- updated mojo linux installer script to auto name the Linux installers
- updated some documentation
This commit is contained in:
parent
0ba70dbfe9
commit
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@ -45,6 +45,8 @@ This product includes the following 3rd party software:
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- modified version of Feathery FTP by Andreas Martin
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(https://sourceforge.net/projects/feathery/)
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- libvlc (http://www.videolan.org/vlc/libvlc.html)
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- libcurl (http://curl.haxx.se/libcurl/)
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- libpng (http://www.libpng.org/pub/png/libpng.html)
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@ -1,4 +1,3 @@
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===================
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MEGAGLEST CHANGELOG
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===================
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To see a timeline of detail changes please visit:
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@ -15,6 +14,7 @@ v3.7.0
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- video playback support (using libvlc)
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- network multi-player scenarios
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- campaign scenarios
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- 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)
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- play a sound when player mentions your name in chat mode
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- more game data validation for commandline modders, see --help for more info
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- many new lua commands for scenario modders
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@ -10,7 +10,7 @@ http://www.gnu.org/licenses/gpl.html
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Except where otherwise noted, all of the documentation, multimedia and software
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included in the MegaGlest setup package is copyrighted by The MegaGlest Team.
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Copyright (C) 2001-2011 The MegaGlest Team. All rights reserved.
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Copyright (C) 2001-2012 The MegaGlest Team. All rights reserved.
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This software is provided without any express or implied warranty. In no event
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shall the author be held liable for any damages arising from the use of this
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@ -27,46 +27,6 @@ On debian systems please find license information in:
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/usr/share/common-licenses/GPL-3
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/usr/share/common-licenses/GPL-3+
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==============================
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MD5 Model License permission
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==============================
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Permission has been granted to modify the Copyright text in files used related
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tp MD5 Model format from David Henry in order to be compatible with Debian's
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DSFG requirements, the email exchanged is pasted below:
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From: HENRY David <tfc.duke@gmail.com>
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To: mark_vejvoda@hotmail.com
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Subject: Re: megaglest using your md5 code, need permission to use proper license
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Date: Sun, 18 Dec 2011 09:59:57 +0100 (11-12-18 12:59:57 AM)
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Hello,
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Yes, I give you permission to do it.
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Yours,
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David.
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Le samedi 17 décembre 2011 à 15:00 -0800, Mark Vejvoda a écrit :
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> Hello, I am using your md5 code from your website:
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> http://tfc.duke.free.fr/ in our open source game megaglest (see
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> megaglest.org). I am working on getting our game into Debian Linux, and
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> they require a license that allows modification of the source code.
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> While the source files mention MIT license they do not link to the MIT
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> license that you mention on your website (not does the copyright state
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> the code can be changed). Do you give me permission to change the
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> copyright in our project to mentionthat the code can be changed and link
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> to the MIT license:
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>
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> http://www.opensource.org/licenses/mit-license.php
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>
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> Thanks
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>
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>
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>
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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MegaGlest is a fork of Glest, so Glests' license terms also apply to MegaGlest.
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The following text is an unmodified reproduction of the vanilla Glest license.
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@ -39,6 +39,12 @@ start compiling it:
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* OpenGL
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http://dri.freedesktop.org/wiki/libGL
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* libvlc
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http://www.videolan.org/vlc/libvlc.html
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* libcurl
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http://curl.haxx.se/libcurl/
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* wxWidgets
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http://wxwidgets.org/
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@ -90,6 +96,8 @@ To build the game simply invoke the build script:
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./build-mg.sh
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*NOTE: We have produced a script that tries to install build dependencies
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on many Linux distros. The script is located in mk/linux/setupBuildDeps.sh
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2.3 Installation
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@ -9,8 +9,8 @@
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1. Architecture
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Developed on Windows with Microsoft Visual C++ 2008 Express (free version),
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little endian CPU. Compiling using the mingw32 toolset is now possible, which
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Developed on Windows with Microsoft Visual C++ 2010 Express (free version),
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little endian CPU. Compiling using the mingw32 toolset is experimental, which
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also allows for cross compiling.
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On debian systems please find license information in: /usr/share/common-licenses
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@ -23,12 +23,12 @@ On debian systems please find license information in: /usr/share/common-licenses
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The game depends on some tools and libraries to be present, before you can
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start compiling it. Here's a list of them:
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* Microsoft Visual C++ Express 2008
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* Microsoft Visual C++ Express 2010
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OR
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* mingw32
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* MegaGlest Windows 32 bit dependencies for building with VC++:
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http://sourceforge.net/projects/megaglest/files/win32_deps.7z/download
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http://sourceforge.net/projects/megaglest/files/windows_deps.7z/download
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OR
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* MegaGlest Windows 32 bit dependencies for building with mingw:
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http://sourceforge.net/projects/megaglest/files/win32_deps_mingw.7z/download
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@ -38,6 +38,8 @@ These include:
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http://xerces.apache.org/xerces-c/
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* wxWidgets
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http://wxwidgets.org/
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And many more.
