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INSTALL.md

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.o0 Savage Wheels Installation Instructions 0o.

Last updated on 08 May 2016

Supported platforms

  • Linux x86 or x64 - Tested on Arch Linux, Ubuntu and Debian.
  • Windows x86 or x64 - Tested on Windows XP, Vista and 2008R2.

Required files

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/

Requirements

  • 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.

Compile & Build

  • 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

Sound libraries

SDL_mixer

Install the SDL_mixer library using your package manager.

FMod Ex

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	

No sound

To build without sound & music run:

$ cmake -G "Unix Makefiles" ../ -DCMAKE_BUILD_TYPE:STRING=Release -DSOUND=NO

Compile 32-bit version on 64-bit Linux

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

Packaging

After the build process has finished, a self-extracting STGZ file may be created by running:

$ cpack

Debian

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

Installation on Windows

Requirements

Compile & Build

  • 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

Sound libraries

SDL_mixer

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.

FMod Ex

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

No sound

To build without sound & music run:

> cmake -G "MinGW Makefiles" ../ -DCMAKE_BUILD_TYPE:STRING=Release -DSOUND=NO	

Packaging

After the build process has finished, a self-extracting STGZ file may be created by running:

> cpack