- updated mojo linux installer script to auto name the Linux installers

- updated some documentation
This commit is contained in:
Mark Vejvoda 2012-10-23 05:43:55 +00:00
parent 0ba70dbfe9
commit 86f73dca3e
7 changed files with 57 additions and 60 deletions

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@ -45,6 +45,8 @@ This product includes the following 3rd party software:
- modified version of Feathery FTP by Andreas Martin
(https://sourceforge.net/projects/feathery/)
- libvlc (http://www.videolan.org/vlc/libvlc.html)
- libcurl (http://curl.haxx.se/libcurl/)
- libpng (http://www.libpng.org/pub/png/libpng.html)

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@ -1,4 +1,3 @@
===================
MEGAGLEST CHANGELOG
===================
To see a timeline of detail changes please visit:
@ -15,6 +14,7 @@ v3.7.0
- video playback support (using libvlc)
- network multi-player scenarios
- campaign scenarios
- Integrated language translation support (translate / update your favorite language @ https://www.transifex.com/projects/p/megaglest and pull the files into the game via advanced translation options to test your changes)
- play a sound when player mentions your name in chat mode
- more game data validation for commandline modders, see --help for more info
- many new lua commands for scenario modders

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@ -10,7 +10,7 @@ http://www.gnu.org/licenses/gpl.html
Except where otherwise noted, all of the documentation, multimedia and software
included in the MegaGlest setup package is copyrighted by The MegaGlest Team.
Copyright (C) 2001-2011 The MegaGlest Team. All rights reserved.
Copyright (C) 2001-2012 The MegaGlest Team. All rights reserved.
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
@ -27,46 +27,6 @@ On debian systems please find license information in:
/usr/share/common-licenses/GPL-3
/usr/share/common-licenses/GPL-3+
==============================
MD5 Model License permission
==============================
Permission has been granted to modify the Copyright text in files used related
tp MD5 Model format from David Henry in order to be compatible with Debian's
DSFG requirements, the email exchanged is pasted below:
From: HENRY David <tfc.duke@gmail.com>
To: mark_vejvoda@hotmail.com
Subject: Re: megaglest using your md5 code, need permission to use proper license
Date: Sun, 18 Dec 2011 09:59:57 +0100 (11-12-18 12:59:57 AM)
Hello,
Yes, I give you permission to do it.
Yours,
David.
Le samedi 17 décembre 2011 à 15:00 -0800, Mark Vejvoda a écrit :
> Hello, I am using your md5 code from your website:
> http://tfc.duke.free.fr/ in our open source game megaglest (see
> megaglest.org). I am working on getting our game into Debian Linux, and
> they require a license that allows modification of the source code.
> While the source files mention MIT license they do not link to the MIT
> license that you mention on your website (not does the copyright state
> the code can be changed). Do you give me permission to change the
> copyright in our project to mentionthat the code can be changed and link
> to the MIT license:
>
> http://www.opensource.org/licenses/mit-license.php
>
> Thanks
>
>
>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
MegaGlest is a fork of Glest, so Glests' license terms also apply to MegaGlest.
The following text is an unmodified reproduction of the vanilla Glest license.

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@ -39,6 +39,12 @@ start compiling it:
* OpenGL
http://dri.freedesktop.org/wiki/libGL
* libvlc
http://www.videolan.org/vlc/libvlc.html
* libcurl
http://curl.haxx.se/libcurl/
* wxWidgets
http://wxwidgets.org/
@ -90,6 +96,8 @@ To build the game simply invoke the build script:
./build-mg.sh
*NOTE: We have produced a script that tries to install build dependencies
on many Linux distros. The script is located in mk/linux/setupBuildDeps.sh
2.3 Installation