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* For a more verbose list, please inspect the archive contents and refer to the
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Linux build instructions.
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@ -46,19 +48,37 @@ These include:
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To build and install the game use the following steps:
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Option A) (recommended) Automatic Building through commandline:
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1. Open a command prompt and navigate to the root folder where you have acquired the source code.
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2. cd mk\windoze
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3. build-mg-2010.bat
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4. CopyWindowsRuntimeDlls_2010.bat
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5. cd ..\..\data\glest_game
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6. megaglest.exe --version
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7. megaglest.exe
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Option B) USing VC++ IDE:
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1. Download the dependencies archive listed above and decompress its contents
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into the 'source' directory (where you see glest_game, g3d_viewer, etc).
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This should create a subdirectory called "win32_deps" with many files and
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subdirectories in it.
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2. Open the VC++ 2008 Solution file in trunk\mk\windoze called Glest.sln within
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2. Open the VC++ 2010 Solution file in trunk\mk\windoze called Glest-2010.sln within
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the Visual C++ IDE.
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3. Right Click on the top level Glest node in Solution Explorer and select
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'Rebuild All'.
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If you had no errors all binaries will be created in trunk\data\glest_game.
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Before running MegaGlest you must run the CopyWindowsRuntimeDlls.bat batch.
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Before running MegaGlest you must run the CopyWindowsRuntimeDlls_2010.bat batch.
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You should now be able to just run glest_game.exe.
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@ -111,6 +111,7 @@ cmake ../
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make
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cd ../
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-----------------------
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-- deprecation start --
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NOTE this part is now deprecated as it is handled by the synch script above
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but the info is left here for education
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- config.lua
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local GAME_INSTALL_SIZE = 680000000;
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local GAME_VERSION = "3.6.0";
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-- deprecation start --
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-- deprecation end --
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---------------------
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Now in a terminal session from inside the megaglest-installer folder run:
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@ -129,7 +131,7 @@ Now in a terminal session from inside the megaglest-installer folder run:
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When complete this will produce the platform specific installer in the same
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folder called:
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megaglest-installer.run
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MegaGlest-Installer_<architecture>_<kernel>.run
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This is a native binary installer that wil install MegaGlest on the same
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platform as was sued to build it. (ie: 32 or 64 bit Linux)
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@ -18,8 +18,21 @@ megaglest_release_folder=""
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#megaglest_release_folder="trunk"
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#megaglest_release_folder="release-3.3.5.1"
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mg_installer_bin_name=megaglest-installer.run
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CURRENTDIR="$(dirname $(readlink -f $0))"
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# below describe various folder paths relative to the installer root folder
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#megaglest_project_root=../../../../../
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megaglest_project_root=../../../../
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megaglest_data_path=${megaglest_project_root}${megaglest_release_folder}/data/glest_game/
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megaglest_linux_path=${megaglest_project_root}${megaglest_release_folder}/mk/linux/
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megaglest_linux_masterserverpath=${megaglest_project_root}${megaglest_release_folder}/source/masterserver/
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megaglest_linux_toolspath=${megaglest_project_root}${megaglest_release_folder}/source/tools/
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VERSION=`$CURRENTDIR/${megaglest_linux_path}/mg-version.sh --version`
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kernel=`uname -s | tr '[A-Z]' '[a-z]'`
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architecture=`uname -m | tr '[A-Z]' '[a-z]'`
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mg_installer_bin_name=MegaGlest-Installer-${VERSION}_${architecture}_${kernel}.run
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#echo $mg_installer_bin_name
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#exit 1
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if which zip >/dev/null; then
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echo Compression tool 'zip' exists
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exit 1
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fi
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# below describe various folder paths relative to the installer root folder
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#megaglest_project_root=../../../../../
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megaglest_project_root=../../../../
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megaglest_data_path=${megaglest_project_root}${megaglest_release_folder}/data/glest_game/
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megaglest_linux_path=${megaglest_project_root}${megaglest_release_folder}/mk/linux/
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megaglest_linux_masterserverpath=${megaglest_project_root}${megaglest_release_folder}/source/masterserver/
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megaglest_linux_toolspath=${megaglest_project_root}${megaglest_release_folder}/source/tools/
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# Below is the name of the archive to create and tack onto the installer.
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# *NOTE: The filename's extension is of critical importance as the installer
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# does a patch on extension to figure out how to decompress!
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# Grab the version #
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#
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echo "Linux project root path [$CURRENTDIR/${megaglest_linux_path}]"
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VERSION=`$CURRENTDIR/${megaglest_linux_path}/mg-version.sh --version`
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echo "About to build Installer for $VERSION"
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# Stop if anything produces an error.
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set +e
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set +x
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echo "Successfully built!"
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ls -la ${mg_installer_bin_name}
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if [ "$DEBUG" = "1" ]; then
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echo
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