~vitty/armagetronad/trunk-armagetronad-breakpad

354 by nemostultae
Converted all READMEs, AUTHORS, and NEWS to reStructuredText format (docutils)
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:Author: z-man, some changes by Luke-Jr
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.. contents::
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In this file you find instructions how to get from a fresh Subversion checkout
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to a running game. It is assumed that you know how to check out modules on
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your system, because you apparently already managed to check out one :)
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"Checking out module X in parallel to this" means you should go to the parent
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directory and check out module X from the same repository where you got this
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module from, so that the parent directory looks like this::
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	parent_directory:
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	    armagetronad:
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	        README-Subversion and other files
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	    X:
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	        files from X
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To use the sources from Subversion, you need to have additional tools
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installed: on all operating systems, you'll need Python (www.python.org). On
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Unix, you also need all autotools (autoconf and automake, check with your
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distribution). To build tarball distributions, you also need a 'svn' command
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line tool that can generate ChangeLogs.
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Unix vanilla
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=============
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You're in luck, you already have everything you'll need. Follow these steps::
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	# generate configure, config.h.in and the like
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	> sh ./bootstrap.sh
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	# generate and change to build directory
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	> mkdir ../armagetronad-build && cd ../armagetronad-build
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	# run the configure script (add --disable-glout for the dedicated server)
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	> ../armagetronad/configure
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	# run make
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	> make
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	# run game
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	> make run
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	# or run with arguments
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	> ./src/armagetronad_main <options>
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	# install game if you like
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	> make install
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Unix managed
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============
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There is also a helper module for the unix build, managing the tasks above and
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managing debug and optimized versions of the client and the server. It is
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designed to operate with the Eclipse IDE, but runs fine without it. The
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module's name is armagetronad_build_eclipse. Check it out parallel to the
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armagetronad module, cd there and read the enclosed README. If you're in a
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hurry, just run "make" there.
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KDevelop 3.0
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============
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1. First, you need to bootstrap. Execute: sh ./bootstrap.sh
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2. Run 'kdevelop' if you haven't done so already.
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3. From the Project menu, choose Open Project. Select 'armagetron.kdevelop' 
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   and press OK
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4. From the Build menu, choose Run Configure
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Merging branch 0.2.8 from revision 4640 to 4667:
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If all goes smoothly, you can now edit Armagetron Advanced and run it.
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354 by nemostultae
Converted all READMEs, AUTHORS, and NEWS to reStructuredText format (docutils)
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Mac OS X
725 by Daniel Lee Harple
• New BISON variable to determine which bison to use.
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========
695 by nemostultae
Mac OS X section was mangled after merging. Fixed it up.
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The Mac OS project is located in the armagetronad/MacOS/ directory.
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Armagetron Advanced.xcodeproj will only open in Xcode >= 2.4. It has these targets:
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Merging branch 0.2.8 from revision 7453 to 7520:
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* Armagetron Advanced -- The client
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* Armagetron Advanced Dedicated -- Dedicated Server
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Merging branch 0.2.8 from revision 8286 to 8363:
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All required libraries required to build Armagetron Advanced for Mac OS X may
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be download from the the Sourceforge project page:
581 by z-man
Merging branch 0.2.8 from revision 7453 to 7520:
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674 by z-man
Merging branch 0.2.8 from revision 8286 to 8363:
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https://sf.net/project/showfiles.php?group_id=110997&package_id=266788
354 by nemostultae
Converted all READMEs, AUTHORS, and NEWS to reStructuredText format (docutils)
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725 by Daniel Lee Harple
• New BISON variable to determine which bison to use.
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Aditional Required Software
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---------------------------
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If you are running Mac OS X 10.5 then nothing else is required.
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If you are running 10.4 then you must install:
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* rake: macports name rb-rake. http://rake.rubyforge.org
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* bison: macports name bison. http://www.gnu.org/software/bison
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You must also add a user-defined setting in Xcode, BISON. Its value should
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be the path of the newly installed bison.
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354 by nemostultae
Converted all READMEs, AUTHORS, and NEWS to reStructuredText format (docutils)
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Windows + VisualC
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=================
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You'll need to check out the additional module build_visualc parallel to this
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module. In it, you'll find a README describing how to proceed; you'll need to
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download some libraries and put them in the right place.
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Windows + Cygwin
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================
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Not supported yet.
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Windows + Mingw
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===============
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Not supported yet.