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Building the project

This file should assist you in compiling and running the game.

Buildsystem Design

openage currently consists of a pure C++ binary and the openage.convert python package which in turn includes C++ extension modules. openage.convert is used to generate parts of the C++ binary code.

To actually run openage, it needs original game assets that need to be extracted by the openage.convert python module from an Microsoft Age of Empires 2 installation directory (Support for setup CDs is almost finished).

We use the cmake system for all our building needs. The configure script is a cmake wrapper that will create a build directory and invoke cmake with the appropriate flags. The Makefile in the project root acts as a wrapper around several useful features.

For more build system internals, see doc/buildsystem.md.

Dependencies

Dependencies are needed for:

  • C = compiling
  • R = running
  • M = media convert script

Dependency list:

CRM   python >=3.3
  M   python imaging library (PIL) -> pillow
  M   numpy
CR    opengl >=2.1
CR    libepoxy
CR    ftgl
 R    dejavu font
CR    freetype2
CR    fontconfig
C     cmake >=2.8.8
CR    sdl2
CR    sdl2_image
CR    opusfile
  M   opus-tools
C     gcc >=4.9 or clang >=3.4

  M   An installed version of any of the following (wine is your friend).
      Other versions _might_ work; setup disk support will be added soon:

 - Age of Empires II: The Conquerors Patch 1.0c
 - Age of Empires II: Forgotten Empires
 - Age of Empires II HD

Prerequisite steps for Ubuntu users (Ubuntu 14.10)

  • sudo apt-get update
  • sudo apt-get install cmake libfreetype6-dev python3-dev libepoxy-dev libsdl2-dev ftgl-dev libsdl2-image-dev libopusfile-dev libfontconfig1-dev opus-tools python3-pil python3-numpy

Prerequisite steps for Fedora users (Fedora 20, 21)

sudo yum install cmake gcc-c++ clang SDL2-devel SDL2_image-devel python3-devel python3-numpy python3-pillow ftgl-devel libepoxy-devel opus-tools opusfile-devel fontconfig-devel

Prerequisite steps for openSUSE users (openSUSE 13.1)

If you already have python3 or one of packman/games repositories then no need to run the first two lines. If unsure then just run last line and see if all packages can be installed. Also feel free to drop --no-recommends from last line.

  • zypper addrepo http://download.opensuse.org/repositories/devel:languages:python3/openSUSE_13.1/devel:languages:python3.repo
  • zypper addrepo http://packman.inode.at/suse/openSUSE_13.1/ packman
  • zypper refresh
  • zypper install --no-recommends cmake fontconfig-devel ftgl-devel gcc-c++ libepoxy-devel libfreetype6 libogg-devel libopus-devel libSDL2-devel libSDL2_image-devel opusfile-devel opus-tools python3-devel python3-numpy python3-Pillow

Prerequisite steps for Mac OS X users (OS X 10.10 Yosemite)

  • Install homebrew. Other package managers and building from source might also work, but aren't supported as of now. If you figure out fixes for those other options, you're welcome to open pullrequests, as long as the homebrew build doesn't break.
  • Install the needed fonts (e.g. using homebrew-cask).
  • brew tap homebrew/python
  • brew update
  • brew install python3 libepoxy ftgl freetype fontconfig cmake sdl2 sdl2_image opus opus-tools opusfile
  • brew install numpy --with-python3
  • brew install pillow --with-python3

Prerequisite steps for Arch Linux users

This command should provide required packages for Arch Linux installation:

sudo pacman -S --needed python python-pillow python-numpy libepoxy ftgl ttf-dejavu freetype2 fontconfig cmake sdl2 sdl2_image opusfile opus-tools

If you don't have a compiler installed, you can select between these commands to install it:

  • sudo pacman -S --needed gcc
  • sudo pacman -S --needed clang

You can install both compilers and select the one to be used by ./configure.

Build procedure

For developers/users who want to try the project

  • (obviously) clone this repo or acquire the sources some other way
  • make sure you have everything from the dependency list
  • ./configure --mode=debug --compiler=llvm will prepare building
  • You could also use ./configure --mode=debug --compiler=gnu here
  • make will do code generation, build all python modules and the openage executable
  • make media AGE2DIR="$HOME/.wine/drive_c/age2" will convert all media files from the given age2 install folder, storing them in ./assets/converted
  • make run or ./openage will run the game. try ./openage --help
  • make test will run the unit tests

For installing on your local system

  • ./configure --mode=release --compiler=gnu --prefix=/usr
  • You could also use ./configure --mode=release --compiler=llvm --prefix=/usr
  • make to compile the project
  • make install will install the binary to /usr/bin/openage, python packages to /usr/lib/python..., static assets to /usr/share etc.
  • after installing, the user will still need to run the convert script using python3 -m openage.convert, to store the convert original assets to ~/.openage. This does not work yet, and the convert invocation will later be integrated into the main binary.

For packagers

  • Don't use ./configure; instead, handle openage like a regular cmake project. In doubt, have a look at ./configure's cmake invocation.
  • For make install use DESTDIR=/tmp/your_temporary_packaging_dir, which will then be packed/installed by your package manager.

Troubleshooting

  • I wanna see compiler invocations
  • make VERBOSE=1
  • My SDL2_Image/PythonInterp/whatever is installed somewhere, but cmake can't find it!
  • You can manually tell cmake where to look. Try something along the lines of ./configure --raw-cmake-args -DSDL2IMAGE_INCLUDE_DIRS=/whereever/sdl2_image/include/
  • I get nonsensical cmake errors like unable to execute /home/user/git/openage/clang++
  • This is an issue with cmake, or rather, your usage of it. You probably invoked cmake directly, and defined a compiler even though the build directory has already been initialized. cmake is a bit "special" in this regard. Simply omit the compiler definitions, or clean the build directory.
  • I get compiler errors about missing header files
  • Make sure to install the developer version (including header files) of the library in question.

FAQ

Q

Help, it does't work!

A

Have a look at Troubleshooting above. Maybe you've found a bug... irc.freenode.net/#sfttech

Q

Why did you make the simple task of invoking a compiler so incredibly complicated? Seriously. I've been trying to get this pile of utter crap you call a 'build system' to simply do it's job for half an hour now, but all it does is sputter unreadable error messages. I hate CMake. I'm fed up with you. Why are you doing this to me? I thought we were friends. I'm the most massive collection of wisdom that has ever existed, and now I HATE YOU. It can't be for no reason. You MUST deserve it.

A

  • Coincidentially, the exact same question crosses my mind whenever I have to build an automake project, so I can sympathize.
  • Unfortunately, it's not as simple as invoking an compiler. Building openage involves code generation and the building of Python C++ extension modules.
  • See buildsystem/simple, which does exactly these three things, manually.