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@ -9,8 +9,8 @@
1. Architecture
Developed on Windows with Microsoft Visual C++ 2008 Express (free version),
little endian CPU. Compiling using the mingw32 toolset is now possible, which
Developed on Windows with Microsoft Visual C++ 2010 Express (free version),
little endian CPU. Compiling using the mingw32 toolset is experimental, which
also allows for cross compiling.
On debian systems please find license information in: /usr/share/common-licenses
@ -23,12 +23,12 @@ On debian systems please find license information in: /usr/share/common-licenses
The game depends on some tools and libraries to be present, before you can
start compiling it. Here's a list of them:
* Microsoft Visual C++ Express 2008
* Microsoft Visual C++ Express 2010
OR
* mingw32
* 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/windows_deps.7z/download
OR
* MegaGlest Windows 32 bit dependencies for building with mingw:
http://sourceforge.net/projects/megaglest/files/win32_deps_mingw.7z/download
@ -38,6 +38,8 @@ These include:
http://xerces.apache.org/xerces-c/
* wxWidgets
http://wxwidgets.org/
And many more.
* For a more verbose list, please inspect the archive contents and refer to the
Linux build instructions.
@ -46,19 +48,37 @@ These include:
To build and install the game use the following steps:
Option A) (recommended) Automatic Building through commandline:
1. Open a command prompt and navigate to the root folder where you have acquired the source code.
2. cd mk\windoze
3. build-mg-2010.bat
4. CopyWindowsRuntimeDlls_2010.bat
5. cd ..\..\data\glest_game
6. megaglest.exe --version
7. megaglest.exe
Option B) USing VC++ IDE:
1. Download the dependencies archive listed above and decompress its contents
into the 'source' directory (where you see glest_game, g3d_viewer, etc).
This should create a subdirectory called "win32_deps" with many files and
subdirectories in it.
2. Open the VC++ 2008 Solution file in trunk\mk\windoze called Glest.sln within
2. Open the VC++ 2010 Solution file in trunk\mk\windoze called Glest-2010.sln within
the Visual C++ IDE.
3. Right Click on the top level Glest node in Solution Explorer and select
'Rebuild All'.
If you had no errors all binaries will be created in trunk\data\glest_game.
Before running MegaGlest you must run the CopyWindowsRuntimeDlls.bat batch.
Before running MegaGlest you must run the CopyWindowsRuntimeDlls_2010.bat batch.
You should now be able to just run glest_game.exe.

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@ -111,6 +111,7 @@ cmake ../
make
cd ../
-----------------------
-- deprecation start --
NOTE this part is now deprecated as it is handled by the synch script above
but the info is left here for education
@ -120,7 +121,8 @@ but the info is left here for education
- config.lua
local GAME_INSTALL_SIZE = 680000000;
local GAME_VERSION = "3.6.0";
-- deprecation start --
-- deprecation end --
---------------------
Now in a terminal session from inside the megaglest-installer folder run:
@ -129,7 +131,7 @@ Now in a terminal session from inside the megaglest-installer folder run:
When complete this will produce the platform specific installer in the same
folder called:
megaglest-installer.run
MegaGlest-Installer_<architecture>_<kernel>.run
This is a native binary installer that wil install MegaGlest on the same
platform as was sued to build it. (ie: 32 or 64 bit Linux)

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@ -18,8 +18,21 @@ megaglest_release_folder=""
#megaglest_release_folder="trunk"
#megaglest_release_folder="release-3.3.5.1"
mg_installer_bin_name=megaglest-installer.run
CURRENTDIR="$(dirname $(readlink -f $0))"
# below describe various folder paths relative to the installer root folder
#megaglest_project_root=../../../../../
megaglest_project_root=../../../../
megaglest_data_path=${megaglest_project_root}${megaglest_release_folder}/data/glest_game/
megaglest_linux_path=${megaglest_project_root}${megaglest_release_folder}/mk/linux/
megaglest_linux_masterserverpath=${megaglest_project_root}${megaglest_release_folder}/source/masterserver/
megaglest_linux_toolspath=${megaglest_project_root}${megaglest_release_folder}/source/tools/
VERSION=`$CURRENTDIR/${megaglest_linux_path}/mg-version.sh --version`
kernel=`uname -s | tr '[A-Z]' '[a-z]'`
architecture=`uname -m | tr '[A-Z]' '[a-z]'`
mg_installer_bin_name=MegaGlest-Installer-${VERSION}_${architecture}_${kernel}.run
#echo $mg_installer_bin_name
#exit 1
if which zip >/dev/null; then
echo Compression tool 'zip' exists
@ -42,14 +55,6 @@ else
exit 1
fi
# below describe various folder paths relative to the installer root folder
#megaglest_project_root=../../../../../
megaglest_project_root=../../../../
megaglest_data_path=${megaglest_project_root}${megaglest_release_folder}/data/glest_game/
megaglest_linux_path=${megaglest_project_root}${megaglest_release_folder}/mk/linux/
megaglest_linux_masterserverpath=${megaglest_project_root}${megaglest_release_folder}/source/masterserver/
megaglest_linux_toolspath=${megaglest_project_root}${megaglest_release_folder}/source/tools/
# Below is the name of the archive to create and tack onto the installer.
# *NOTE: The filename's extension is of critical importance as the installer
# does a patch on extension to figure out how to decompress!
@ -83,7 +88,6 @@ megaglest_archivefilename="mgpkg.zip"
# Grab the version #
#
echo "Linux project root path [$CURRENTDIR/${megaglest_linux_path}]"
VERSION=`$CURRENTDIR/${megaglest_linux_path}/mg-version.sh --version`
echo "About to build Installer for $VERSION"
# Stop if anything produces an error.
@ -376,6 +380,7 @@ fi
set +e
set +x
echo "Successfully built!"
ls -la ${mg_installer_bin_name}
if [ "$DEBUG" = "1" ]; then
echo