* Rename docs/readme.txt to docs/copyright.txt

* Update READMEs for binaries
This commit is contained in:
mnaumann 2011-05-03 04:27:37 +00:00
parent 402ae16657
commit 4ccd101459
4 changed files with 216 additions and 81 deletions

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@ -7,7 +7,7 @@ cmake ..
make make
cd .. cd ..
echo 'You may now launch mega-glest from this directory like this:' echo 'You may now launch MegaGlest from this directory like this:'
echo 'mk/linux/megaglest.bin --ini-path=mk/linux/ --data-path=mk/linux/' echo 'mk/linux/megaglest.bin --ini-path=mk/linux/ --data-path=mk/linux/'
echo 'or from within the build folder:' echo 'or from within the build directory:'
echo '../mk/linux/megaglest.bin --ini-path=../mk/linux/ --data-path=../mk/linux/' echo '../mk/linux/megaglest.bin --ini-path=../mk/linux/ --data-path=../mk/linux/'

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@ -1,9 +1,10 @@
MegaGlest source code v3.2.x and higher - MegaGlest source code v3.2.x and higher -
Copyright (C) 2009-2010 Titus Tscharntke (info@titusgames.de) Copyright (C) 2009-2011 Titus Tscharntke (info@titusgames.de) and Mark Vejvoda
and Mark Vejvoda (mark_vejvoda@hotmail.com). (mark_vejvoda@hotmail.com).
Glest source code v3.2.x - Glest source code v3.2.x -
Copyright (C) 2002-2009 Martiño Figueroa (www.glest.org - contact_game@glest.org). Copyright (C) 2002-2009 Martiño Figueroa (http://glest.org -
contact_game@glest.org).
You can redistribute this code and/or modify it under the terms of the GNU You can redistribute this code and/or modify it under the terms of the GNU
General Public License as published by the Free Software Foundation; either General Public License as published by the Free Software Foundation; either
@ -11,10 +12,10 @@ version 3 of the License, or (at your option) any later version.
(http://www.gnu.org/licenses/gpl.html) (http://www.gnu.org/licenses/gpl.html)
Except where otherwise noted, all of the documentation, multimedia and software Except where otherwise noted, all of the documentation, multimedia and software
included in the Mega-Glest Game setup package is copyrighted by The Mega-Glest included in the MegaGlest Game setup package is copyrighted by The MegaGlest
Team. Team.
Copyright (C) 2001-2011 The Mega-Glest Team. All rights reserved. Copyright (C) 2001-2011 The MegaGlest Team. All rights reserved.
This software is provided without any express or implied warranty. In no event This software is provided without any express or implied warranty. In no event
shall the author be held liable for any damages arising from the use of this shall the author be held liable for any damages arising from the use of this
@ -24,5 +25,5 @@ This software may be redistributed freely, but all redistributions must retain
all occurences of the above copyright notice and web site addresses that are all occurences of the above copyright notice and web site addresses that are
currently in place and provide full source code with ALL modifications. currently in place and provide full source code with ALL modifications.
For compilation instructions or any other info please visit For compilation instructions or any other info please visit the development
the development documentation at http://megaglest.org/. documentation at http://megaglest.org/.

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@ -1,27 +1,52 @@
MegaGlest
by Titus Tscharntke and Mark Vejvoda
original Glest linux port MEGAGLEST
by Matthias Braun
by Titus Tscharntke and Mark Vejvoda
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
README file for Linux
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. System requirements 1. System requirements
Developed on Linux with glibc, little endian cpu. While MacIntel builds exist,
the game does not currently work on big endian CPUs like PPC. There are some
unfinished patches floating around the glest board, so this might improve (feel
free to send updated/finished PPC patches).
Graphics card + OpenGL libraries that support OpenGL 1.3 and shader extensions
(=OpenGL 1.4 or glUseProgramObjectARB etc.)
The app has been reported to run fine on a 900Mhz Athlon box with Nvidia GeForce
3 graphics card.
It seems that the game also runs on GeForce 2 and GeForce Mx class hardware when
you disable 3D textures and shadow maps in the options menu. The game seems not
to work with the open source (ATI) DRI drivers. It has reported to run nicely
with ATIs proprietary drivers though.
