Version 302 (modified by Imarok, 7 years ago) ( diff )

update Visual Studio Community 2013 download link

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
    • 32 or 64-bit x86-compatible CPU, or an ARMv5+ processor
    • 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 10
  • Windows 8.1
  • Windows 8
  • Windows 7

If you want to develop, the only supported IDEs are:

  • Visual C++ 2013

Important notes:

  • We have dropped support for older versions of Visual Studio when moving to C++11, see #2669.
  • XP and Vista are supported as targets, but not for installing Visual Studio 2013.
  • 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 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 5GB 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.)

If you only wish to play the most cutting-edge version, this is all you have to do (other than Keeping up to date). The executable will be located at binaries/system/pyrogenesis.exe.

Setting up the build environment

The game must be compiled with Microsoft Visual C++. You can get the free Express edition here: Visual Studio Express 2013(outdated). Choose the version for "Windows Desktop". There is also the free Community Edition, which has all the features of the Professional version for open source development.

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

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 and 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 (at least 1.40 since r15173)
  • CMake (only needed if you use bundled NVTT)
  • GCC (at least 4.7, required by C++11 features)
  • libcurl
  • libenet (1.3, the older 1.2 is not compatible)
  • libgloox (needed for the lobby; at least 1.0.9, previous versions are know to have connection problems; pass --without-lobby to update-workspaces.sh to exclude the lobby)
  • libicu
  • libnspr4
  • libogg
  • libpng
  • libvorbis
  • libxcursor
  • libxml2
  • miniupnpc (at least 1.6)
  • OpenAL
  • OpenGL
  • SDL2 (at least 2.0.2)
  • Subversion (or git if you want to use the Git mirror; see below)
  • 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):

For a list of all options to update-workspaces.sh see premake.

Debian / Ubuntu

  • On Debian 8/jessie or Ubuntu 14.04/trusty or later install the required dependencies with:
    sudo apt-get install build-essential libboost-dev libboost-filesystem-dev   \
        libcurl4-gnutls-dev libenet-dev libgloox-dev libicu-dev    \
        libminiupnpc-dev libnspr4-dev libnvtt-dev libogg-dev libopenal-dev   \
        libpng-dev libsdl2-dev libvorbis-dev libwxgtk3.0-dev libxcursor-dev      \
        libxml2-dev subversion zlib1g-dev
    
    • With these dependencies you have to run:
      • ./update-workspaces.sh --with-system-nvtt
  • If you want to use a packaged mozjs38, available for example in 0ad.dev PPA:
    • you should replace libnspr4-dev with libmozjs-38-dev and run update-workspace.sh with --with-system-mozjs38.
  • On systems earlier than Debian 8/jessie and Ubuntu 14.04/trusty:
    • you should run update-workspace.sh with --without-miniupnpc if you don't have libminiupnpc-dev >= 1.6;
    • you should replace libwxgtk3.0-dev with libwxgtk2.8-dev;
  • When not using system nvidia-texture-tools, libnvtt-dev can be omitted, but cmake is needed to build the bundled NVTT.
  • 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.

Mandriva

Install the dependencies with:

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

Fedora

Install the dependencies with:

sudo dnf install gcc-c++ python subversion zip cmake patch boost-devel \
    libcurl-devel enet-devel libpng-devel libvorbis-devel              \
    libxml2-devel openal-soft-devel pkgconfig SDL2-devel wxGTK-devel   \
    gloox-devel libicu-devel miniupnpc-devel nspr-devel

openSUSE

Install the dependencies with:

sudo zypper install gcc-c++ python subversion zip cmake boost-devel         \
    libcurl-devel libenet-devel libpng-devel libvorbis-devel  \
    libxml2-devel openal-soft-devel pkg-config wxGTK-devel libSDL2-devel     \
    gloox-devel libicu-devel miniupnpc-devel

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

ArchLinux

pacman -S boost cmake curl enet gcc gloox icu libgl libogg libpng libvorbis libxcursor libxml2 miniupnpc patch sdl2 subversion wxgtk zip zlib

VoidLinux

sudo xbps-install -Syv base-devel boost-devel cmake curl gcc icu-devel libcurl-devel libenet-devel libogg-devel libopenal-devel libpng-devel libvorbis-devel libXcursor libxml2 MesaLib-devel miniupnpc-devel nspr-devel patch pkg-config SDL2-devel wxWidgets-devel zip zlib

If there are issues, install more header files depending on the compiler's error message. nspr-devel is required for building SpiderMonkey and pyrogenesis requires MesaLib-devel to provide header files for libGL. Custom compile gloox for the Lobby or use xbps source packages or use update-workspaces.sh --without-lobby or wait until http://github.com/voidlinux/void-packages/pull/5102 is merged. If there are unresolved shlibs or an update breaks a package, then e.g.

sudo xbps-install -Syv SDL2-devel dbus dbus-x11  # credit Vaelatern
sudo xpbs-install -Su  # update, add -d for debugging, credit duncaen

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

Note: Make sure that the checkout directory doesn't contain special characters (spaces or non-ASCII characters)

There are also Git mirrors, which may be slightly less up-to-date but usually offers faster downloads. To use a Git mirror, use one of the following commands instead:

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

or

git clone https://gitlab.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. See Debugging for more details.

