Difference between revisions of "Compile for Linux"
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Latest revision as of 10:42, 8 August 2011
General
Just run ./configure
and make
to compile the game.
For the Debian and Debian-based distributions (Ubuntu etc.), refer to the Debian page. Suse users might want to look here.
Compile
There are some options available on how to compile the code. Please have a look at the ./configure --help
. After compiling there will be a debugARCH/
dir (where ARCH
may be i386
) which includes the binaries. They are copied by the makefile to the right folders. Now you are ready to run the game by typing ./ufo
at the ufoai root directory.
If you use a recent development snapshot from our source code repository with no separate data package, remember to compile the maps, too (as described in the document for Debian). You can also grab pre-compiled maps from mattn.ninex.info
Compile for development
After getting the code you just need to do:
$ ./configure $ make
If the compilation fails or strange errors show up, you could try a "make clean" and afterwards a simple "make", which would build the source from scratch.
If you are willing to compile the maps ("make maps"), consider the "-j " (jobs) option to enable parallel compilation.
you will get the number of processor using the following sequence:
$cat /proc/cpuinfo | grep processor | wc -l
You can create an alias to make change permanent (edit ~/.bashrc )
alias make='make -j '`cat /proc/cpuinfo | grep processor | wc -l`
Compile for release
After getting the code you just need to do:
$ ./configure --enable-release $ make
Compile uforadiant
You have to run configure script with an option to before compiling uforadiant.
$ ./configure --enable-uforadiant $ make uforadiant