Linux Build Instructions Build premake via makefile in build/premake/src/. Copy the resulting executable in build/premake/src/bin/premake/ to build/premake/. Use source/workspaces/update-workspaces.sh to generate the GNU/GCC makefile in build/workspaces/gcc. The makefile supports the standard targets 'all' and 'clean', and you may set CONFIG=Release to build a release version. Note that if you have previously built a Debug config you must 'make clean' before building a Release config. The Makefile supports Icecream for distributed builds, so if you have two or more reasonably homogenous (both Linux, but they may even use different distributions) machines on a LAN, you can significantly reduce build times. See URL: http://wiki.kde.org/tiki-editpage.php?page=icecream If you are running a multicore machine, you can also run jobs in parallel using the -j option of make. For example, make -j 4 compiles 4 files at a time in parallel. *Required Libraries* $lib := directory where the compiler looks for lib files; typically = /usr/lib . $include := the same for header files (= /usr/include). $GL := directory containing OpenGL headers. typically one of /usr/include/GL or /usr/X11R6/include/GL $binaries := directory containing system/ and data/ - OpenGL extensions: on older Linuxes, if you receive errors about OpenGL extensions, copy libraries/opengl/include/GL/glext.h to $GL. - SpiderMonkey [javascript] The source is *not* compatible with the mozjs libraries included in mozilla browser distributions (that is the multi-threaded version - we're using the single-threaded version). The solution is to build your own version and make sure that thread support is not enabled when you do it (non-threaded is the default - so don't change it to threaded) ... download the source choose one from http://ftp.mozilla.org/pub/mozilla.org/js/ ... unpack in a temporary directory (let's call it $temp) ... chdir into $temp/js/src/ ... make -f Makefile.ref all ... make -f Makefile.ref export This last step will have put all the built binaries, libraries and headers in $temp/dist/Linux_All_DBG.OBJ ... chdir into $temp/dist/Linux_All_DBG.OBJ ... copy everything under include/ into $include ... copy everything under lib/ into $lib ... run ldconfig (if you don't, the library might not be found at runtime) You are free to copy the binaries under bin/ into your path as well, but it won't be neccessary to build the engine. - OpenAL: [sound] you will need the openal, libogg and libvorbis packages for your distribution - cryptopp this package is typically available as libcrypto++; if it isn't, then unzip libraries/cryptopp/source_and_build_and_test_files.zip to a temp dir copy header files from libraries/cryptopp/include/cryptlib into the same dir compile per cryptopp instructions (see website) The following libraries should have packages available for your distribution. You will need to get the corresponding -dev or -devel package for each library. - SDL - boost - boost-signals - zlib (libz) [resource decompression] - libpng [PNG texture loading] - FAM [file alteration monitor] or gamin FAM consists of a daemon and a client library. Both will need to be installed to build/run PS. You'll need the devel package for the library too. On some distributions, e.g. Ubuntu, FAM has been replaced by gamin. - Xerces-C++ (xercesc, xerces-c, xerces-c++, whatever your distro might call it) If you have to build Xerces-C++ by yourself, just make sure that the headers and libraries get installed in $lib and $include. No special config should be necessary otherwise. - wxWidgets (for Atlas) - The Binary File Descriptor (BFD) library for debug utilities, typically called binutils-dev. *Notes for the Release Person* We should probably include a good bunch of these libraries in the final linux release - they should go in binaries/system/. zlib is really the only library we can rely on being installed. With the libraries in a non-standard location, LD_LIBRARY_PATH will need to be set by a script before launching the actual ps executable. FAM: Pyrogenesis benefits from a running FAM daemon. Either we include the daemon exec in the distribution and launch it in the start script, or we just add it as a prereq (i.e. leave it to the user to install). *Detailed Instructions for Ubuntu 7.10* On Ubuntu 7.10, you can install the required packages with the following command: sudo apt-get install libsdl1.2-dev libxerces27-dev zlib1g-dev libpng12-dev libjpeg62-dev libgamin-dev nasm libwxgtk2.8-dev libboost-dev libboost-signals-dev libopenal-dev libalut-dev libvorbis-dev libogg-dev libcrypto++-dev binutils-dev libnspr4-dev libdevil-dev libavcodec-dev libavformat-dev You also need build-essential for the make tools and g++. You will also need to install SpiderMonkey manually. To do this, run: wget http://ftp.mozilla.org/pub/mozilla.org/js/ tar -xzf js-1.60.tar.gz cd js/src JS_THREADSAFE=1 INCLUDES=-I/usr/include/nspr OTHER_LIBS=-L/usr/lib make -f Makefile.ref make -f Makefile.ref export cd ../../dist/Linux_All_DBG.OBJ sudo cp lib/* /usr/lib sudo mkdir /usr/include/js sudo cp include/* /usr/include/js sudo ldconfig You should now be able to build premake and then build the game itself as per the instructions above.