Developed on Linux with glibc, little endian CPU. While MacIntel builds exist
(for some versions of the game), MegaGlest does not currently work on big
endian CPUs like PPC (though some unfinished patches for vanilla Glest float
around on the Glest boards, e.g. http://glest.org/glest_board/?topic=1426).
Hardware requirements:
* 5th generation x86 CPU with 1.5 GHz or better
(modern CPU series with at least two cores of at least 1.5 Ghz recommended)
* 1.0 GB RAM
(2.0 GB recommended)
* Graphics chip supporting OpenGL 1.3 with GL_ARB_env_crossbar and shader
extensions (=OpenGL 1.4 or glUseProgramObjectARB etc.) or higher
(dedicated video card with hardware 3D acceleration recommended)
* Audio chip supporting OpenAL
Software requirements:
* A supported (by its producer) operating system version
* Graphics drivers which work well with this operating system version and
support the OpenGL requirements discussed above
* Audio drivers supporting OpenAL
* A file archiving utility which provides a command line interface and can
decompress 7-zip archives
Current dedicated Nvidia and ATI hardware with vendor-supplied proprietary
drivers installed will provide the best experience. However, MegaGlest also
runs on most integrated Intel GMA, Nvidia and ATI GPUs, but you will feel an
urge to reduce effects.
Issues with proprietary drivers for 'legacy' ATI hardware have been and are
continuously reported. On Linux, open source 3D drivers are now (Linux 2.6.38,
Gallium 0.4 via DRI) starting to become usable for both many current and
legacy GPUs, and may help with this.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2. Building and Installation 2. Building and Installation
2.1 Prerequesites 2.1 Prerequesites
The game depends on some tools and libraries to be present, before you can The game depends on some tools and libraries to be present, before you can
start compiling it. Here's a list of them: start compiling it. Here's a list of them:
@ -30,12 +55,18 @@ start compiling it. Here's a list of them:
* Kitware CMake 2.8 or later (used as build tool) * Kitware CMake 2.8 or later (used as build tool)
* X11 libraries +headers * X11 libraries + headers
http://x.org/ (or the older http://xfree86.org/) http://x.org/
* SDL 1.2.5 or later * SDL 1.2.5 or later
http://libsdl.org/ http://libsdl.org/
* OpenGL
http://dri.freedesktop.org/wiki/libGL
* wxWidgets
http://wxwidgets.org/
* Xerces-C * Xerces-C
http://xerces.apache.org/xerces-c/ http://xerces.apache.org/xerces-c/
@ -43,15 +74,40 @@ start compiling it. Here's a list of them:
http://openal.org/ http://openal.org/
* Ogg * Ogg
http://xiph.org/ogg/vorbis/ http://xiph.org/ogg/
* Vorbis * Vorbis
http://vorbis.com/ http://xiph.org/vorbis/
* Xerces-C
http://xerces.apache.org/xerces-c/
* Lua 5.1 or later
http://www.lua.org/
* JPEG
http://www.ijg.org/
* PNG
http://www.libpng.org/
* Zlib
http://zlib.net/
* GnuTLS
http://www.gnu.org/software/gnutls/
* ICU
http://site.icu-project.org/
* libdl
If the configure script can't find some of the libraries, make sure that you If the configure script can't find some of the libraries, make sure that you
also have the -dev packages installed that some distributions provide. also have the -dev packages installed that some distributions provide.
At this point I'd like to thank all the authors of these helpful libraries
that made our development easy and straight forward. At this point I'd like to thank all the authors of these helpful libraries that
made our development easy and straight forward.
2.2 Building 2.2 Building
@ -62,18 +118,21 @@ To build the game simply invoke the build script:
2.3 Installation 2.3 Installation
We provide MojoSetup based installers for Linux. By default, they install to We provide MojoSetup based installers for Linux and NSIS based installers for
your home directory. There are also community maintained packages available for Windows. By default, the Linux installers install to your home directory. The
several distributions. Please see the forums and wiki for details. Windows installers install to %ProgramFiles%, so to the systems' global scope.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ There are also community maintained packages available for several Linux and
BSD distributions. Please see the website, forums and wiki for details.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3. Troubleshooting 3. Troubleshooting
Some hints for troubleshooting. Some hints for troubleshooting.
