Version 49 (modified by arn34, 15 years ago) ( diff )

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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 - 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 XP and Vista are the main supported versions; 2000 and 7 may work too.

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 700MB of disk space. Make sure it's in a path that does not contain any space characters.
    • Note: The SVN server is currently very busy, and is likely to return "503 Service Unavailable" errors. You might want to wait a few days before downloading all the code. (Linux users should see below for a quicker way to download the code.)

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:

(If you have the old VC++ 2005 Express, you need to install the separate 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.)

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 (currently quite minimal) 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, OS X

This is much less streamlined than the process for Windows. But you're cooler than a Windows developer, so you should be able to cope.

  • Install various standard tools and development libraries:
    • GCC (at least 4.1, preferably 4.3)
    • Subversion
    • NASM
      • There is a 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
    • libogg
    • libvorbis
    • cryptopp
    • SpiderMonkey (1.6, threadsafe) (sometimes called libjs)
    • wxWidgets (probably called wxgtk on Linux) (optional, but required for the editor tools)
    • gamin (Linux only)
    • BFD (typically called something like binutils-dev) (Linux only)
    • enet
    • DevIL
    • and maybe some other things?
  • For Ubuntu the following might help: sudo apt-get install build-essential 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 libcrypto++-dev binutils-dev libnspr4-dev libdevil-dev libenet-dev libxml2-dev
  • You'll need a multi-threaded build of SpiderMonkey. If you have a single-threaded version, you should get some compiler errors and you might need to compile the right version yourself (see below).
  • svn co http://svn.wildfiregames.com/public/ps/trunk/ (or http://svn.wildfiregames.com/svn/ps/trunk/ if you have commit access)
  • ( cd trunk/libraries/fcollada/src && make )
  • cd trunk/build/workspaces
  • ./update-workspaces.sh (you'll have to repeat this step each time a source file is added or removed)
  • cd gcc
  • make -j3 (where 3 is the number of parallel builds to run, and could perhaps be one plus the number of CPU cores available)
  • If you encounter any build errors, look for an existing bug report or report a new bug.
  • ( cd ../../../binaries/system && ./pyrogenesis_dbg )


OS X

Follow this steps to install under OS X:

  • Install Apple's XCode for your system : see your Mac OsX install DVD or go to Apple's Developer Connection Site
    This provides the necessary tools to compile programs.
    Note that for Leopard, it is mandatory to install XCode >= 3.1, as the tiff dependency won't compile either. On my DVD, Apple shipped only XCode 3.0, so I had to download 3.1 from the ADC site.
  • Install Macports : MacPorts
    This is the easiest way to install all the dependencies needed by 0ad.
  • sudo port install the following packages :
    • boost
    • libsdl
    • spidermonkey
    • xercesc
    • wxWidgets
    • ffmpeg
    • libxml2
  • As mentionned in the help file : "You also need to install DevIL manually. It depends on some libraries downloaded through MacPorts above, so get those first. Next, obtain DevIL 1.6.8 RC2 from http://openil.sourceforge.net/download.php. Then extract the archive, and run ./configure, make, and sudo make install."
    I downloaded 1.7.8 (the latest version at the time I wrote this article) and it seems to work as well. (1.6.8 has problems with GCC 4.3)
  • Now get the last revision of the game : svn co http://svn.wildfiregames.com/public/ps/trunk/ (or http://svn.wildfiregames.com/svn/ps/trunk/ if you have commit access)
  • Recompile FCollada : cd path-to-0ad/libraries/fcollada/src && make (where path-to-0ad is obviously the place you put the game folder)
  • then compile the game :
    • cd trunk/build/workspaces
    • ./update-workspaces.sh (you'll have to repeat this step each time a source file is added or removed)
    • cd gcc
    • make -j3 (where 3 is the number of parallel builds to run, and could perhaps be one plus the number of CPU cores available)
    • If you cannot manage to compile with the Apple's default compiler (gcc 4.0.1), you may try compiling with gcc 4.3 (this worked for me a least) : for this, see the detailed section here under.
    • If you encounter any build errors, look for an existing bug report or report a new bug (I myself still get a last error, but it seems harmless).
  • Finally, launch the game : cd ../../../binaries/system && ./pyrogenesis_dbg


Compiling with gcc 4.3 under OS X

For those who get weird errors, you can try compiling with gcc 4.3, which is not shipped with any version of Apple's XCode. So you first have to get it from MacPorts and then patch a system library (certainly not the better way to do it, but for now the game is targetted for developpers, so you can manage to do it :) ).

  • sudo port install gcc43 gcc_select
    Note that gcc 4.1 will fail in compiling 0ad (don't know about gcc 4.2).
    Select gcc 4.3: sudo gcc_select mp-gcc43
  • Right, you're almost ready to compile 0ad : you need to patch Apple's OpenAL (/System/Library/Frameworks/OpenAL.Framework/alc.h : replace all ALCvoid by void, except first one which is a typedef). Indeed, as Jan said, "C allows parameters typedefed to void, C++ does not; GCC >=4.2 are now strict about the error" (and will end to compilation error).
  • Then, launch again 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 Performance warning: your graphics card does not support compressed textures when starting the game, it is an issue with S3TC texture compression. You might be able to solve it by installing the libtxc_dxtn library, in a distro-specific way.

Installing thread-safe SpiderMonkey

On Linux:

  • wget http://ftp.mozilla.org/pub/mozilla.org/js/js-1.60.tar.gz
  • tar -xzf js-1.60.tar.gz
  • cd js/src
  • JS_THREADSAFE=1 INCLUDES=-I/usr/include/nspr OTHER_LIBS=-L/usr/lib make -f Makefile.ref
  • make -f Makefile.ref export
  • cd ../../dist/Linux_All_DBG.OBJ
  • sudo cp lib/* /usr/lib
  • sudo mkdir /usr/include/js
  • sudo cp include/* /usr/include/js
  • sudo ldconfig

On OS X, you can just install it from MacPorts, it already has thread-safe patches.

On Gentoo, you could use the system library (with the threadsafe flag) instead:

  • echo dev-lang/spidermonkey threadsafe >> /etc/portage/package.use
  • emerge -av spidermonkey
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