This file should assist you in compiling and running the game.
Note the troubleshooting and FAQ sections.
openage consists of a pure C++ library, libopenage
, and the openage
python package.
There's a special python package, openage.codegen
, which generates parts of the C++ binary code.
We use CMake
for all our building needs. The configure
is a an optional wrapper that will
create a build directory, bin
, and invoke cmake with the appropriate flags to build inside that directory.
Likewise, the root Makefile
provides some convenience options that may otherwise be accessed directly in the CMake build folder.
For more build system internals, see doc/buildsystem.md.
Dependencies are needed for:
- C = compiling
- R = running
- A = asset conversion
- S = sanity checks (make checkall)
Dependency list:
C gcc >=4.9 or clang >=3.4 (clang >=3.5 for Mac OS X)
CRA python >=3.4
C cython >=0.23
C cmake >=3.1.0
A numpy
A python imaging library (PIL) -> pillow
CR opengl >=2.1
CR libepoxy
R dejavu font
CR freetype2
CR fontconfig
CR harfbuzz >= 1.0.0
CR sdl2
CR sdl2_image
CR opusfile
A opus-tools
S pycodestyle (or pep8 (deprecated))
C pygments
S pylint
CR qt5 >=5.4 (Core, Quick, QuickControls modules)
A An installed version of any of the following (wine is your friend).
Other versions _might_ work; setup disk support will be added soon:
- Age of Empires II: The Conquerors Patch 1.0c
- Age of Empires II: Forgotten Empires
- Age of Empires II HD
There are some prerequisite steps that need to be performed so openage can be built successfully. Those steps vary from platform to platform, and are described below for some of the most common ones:
- Ubuntu (>= 15.04)
- Fedora 20, 21
- Fedora 22
- openSUSE 13.2
- openSUSE Tumbleweed
- Mac OS X 10.10 Yosemite
- Arch Linux
- (obviously) clone this repo or acquire the sources some other way
- make sure you have everything from the dependency list
- For *nix:
./configure --compiler=clang
will prepare building - You could also use
./configure --mode=release --compiler=gcc
here - For Mac OS X: use instead:
./configure --compiler=clang
- Or:
./configure --mode=release --compiler=gcc
make
does code generation, builds all Cython modules, and libopenage.make run
,./run
,./run.py
orpython3 -m openage
runs the game. try./run --help
and./run game --help
.make test
runs the built-in tests.
- On *nix:
./configure --mode=release --compiler=gcc --prefix=/usr
- You could also use
./configure --mode=release --compiler=clang --prefix=/usr
- On Mac OS X, use instead:
./configure --mode=release --compiler=gcc --prefix=/usr
- Or:
./configure --mode=release --compiler=clang --prefix=/usr
make
to compile the projectmake install
will install the binary to /usr/bin/openage, python packages to/usr/lib/python...
, static assets to/usr/share
etc. Python packages may use their own prefix, which will be printed.
- Don't use
./configure
; instead, handle openage like a regularcmake
project. In doubt, have a look at./configure
's cmake invocation. - For
make install
useDESTDIR=/tmp/your_temporary_packaging_dir
, which will then be packed/installed by your package manager.
- I wanna see compiler invocations
make VERBOSE=1
- My
SDL2_Image
/PythonInterp
/whatever is installed somewhere, butcmake
can't find it! - You can manually tell
cmake
where to look. Try something along the lines of./configure --raw-cmake-args -DSDL2IMAGE_INCLUDE_DIRS=/whereever/sdl2_image/include/
- I get nonsensical cmake errors like
unable to execute /home/user/git/openage/clang++
- This is an issue with
cmake
, or rather, your usage of it. You probably invokedcmake
directly, and defined a compiler even though the build directory has already been initialized. cmake is a bit "special" in this regard. Simply omit the compiler definitions, or clean the build directory. - I get compiler errors about missing header files
- Make sure to install the developer version (including header files) of the library in question.
Q
Help, it doesn't work!
A
Have a look at Troubleshooting above.
Maybe you've found a bug... irc.freenode.net/#sfttech
Q
Why did you make the simple task of invoking a compiler so incredibly complicated? Seriously. I've been trying to get this pile of utter crap you call a 'build system' to simply do its job for half an hour now, but all it does is sputter unreadable error messages. I hate CMake. I'm fed up with you. Why are you doing this to me? I thought we were friends. I'm the most massive collection of wisdom that has ever existed, and now I HATE YOU. It can't be for no reason. You MUST deserve it.
A
- Coincidentally, the exact same question crosses my mind whenever I
have to build an
automake
project, so I can sympathize. - Unfortunately, it's not as simple as invoking a compiler. Building
openage
involves code generation and the building of Cython extension modules. - See buildsystem/simple, which does exactly these things, manually (don't use this for production).