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
This commit is contained in:
Jens Ayton 2007-06-12 08:43:59 +00:00
parent ba1c215ff6
commit 187e58eb0c
3 changed files with 52 additions and 51 deletions

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@ -1,28 +1,29 @@
Grand Unified Source Tree for Oolite
====================================
Oolite for all platforms can be built from this repository.
Here is a quick guide to the source tree.
Oolite for all platforms can be built from this repository. Here is a quick
guide to the source tree.
1. Guidelines
-------------
Nothing except makefiles/xcode projects, directories, and this readme
file should appear in the top level directory.
The deps directory should contain dependencies that are useful to carry
along to build binary packages. The dependencies directory should
be named:
Nothing except makefiles/xcode projects, directories, and this readme file
should appear in the top level directory.
The deps directory should contain dependencies that are useful to carry along
to build binary packages. The dependencies directory should be named:
Opsys-cpuarch-deps
Opsys should be exactly as reported by 'uname' with no flags (case
sensitive!). The cpuarch should be the cpu architecture reported by
'uname -p' (except i686, i586 etc should be translated to x86).
This allows build scripts to automatically package up the right
dependency tree in tarball installers. Cocoa-deps is an exception,
because a different build system is used under Mac OS X.
sensitive!). The cpuarch should be the cpu architecture reported by 'uname -p'
(except i686, i586 etc should be translated to x86). This allows build scripts
to automatically package up the right dependency tree in tarball installers.
Cocoa-deps is an exception, because a different build system is used under
Mac OS X.
2. Contents
-----------
autopackage Directory for the apspec file for the Linux autopackage
Asset Source Files used to create the various PNG and sound files
debian Files to enable automatic setup under Linux using dpkg
(Debian package manager) tools
deps Dependencies for all plaforms:
Cocoa-deps Dependencies for Mac OS X (macppc and macintel platforms)
Linux-x86-deps Dependencies for Linux on x86 processors
@ -46,32 +47,34 @@ tools Various tools for preparing files, builds, releases etc.
3. Building
-----------
On Mac OS X, you will need the latest version of Xcode and OS X 10.4 (Tiger).
You will also need all the relevant frameworks (they come with Xcode).
If you don't yet have Xcode you can get it from the Apple Developer
Connection (see the Apple web site) - ADC membership to get Xcode is
free, and it's a rather nice IDE.
You will also need all the relevant frameworks (they come with Xcode). If you
don't yet have Xcode you can get it from the Apple Developer Connection (see
the Apple web site) - ADC membership to get Xcode is free, and it's a rather
nice IDE.
Then double click on the Xcode project in the Finder, and hit Build.
On Linux, BSD and other Unix platforms, you will need to get GNUstep and
SDL development libraries in addition to what is usually installed by
default if you choose to install the development headers/libraries etc.
when initially installing the OS. For most Linux distros, GNUstep and SDL
development libraries come prepackaged - just apt-get/yum install the
relevant files. On others you may need to build them from source.
In particular, you need the SDL_image and SDL_Mixer libraries; these
don't always come with the base SDL development kit.
Then just type 'make'.
For Windows, see the Oolite wiki:
http://wiki.alioth.net/index.php/Running_Oolite-Windows
On Linux, if you have the Debian package tools (installed by default with
Debian and Ubuntu), use dpkg-buildpackage.
On Linux, BSD and other Unix platforms without dpkg tools, you will need to
get GNUstep and SDL development libraries in addition to what is usually
installed by default if you choose to install the development
headers/libraries etc. when initially installing the OS. For most Linux
distros, GNUstep and SDL development libraries come prepackaged - just
apt-get/yum install the relevant files. You may also need to install Mozilla
Spidermonkey (libmozjs). On others you may need to build them from source. In
particular, you need the SDL_Mixer library, which doesn't always come with the
base SDL development kit. Then just type 'make'.
If you want to make the Linux autopackage, after getting the Autopackage
development kit, just type 'makeinstaller', and a package file will be
deposited in the top level.
For Windows, see the Oolite wiki:
http://wiki.alioth.net/index.php/Running_Oolite-Windows
4. Running
----------
On OS X, you can run from Xcode by clicking on the appropriate icon
(or choosing 'Build and Run').
On Linux/BSD/Unix, in a terminal, type 'openapp oolite'

2
debian/control vendored
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@ -18,8 +18,6 @@ Description: Oolite is a space sim game, inspired by Elite.
three years. Oolite is available for Mac OS X (10.3.9 and higher), Windows XP
and Linux. It requires at least a 400MHz processor, 256Mb of memory, and a
graphics card capable of accelerating OpenGL graphics.
.
Homepage: Homepage: http://starvoyager.bluesky.me.uk/
Package: oolite-data
Architecture: all

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@ -84,9 +84,9 @@ id OOPropertyListFromData(NSData *data, NSString *whereFrom)
if (data != nil)
{
#ifndef NO_DYNAMIC_PLIST_DTD_CHANGE
#ifndef NO_DYNAMIC_PLIST_DTD_CHANGE
data = ChangeDTDIfApplicable(data);
#endif
#endif
result = [NSPropertyListSerialization propertyListFromData:data mutabilityOption:NSPropertyListImmutable format:NULL errorDescription:&error];
if (result == nil) // Foundation parser failed
@ -186,9 +186,9 @@ static NSData *ChangeDTDIfApplicable(NSData *data)
*/
static NSData *CopyDataFromFile(NSString *path)
{
#ifdef OOLITE_MAC_OS_X
#if OOLITE_MAC_OS_X
return [[NSData alloc] initWithContentsOfMappedFile:path];
#else
#else
NSFileManager *fmgr = [NSFileManager defaultManager];
BOOL dir;
@ -205,7 +205,7 @@ static NSData *CopyDataFromFile(NSString *path)
}
return nil;
#endif
#endif
}