to the correct GNU make path.
  • Follow the build instructions above for Linux.

FreeBSD

  • Install the dependencies with:
    pkg_add -r boost-libs cmake curl execinfo gmake libGL libjpeg-turbo libogg  \
        libvorbis libxml2 openal png sdl subversion wxgtk2-unicode zip
    
  • TODO: Fix missing ecvt() (see #1325)
  • If building Atlas, you need to set the WX_CONFIG variable, because wx-config has a different name on FreeBSD. For example, you'd run this command if you built the wxGTK 2.8 package with unicode support:
    export WX_CONFIG=wxgtk2u-2.8-config
    
    if not correct, you will get errors about missing "wx/*.h" includes. You can skip building Atlas altogether (and the wxWidgets dependency) by later passing the --disable-atlas option to update-workspaces.sh.
    • You'll have to set this variable every time you run update-workspaces.sh, so it may be most convenient to put these commands into another shell script.

OpenBSD

  • Install the dependencies with:
    pkg_add -i boost cmake curl gmake jpeg libexecinfo libogg libxml openal png \
        sdl subversion zip
    
  • As OpenBSD's packaged libxml isn't build with threading support, building Atlas is not possible so you should run update-workspaces.sh with the --disable-atlas option.
  • You probably need to rename the generated SpiderMonkey lib to libmozjs185-ps-{debug,release}.so.1.0.1.0 and run pyrogenesis with LD_PRELOAD=/usr/local/lib/libogg.so.6.2:/usr/local/lib/libvorbis.so.8.0 (see #1463).

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/premake4.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_libs4.lua and remove the -mt suffix from the boost definition in line 234, and then run update-workspaces.sh again. It should look like this:
    unix_names = { "boost_signals" },
    
    If you are using a boost version > 1.43 you should remove (or comment) line 220 too.
  • 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.
  • If the SpiderMonkey build fails with errors like:
    Can't open perl script "../build/autoconf/acoutput-fast.pl": No such file or directory
    not updating unwritable cache ./config.cache
    creating ./config.status
    creating Makefile
    sed: can't read ../Makefile.in: No such file or directory
    ...
    
    then you are likely using a build directory with spaces in its path. SpiderMonkeys build system isn't designed to cope with spaces in the source path (see #916). Rename your build directory so that it doesn't contain any spaces.
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