Debug runs assertions and has complete debug information, but is slower. In Visual Studio, choose your desired build type (default: Debug) from the drop-down menu in the top bar.Or if you used CMake from the command line, open build/Unvanquished.sln in Visual Studio. Run CMake with the source directory as the base directory of your source code (which should contain the directory src), and the build directory as a subdirectory of the source directory named build.Add _NO_DEBUG_HEAP=1 to your environment variables otherwise performance under the debugger will be terrible. Note: If you compiled SDL from source, you will not see a directory titled SDL.framework.ĬMake can generate Visual Studio projects for Unvanquished. The contents of the completed application bundle should look like this: Unvanquished.app/Contents/MacOS/daemon.i386 $ install_name_tool -change /usr/lib/libGLEW.1.7.0.dylib \ Unvanquished.app/Contents/libs/libGLEW.1.7.0.dylib $ mkdir -pv Unvanquished.app/Contents/ doĭylibbundler -b -x $binary -d $dest/Unvanquished.app/Contents/libs/ done Note that these steps assume that you have downloaded the data files to main/ as shown above: Once you've done that, you can proceed to create the application bundle. You'll find the Mac dynamic library bundler to be quite useful (you must generate the files using Unix Makefiles instead of Xcode): It is strongly suggested that you compile the source using Xcode. Also note that the dynamic library bundler does not work as intended and although you will be able to run your build on your machine, it will most likely not work on other machines. Please be aware that these instructions are very much out of date, and may not work. There should be a file called Unvanquished.dmg in the Unvanquished-build folder. Some warnings will be printed however these can be safely ignored. However you must generate the files using Unix Makefiles instead of Xcode. To test the game, select the "client" scheme from the combo box on the toolbar, and click the run button or press Command ⌘ R.ĬPack is able to create standalone bundles (as well as many other types of installers). Note that doing so makes reading error messages more difficult, as multiple instances of the compiler will print to the screen at once, causing information to appear out of order. If you are on a multi-core or multi-processor machine, you may speed up the process by passing the -j argument followed by the number of available cores to make e.g., make -j4. Start Terminal (Applications → Utilities → Terminal).Change the active target to "ALL_BUILD" and click Product→Build.Open the project file created by CMake, which should be in the build directory you specified.Either start Xcode and open the project file (in the build directory you specified) or double-click the project file in Finder.This option is not available if you have the generator set to Unix makefiles. If you have selected to generate Xcode project files, make the SDLMAIN_LIBRARY field blank.Wait while the configuration process runs. If you have Xcode installed, choose that. You will be prompted as to which generator you would like to use. Enter the location in which you would like to build the source code.These were produced by the external_deps/build.sh script, which you could also use to build them yourself if you want to for some reason. CMake downloads them at configure time and extracts to daemon/external_deps/macos-amd64-default_ /. Precompiled static libs are provided for all dependencies. Code::Blocks is also cross-platform but lacks some of the features of Xcode and QtCreator.QtCreator is cross-platform and provides real-time feedback of syntax errors, a Vim mode, as well as other features.This is preferred if you intend on developing the source. This is the easiest if you would just like to compile the game to use yourself and you do not intend to work on the code. Compile the source at the command line. Once you have the source code and the tools installed, you may actually proceed to compile the source. You may also install Xcode proper, if you wish to use that IDE. At a minimum, you must install the "Xcode command-line tools" in order to compile anything. Regardless of what interface you may use to compile the source, you will need CMake to generate makefiles.
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