Last updated on 08 May 2016
- Linux x86 or x64 - Tested on Arch Linux, Ubuntu and Debian.
- Windows x86 or x64 - Tested on Windows XP, Vista and 2008R2.
Get the latest source code from GitHub:
git clone git://github.com/petarov/savagewheels.git savagewheels
Get the data files archive savagewheels-gamedata.tar.gz.
Extract the downloaded archive into the bin/
folder. The archive should contain the following folders:
- autos/
- graphics/
- sounds/
- cmake >=
2.8
- If building on Ubuntu, install the package
build-essential
. - libSDL >=
1.2.12
- You should install it using your package manager. (libsdl1.2-dev
) - For music support either of:
- SDL_Mixer >=
1.2.12
- You should install it using your package manager (libsdl-mixer1.2-dev
). - FMod Ex API
4.x
- Install using your package manager or get the package from FMod's website.
- SDL_Mixer >=
- Install the libSDL package using the package manager on your Linux distribution.
- Install one of the supported sound libraries. See
Sound libraries
below. - Run the build script:
$ ./build.sh
- Go to the
release/
subfolder. Extract the produced archive file, e.g.,savagewheels-1.6.0-Linux-x64.sh
, to a desired location. - To start the game run:
$ ./run.sh
The run.sh
script will attempt to set the LD_LIBRARY_PATH
environment variable in case you are missing the libSDL or FModEx shared object libraries.
If you experience problems with the automated build.sh
script or you would like to change build options, you can build manually with CMake.
- Go to the release/ sub folder and run:
$ cmake -G "Unix Makefiles" ../ -DCMAKE_BUILD_TYPE:STRING=Release -DCMAKE_BUILD_STATIC=1
- Build with:
$ make
- Create the installation package with:
$ cpack
Install the SDL_mixer library using your package manager.
Install the FMod Ex package using the package manager on your Linux distribution or get the package from FMod's website.
If you choose the second option, you will need to copy the api/
folder from FMod's installation package into the libs/
subfolder of the project.
When you are running CMake, specify the SOUND=FMOD option, e.g.,
$ cmake -G "Unix Makefiles" ../ -DCMAKE_BUILD_TYPE:STRING=Release -DSOUND=FMOD
To build without sound & music run:
$ cmake -G "Unix Makefiles" ../ -DCMAKE_BUILD_TYPE:STRING=Release -DSOUND=NO
This requires that you have the gcc-multilib
package installed on your system. You will also need to have 32-bit versions of libSDL.so
and libfmodex.so
.
After all required packages are installed build the makefile by running:
$ cmake -G "Unix Makefiles" ../ -DCMAKE_BUILD_TYPE:STRING=Release -DM32=1
After the build process has finished, a self-extracting STGZ file may be created by running:
$ cpack
Debian and Ubuntu users may run:
$ cpack -G DEB
This will create a .deb
package that you can laster install. E.g.,
$ dpkg -i savagewheels-1.5.0-Linux-x64.deb
- Mingw32 (Minimalist GNU for Windows).
- CMake >=
2.8.x
- libSDL >=
1.2.12
- Download the(Mingw32)
Development Libraries archive. - For music support either of:
- SDL_Mixer >=
1.2.12
- Download the binary SDL_mixer-1.2.x-win32.zip and the source SDL_mixer-1.2.x.zip packages. - FMod Ex API 4.x - Download and install the FMOD Ex API installer EXE file.
- SDL_Mixer >=
-
Extract the contents of SDL 1.2.x package into the libs/ subfolder. Set the environment variable
SDLDIR=<SDL-directory-in-libs>
. -
Install one of the supported sound libraries. See
Sound libraries
below. -
Run CMake manually. Go to the release/ sub folder and run.
cmake -G "MinGW Makefiles" ../ -DCMAKE_BUILD_TYPE:STRING=Release
-
To build run:
mingw32-make
-
Create the installation package with:
cpack
-
Extract the produced archive file, e.g.,
savagewheels-1.6.0-Windows-x86.tar.gz
to a desired folder. -
To start the game run:
savagewheels
Copy the contents of the SDL_mixer-1.2.x-win32
binary package to <SDL-directory-in-libs>/lib
.
Copy the SDL_mixer.h header
file from SDL_mixer-1.2.x.zip
sources package to <SDL-directory-in-libs>/include/SDL
.
Install the FMod Ex API and copy the api/
folder from FMod's installation into the libs/
subfolder of the project.
When you are running cmake
, specify the SOUND=FMOD
option, e.g.,
> cmake -G "MinGW Makefiles" ../ -DCMAKE_BUILD_TYPE:STRING=Release -DSOUND=FMOD
To build without sound & music run:
> cmake -G "MinGW Makefiles" ../ -DCMAKE_BUILD_TYPE:STRING=Release -DSOUND=NO
After the build process has finished, a self-extracting STGZ file may be created by running:
> cpack