In General: In General:
* Make sure you fullfill the system requirements above * Make sure both hard- and software of your system match the requirements
* Sound is played through OpenAL - you might need to take a look at your * Sound is played through OpenAL - you might need to take a look at your
configuration: http://supertux.lethargik.org/wiki/OpenAL_Configuration configuration: http://supertux.lethargik.org/wiki/OpenAL_Configuration
@ -90,26 +149,46 @@ Sound/Audio errors when starting:
The game complains about OpenGL1.3 not available, is missing OpenGL extensions The game complains about OpenGL1.3 not available, is missing OpenGL extensions
or works very slowly: or works very slowly:
* Make sure your system provides for the system requirements * Look at glxinfo and make sure the system is using the drivers you want to
* Look at glxinfo and make sure the system is using the drivers you want to
use. Often the proprietary ATI or NVIDIA drivers work better, but for Intel, use. Often the proprietary ATI or NVIDIA drivers work better, but for Intel,
mesa drivers ("glxinfo | grep -i mesa") can work, too (though slowly due to Mesa drivers ("glxinfo | grep -i mesa") can work, too (but slowly since these
limited abilities of these chipsets). GPUs are lacking on hardware acceleration support).
The game crashes: The game crashes:
* Check the forums at http://forums.megaglest.org/ * Check the forums at http://forums.megaglest.org/
* It would be nice if you could report any other crashes and freezes that are * It would be nice if you could report any other crashes and freezes that are
not yet described on the forums, preferably with a gdb backtrace from a not yet described on the forums, preferably with a gdb backtrace from a
debugging enabled build (cmake -DCMAKE_BUILD_TYPE=RelWithDebInfo) debugging enabled build (cmake -DCMAKE_BUILD_TYPE=RelWithDebInfo)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4. Contact 4. More information
Original Glest is from http://glest.org/ * Website
Linux port by: http://megaglest.org/
Matthias Braun <matze@braunis.de> with help from
Karl Robillard <krobbillard@san.rr.com> * Wiki
MegaGlest by: http://wiki.megaglest.org/
* Forums
http://forums.megaglest.org/
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5. Contact + Credits
MegaGlest is developed by:
Titus Tscharntke (info@titusgames.de) Titus Tscharntke (info@titusgames.de)
Mark Vejvoda (www.soft-haus.com - mark_vejvoda@hotmail.com) Mark Vejvoda (www.soft-haus.com - mark_vejvoda@hotmail.com)
General contact:
contact@megaglest.org
MegaGlest is a fork of Glest:
http://glest.org/
Linux port by:
Matthias Braun <matze@braunis.de> with help from Karl Robillard
<krobbillard@san.rr.com>
Please also refer the copyright file.

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@ -1,23 +1,54 @@
MegaGlest
by Titus Tscharntke and Mark Vejvoda
original Glest code MEGAGLEST
by Martiño Figueroa
by Titus Tscharntke and Mark Vejvoda
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
README file for Windows
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. System requirements 1. System requirements
Developed on Windows with Microsoft Visual C++ 2008 Express (free version),
Developed on Windows with Microsoft Visual C++ 2008 Express (free version),
little endian CPU. Compiling using the mingw32 toolset is now possible, which little endian CPU. Compiling using the mingw32 toolset is now possible, which
also allows for cross compiling. The game does not currently work on big endian also allows for cross compiling.
CPUs like PPC. There are, however, community contributed builds available for
MacIntel. The app has been reported to run fine on a 900Mhz Athlon box with Hardware requirements:
Nvidia GeForce 3 graphics card. It seems that the game also runs on GeForce 2 * 5th generation x86 CPU with 1.5 GHz or better
and GeForce Mx class hardware when you disable 3D textures and shadow maps in (modern CPU series with at least two cores of at least 1.5 Ghz recommended)
the options menu. The windows version runs on 32 and 64 bit versions of Windows * 1.0 GB RAM
and has been reported to run successfully on Windows 2000 - Windows 7. (2.0 GB recommended)
* Graphics chip supporting OpenGL 1.3 with GL_ARB_env_crossbar and shader
extensions (=OpenGL 1.4 or glUseProgramObjectARB etc.) or higher
(dedicated video card with hardware 3D acceleration recommended)
* Audio chip supporting OpenAL
Software requirements:
* A supported (by its producer) operating system version
* Graphics drivers which work well with this operating system version and
support the OpenGL requirements discussed above
* Audio drivers supporting OpenAL
* A file archiving utility which provides a command line interface and can
decompress 7-zip archives
The Windows version runs on 32 and 64 bit variants of Windows and has been
reported to run on Windows versions up to and including Windows 7.
