Changes between Version 10 and Version 11 of Compiling Quagents


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Timestamp:
Aug 19, 2011 10:26:54 AM (13 years ago)
Author:
jpawlick
Comment:

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  • Compiling Quagents

    v10 v11  
    11= Compiling Quagents =
    2 
    3 So you've got the source code and are looking to compile it so that it runs in sweet native glory.
    4 
    52Our code is derived from the [[ioquake3|http://www/ioquake3.org]] svn repository as of 23 June 2011.
    63{{{
     
    85}}}
    96Possibly this was revision 2053. There doesn't appear to a tag or branch in the repo corresponding to exactly the code used for the available binaries, which simply say "built from Subversion 1.36 branch." The branch viewed in TRAC shows no recent changes.
     7
     8The best way to compile is to either use the install.sh bash script located in the trunk directory, which will invoke "make release tidy relocate", or to invoke "make release tidy relocate" yourself. The script will compile the executibles and vm code, remove unnecessary files, and copy some .pk3 files (zip archives) from other areas of the repository into the proper directory.
    109
    1110== Linux ==
     
    1817
    1918== Windows ==
    20 Working on it. Looks like the best solution is MinGW and the make. Try http://wiki.ioquake3.org/Building_ioquake3, and the ioquake3 readme.
     19Using MinGW worked well for me - the hard step is linking in the SDL libraries. Try http://wiki.ioquake3.org/Building_ioquake3 and the ioquake3 readme for instructions.
    2120
    2221== Everthing Else ==
    2322You're currently on your own, sorry. Give the makefile a shot and see what happens.
    24 
    25 
    26 
    27 == *****Copy Assets Files***** ==
    28 [This needs to be elaborated -gf]
    29 
    30 Quagents3 looks for the majority of its assets in .pk3 (zip) files located in the "build/release-*-*/quagents3 folder (when running basic Quagents3). You can also run Quagents3 with the Team Arena mod, in which case it will look for assets there (build/release-*-*/missionpack). The makefile automatically packages all virtual machine code into a quagents_vm.pk3 file when you compile, but you will have to copy art assets and the like from the openarena_assets and urochester_assets directories.
    31 
    32 So for example,
    33 {{{
    34         cp ~/quagents/trunk/openarena_assets/* ~/quagents/trunk/ioquake3/build/release-linux-i386/quagents3/
    35         cp ~/quagents/trunk/urochester_assets/* ~/quagents/trunk/ioquake3/build/release-linux-i386/quagents3/
    36         cp ~/quagents/trunk/openarena_assets/* ~/quagents/trunk/ioquake3/build/release-linux-i386/missionpack/
    37         cp ~/quagents/trunk/urochester_assets/* ~/quagents/trunk/ioquake3/build/release-linux-i386/missionpack/
    38 }}}