Fix for lots of 'file not found' messages under Windows. Updated README.txt.
git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@1030 127b21dd-08f5-0310-b4b7-95ae10353056
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README.txt
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README.txt
@ -1,28 +1,29 @@
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Grand Unified Source Tree for Oolite
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====================================
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Oolite for all platforms can be built from this repository.
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Here is a quick guide to the source tree.
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Oolite for all platforms can be built from this repository. Here is a quick
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guide to the source tree.
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1. Guidelines
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-------------
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Nothing except makefiles/xcode projects, directories, and this readme
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file should appear in the top level directory.
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The deps directory should contain dependencies that are useful to carry
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along to build binary packages. The dependencies directory should
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be named:
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Nothing except makefiles/xcode projects, directories, and this readme file
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should appear in the top level directory.
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The deps directory should contain dependencies that are useful to carry along
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to build binary packages. The dependencies directory should be named:
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Opsys-cpuarch-deps
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Opsys should be exactly as reported by 'uname' with no flags (case
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sensitive!). The cpuarch should be the cpu architecture reported by
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'uname -p' (except i686, i586 etc should be translated to x86).
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This allows build scripts to automatically package up the right
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dependency tree in tarball installers. Cocoa-deps is an exception,
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because a different build system is used under Mac OS X.
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sensitive!). The cpuarch should be the cpu architecture reported by 'uname -p'
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(except i686, i586 etc should be translated to x86). This allows build scripts
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to automatically package up the right dependency tree in tarball installers.
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Cocoa-deps is an exception, because a different build system is used under
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Mac OS X.
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2. Contents
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-----------
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autopackage Directory for the apspec file for the Linux autopackage
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Asset Source Files used to create the various PNG and sound files
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debian Files to enable automatic setup under Linux using dpkg
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(Debian package manager) tools
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deps Dependencies for all plaforms:
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Cocoa-deps Dependencies for Mac OS X (macppc and macintel platforms)
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Linux-x86-deps Dependencies for Linux on x86 processors
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@ -46,32 +47,34 @@ tools Various tools for preparing files, builds, releases etc.
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3. Building
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-----------
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On Mac OS X, you will need the latest version of Xcode and OS X 10.4 (Tiger).
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You will also need all the relevant frameworks (they come with Xcode).
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If you don't yet have Xcode you can get it from the Apple Developer
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Connection (see the Apple web site) - ADC membership to get Xcode is
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free, and it's a rather nice IDE.
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You will also need all the relevant frameworks (they come with Xcode). If you
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don't yet have Xcode you can get it from the Apple Developer Connection (see
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the Apple web site) - ADC membership to get Xcode is free, and it's a rather
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nice IDE.
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Then double click on the Xcode project in the Finder, and hit Build.
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On Linux, BSD and other Unix platforms, you will need to get GNUstep and
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SDL development libraries in addition to what is usually installed by
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default if you choose to install the development headers/libraries etc.
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when initially installing the OS. For most Linux distros, GNUstep and SDL
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development libraries come prepackaged - just apt-get/yum install the
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relevant files. On others you may need to build them from source.
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In particular, you need the SDL_image and SDL_Mixer libraries; these
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don't always come with the base SDL development kit.
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Then just type 'make'.
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For Windows, see the Oolite wiki:
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http://wiki.alioth.net/index.php/Running_Oolite-Windows
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On Linux, if you have the Debian package tools (installed by default with
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Debian and Ubuntu), use dpkg-buildpackage.
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On Linux, BSD and other Unix platforms without dpkg tools, you will need to
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get GNUstep and SDL development libraries in addition to what is usually
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installed by default if you choose to install the development
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headers/libraries etc. when initially installing the OS. For most Linux
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distros, GNUstep and SDL development libraries come prepackaged - just
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apt-get/yum install the relevant files. You may also need to install Mozilla
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Spidermonkey (libmozjs). On others you may need to build them from source. In
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particular, you need the SDL_Mixer library, which doesn't always come with the
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base SDL development kit. Then just type 'make'.
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If you want to make the Linux autopackage, after getting the Autopackage
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development kit, just type 'makeinstaller', and a package file will be
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deposited in the top level.
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For Windows, see the Oolite wiki:
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http://wiki.alioth.net/index.php/Running_Oolite-Windows
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4. Running
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----------
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On OS X, you can run from Xcode by clicking on the appropriate icon
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(or choosing 'Build and Run').
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On Linux/BSD/Unix, in a terminal, type 'openapp oolite'
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2
debian/control
vendored
2
debian/control
vendored
@ -18,8 +18,6 @@ Description: Oolite is a space sim game, inspired by Elite.
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three years. Oolite is available for Mac OS X (10.3.9 and higher), Windows XP
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and Linux. It requires at least a 400MHz processor, 256Mb of memory, and a
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graphics card capable of accelerating OpenGL graphics.
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.
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Homepage: Homepage: http://starvoyager.bluesky.me.uk/
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Package: oolite-data
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Architecture: all
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@ -84,9 +84,9 @@ id OOPropertyListFromData(NSData *data, NSString *whereFrom)
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if (data != nil)
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{
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#ifndef NO_DYNAMIC_PLIST_DTD_CHANGE
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#ifndef NO_DYNAMIC_PLIST_DTD_CHANGE
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data = ChangeDTDIfApplicable(data);
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#endif
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#endif
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result = [NSPropertyListSerialization propertyListFromData:data mutabilityOption:NSPropertyListImmutable format:NULL errorDescription:&error];
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if (result == nil) // Foundation parser failed
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@ -186,9 +186,9 @@ static NSData *ChangeDTDIfApplicable(NSData *data)
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*/
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static NSData *CopyDataFromFile(NSString *path)
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{
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#ifdef OOLITE_MAC_OS_X
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#if OOLITE_MAC_OS_X
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return [[NSData alloc] initWithContentsOfMappedFile:path];
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#else
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#else
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NSFileManager *fmgr = [NSFileManager defaultManager];
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BOOL dir;
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@ -205,7 +205,7 @@ static NSData *CopyDataFromFile(NSString *path)
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}
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return nil;
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#endif
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#endif
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}
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