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:

cd ../../..
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 want to rebuild quickly after updating from SVN, you can usually get away with:

svn up
cd build/workspaces
./update-workspaces.sh -j3
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 control and rules files).

OS X

The process on OS X is similar to Linux:

  • Obtain the command line tools:
    • 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 Lion 10.7.2 or earlier, you'll probably need to install Xcode to get the command line tools:
      • 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.
      • The latest version of Xcode is also available for free from the Mac 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.
    • If you want to build a distributable app bundle as described below, you will need Xcode.
    • Note: As of Mavericks (10.9) and Xcode 5, Apple no longer supports llvm-gcc, instead it is required to use clang. Additionally, the default C++ library is now libc++ instead of libstdc++. If you've upgraded and previously built the game, you should pass the --force-rebuild flag to build-osx-libs.sh.
  • As of Alpha 21, the game uses SpiderMonkey 38 which requires a Python 2.7 version later than 2.7.3. If you're on Mountain Lion (10.8) or earlier, you will need to first update your Python installation with the latest 2.7.x installer from here.
  • Obtain CMake:
    • You can download a prebuilt OS X package here.
    • If prompted, install the CMake command line tools to the default location.
    • Note: Recent versions have no installer, so after copying the app bundle to Applications, you need to run CMake with elevated permissions to install the command line tools. From the terminal:
       sudo "/Applications/CMake.app/Contents/bin/cmake-gui" --install
      
    • If the install command fails, you can manually add the following line to the end of /etc/paths:
      /Applications/CMake.app/Contents/bin
      
  • Obtain the game's source 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
      

Now you have two options:

1. Build the game for your personal use

  • Run libraries/osx/build-osx-libs.sh, the OS X libraries build script, this will download and build the game's dependencies (except CMake, see above). This script will take some time to finish when first run, after that it will reuse the old build.
    cd libraries/osx
    ./build-osx-libs.sh -j3
    
    • -j3 gives the number of parallel builds to run, and should typically be one plus the number of CPU cores available.
    • To force a rebuild for some reason, e.g. the SVN folder is moved or Xcode / OS X is upgraded, pass in the --force-rebuild flag.
  • Next, to build the game on the command line, use the following commands:
    cd 0ad/build/workspaces
    ./update-workspaces.sh -j3
    cd gcc
    make -j3
    
  • Or if you have Xcode 4 installed, you can open build/workspaces/xcode4/pyrogenesis.xcworkspace (see discussion on this here).
  • Run the automated tests to verify that everything works as expected like this:
    binaries/system/test
    
  • If everything went well, compiling the code worked and all tests passed, it's finally time to run the game:
    binaries/system/pyrogenesis
    
  • Note: Newer versions of Xcode no longer include the command line tools by default, you need to install them as described above.
  • Note: It is recommended to use the command line build, since the Xcode build is not as well-tested, but Xcode's IDE can be very useful for code editing.

2. Build the game as a distributable app bundle

  • You will need Xcode installed (for its SDKs)
  • Open build/workspaces/build-osx-bundle.sh and read the comments. You will need to change a few settings depending on your version of OS X, Xcode, etc.
  • Run build-osx-bundle.sh, the bundle build script, which will download and build the game's dependencies for the appropriate SDK, build the game's source code, package the mod data, and set up the app bundle info.
    cd build/workspaces
    ./build-osx-bundle.sh -j3
    
  • -j3 gives the number of parallel builds to run, and should typically be one plus the number of CPU cores available.
  • When it's finished, there should be a complete 0ad app bundle in build/workspaces. You can open it by double-clicking its icon in Finder or with the open 0ad.app command in the terminal.
  • Consider the following to make an official release:
    • Use build-osx-bundle.sh --release, to create a bundle from a clean SVN working copy.
    • Package the bundle inside a compressed DMG with background image, for easy distribution (see ReleaseProcess).

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
    • enet
    • execinfo
    • gloox
    • gmake
    • iconv
    • icu
    • libGL
    • libogg
    • libvorbis
    • libxml2
    • miniupnpc
    • nspr
    • openal
    • png
    • sdl2
    • subversion
    • wxWidgets-gtk2 (unicode) - required to build the Atlas editor
    • zip
    • Note: zlib should already be installed by default
    • GCC 4.6+ or Clang
  • 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 install boost-libs cmake curl enet gloox gmake iconv libGL libogg          \
         libvorbis libxml2 miniupnpc nspr openal pkgconf png sdl2 subversion        \
         wx30-gtk2 zip
    
  • If running FreeBSD 10.0+ you need to set CC to clang and CXX to clang++.
    export CC=clang CXX=clang++
    
  • 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

  • As we require GCC 4.6+ you need to set CC and CXX before building
    export CC=egcc CXX=eg++
    
  • Install the dependencies with:
    pkg_add -i boost cmake curl enet g++ gcc gloox gmake icu4c libexecinfo libogg  \
        libxml miniupnpc nspr openal png sdl2 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 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

  • None currently.
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