Current dedicated Nvidia and ATI hardware with vendor-supplied proprietary
drivers installed will provide the best experience. However, MegaGlest also
runs on most integrated Intel GMA, Nvidia and ATI GPUs, but you will feel an
urge to reduce effects.
Issues with proprietary drivers for 'legacy' ATI hardware have been and are
continuously reported. On Windows, 'patched (current) drivers' can sometimes
help there (and other times they make things worse).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2. Building and Installation 2. Building and Installation
2.1 Prerequesites 2.1 Prerequesites
The game depends on some tools and libraries to be present, before you can The game depends on some tools and libraries to be present, before you can
start compiling it. Here's a list of them: start compiling it. Here's a list of them:
@ -25,51 +56,75 @@ start compiling it. Here's a list of them:
OR OR
* mingw32 * mingw32
* Glest Windows 32 bit Dependencies * MegaGlest Windows 32 bit dependencies for building with VC++:
http://sourceforge.net/projects/megaglest/files/win32_deps.7z/download http://sourceforge.net/projects/megaglest/files/win32_deps.7z/download
to build with VC++ or, to build with mingw: OR
* MegaGlest Windows 32 bit dependencies for building with mingw:
http://sourceforge.net/projects/megaglest/files/win32_deps_mingw.7z/download http://sourceforge.net/projects/megaglest/files/win32_deps_mingw.7z/download
which include: These include:
* Xerces-C * Xerces-C
http://xerces.apache.org/xerces-c/ http://xerces.apache.org/xerces-c/
* wxWidgets * wxWidgets
http:/wxwidgets.org/downloads/ http://wxwidgets.org/
2.2 Building 2.2 Building
To build and install the game use the following steps: To build and install the game use the following steps:
1. Download the dependencies archive mentioned above and decompress its contents 1. Download the dependencies archive listed above and decompress its contents
into the 'source' folder (where you see glest_game, g3d_viewer, etc). into the 'source' directory (where you see glest_game, g3d_viewer, etc).
This should create a folder called "win32_deps" with many sub files/folders This should create a subdirectory called "win32_deps" with many files and
in it. subdirectories in it.
2. Open the VC++ 2008 Solution file in trunk\mk\windoze called Glest.sln within 2. Open the VC++ 2008 Solution file in trunk\mk\windoze called Glest.sln within
the Visual C++ IDE. the Visual C++ IDE.
3. Right Click on the top level Glest node in Solution Explorer and select 3. Right Click on the top level Glest node in Solution Explorer and select
Rebuild All. 'Rebuild All'.
If you had no errors all binaries will be created in trunk\data\glest_game. If you had no errors all binaries will be created in trunk\data\glest_game.
Before running MegaGlest you must run the batchfile CopyWindowsRuntimeDlls.bat Before running MegaGlest you must run the CopyWindowsRuntimeDlls.bat batch.
You should now be able to just run glest_game.exe. You should now be able to just run glest_game.exe.
2.3 Installation 2.3 Installation
We provide NSIS based installation packages. By default, these will create a We provide NSIS based installation packages. By default, these will create a
system-wide installation below Program Files and setup Desktop icons for system-wide installation below Program Files and setup Desktop icons for
simplified access. simplified access. User specific configuration will be stored within the
directory tree the %AppData% environment variable points to.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4. Contact 4. More information
The main MegaGlest website is http://megaglest.org/ * Website
Development information is available at http://wiki.megaglest.org/ http://megaglest.org/
Forums are at http://forums.megaglest.org/
Titus Tscharntke (info@titusgames.de) * Wiki
Mark Vejvoda (www.soft-haus.com - mark_vejvoda@hotmail.com) http://wiki.megaglest.org/
* Forums
http://forums.megaglest.org/
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5. Contact + Credits
MegaGlest is developed by:
Titus Tscharntke (info@titusgames.de)
Mark Vejvoda (www.soft-haus.com - mark_vejvoda@hotmail.com)
General contact:
contact@megaglest.org
MegaGlest is a fork of Glest:
http://glest.org/
Linux port by:
Matthias Braun <matze@braunis.de> with help from Karl Robillard
<krobbillard@san.rr.com>
Please also refer the copyright file.