Those informations are/may be very outdated, please go to: new wiki
This page explains how to compile MegaGlest on Linux platforms.
Recommended way: Scripted build Edit
- Change into the top level project directory (megaglest-source/).
- You should have a mk/linux/ subdirectory there, change into this:
- Install / update the build dependencies:
sudo ./setupBuildDeps.shIf your Linux distribution is not supported or you prefer to install dependencies manually, check below.
- Start the build:
- To start MegaGlest do:
- Download the project from the GIT repository using the command line or your favorite GIT tool (such as RabbitVCS or TortoiseGIT).
- Download build dependencies. These are usally packaged by Linux distributions. On Debian, Ubuntu, Fedora, Opensuse and even more Linux distributions you may use mk/linux/setupBuildDeps.sh to install them. If your distribution is not supported or you prefer to install yourself: This is the current dependency list - where packages are available, the package names may start wih lib and usually have -dev(el) towards the end:
- Additionally for map editor and model viewer:
Building using CMake by HandEdit
- Open a terminal window and navigate to trunk (or the specified branch) and type the following:
cd mk/linux mkdir build cd build cmake ../../.. make
- If nothing goes wrong you will see megaglest (and other binaries) in the same folder (mk/linux).
- NOTE: most developer that are not planning to run megaglest from the standard linux LHS paths (like usr/local/bin) should run cmake with the following syntax so that the resulting binaries look in the local compiled folders for data files:
cd mk/linux mkdir build cd build cmake -DCMAKE_INSTALL_PREFIX= ../../.. make
Notice a space between the parameter -DCMAKE_INSTALL_PREFIX and ..
Notes: The follow are build types supported using cmake:
To change the build type execute cmake (default is Release) using:
cmake -D CMAKE_BUILD_TYPE=<...>
cmake -D CMAKE_BUILD_TYPE=Debug
Other special CMake options for customized builds:
-DBUILD_MEGAGLEST=On -DBUILD_MEGAGLEST_CONFIGURATOR=On -DBUILD_MEGAGLEST_MAP_EDITOR=On -DBUILD_MEGAGLEST_MODEL_IMPORT_EXPORT_TOOLS=On -DBUILD_MEGAGLEST_MODEL_VIEWER=On -DWANT_STATIC_LIBS=On -DMINIUPNPC_VERSION_PRE1_6=Off -DMINIUPNPC_VERSION_PRE1_5=Off -DWANT_STREFLOP=Off -DUSE_FTGL=On -DWANT_GIT_STAMP=On -DCMAKE_INSTALL_PREFIX= -DMEGAGLEST_BIN_INSTALL_PATH= -DMEGAGLEST_DATA_INSTALL_PATH= -DMEGAGLEST_DESKTOP_INSTALL_PATH= -DMEGAGLEST_ICON_INSTALL_PATH= -DMEGAGLEST_MANPAGE_INSTALL_PATH= -DCUSTOM_DATA_INSTALL_PATH=
Cross Compiling Windows binaries on Linux using MingW:Edit
- This process is still experimental and is not fully supported at the moment but rather for educational purposes.
- Download and extract the MingW win32 dependency archive from Sourceforge and extract into the source folder.
- Install the MingW cross compiler for your distro. In Ubuntu run:
sudo apt-get install mingw32 mingw32-binutils mingw32-runtime
- Open a terminal and cd to the root folder of your Mega-Glest folder (usually trunk).
- Modify the script. You also need to change windows_deps/curl-7.20.1 to windows_deps/curl-7.21.3
- Run the script:
cd mk/linux ./build-mg-win.sh
- If all goes well you should see the Windows .exe binaries produced in the data/glest_game folder.
To test running the game, run the binary in mk/linux like this:
These are some commandline options:
./megaglest --help ./megaglest --version ./megaglest --opengl-info