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Update/tweak some of the README files.
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git-svn-id: https://svn.code.sf.net/p/bzflag/code/trunk/bzflag@22506 08b3d480-bf2c-0410-a26f-811ee3361c24
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blast007 committed Jul 22, 2012
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9 changes: 7 additions & 2 deletions README.IRIX
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README for Unix platforms
-------------------------
BZFlag README for IRIX
----------------------

NOTE: BZFlag likely no longer builds successfully on IRIX. However,
we will keep this README file for now as a possible reference in case
someone wants to try.


Building on IRIX will work with either the SGI MIPS compiler or the
GNU gcc3 compiler. The GNU compiler is available for download from
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35 changes: 10 additions & 25 deletions README.Linux
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Welcome to the Linux version of BZFlag!
BZFlag README for Linux
=======================

BZFlag is a network multiplayer 3D tank battle game. You can play
against several other people anywhere on a TCP/IP based network,
Expand All @@ -10,42 +11,31 @@ Both hardware and software rendering is supported. Hardware
rendering is highly recommended, as software rendering is very
slow. Hardware rendering is provided by the OpenGL drivers for
your video card. ATI and NVIDIA are the primary chipsets for video
cards in use today. Many Linux distributions to not ship with
cards in use today. Many Linux distributions do not ship with
video drivers that properly support hardware acceleration on
modern cards. Both ATI and NVIDIA provide Linux drivers for many
architectures on there websites. In general they provide greater
performance then the default drivers in many distributions.

More information about BZFlag is available in the man pages for
bzflag, bzfs, and bzadmin. Also check:
bzflag, bzfs, bzadmin, and bzw. Also check:

http://BZFlag.org/

Different Linux distributions use different naming conventions for the
packages that provide the dependencies needed to compile and run
BZFlag. Known requirements include:
BZFlag. Known build requirements include:

Debian & Ubuntu:

g++
libtool
automake
autoconf
libgl1-mesa-dev
libglu1-mesa-dev
libsdl1.2-dev
libsdl-sound1.2-dev
libcurl3-dev
libc-ares-dev
libglew1.5-dev
zlib1g-dev
apt-get install g++ libtool automake autoconf libgl1-mesa-dev \
libglu1-mesa-dev libsdl1.2-dev libsdl-sound1.2-dev libcurl3-dev \
libc-ares-dev libglew1.5-dev zlib1g-dev

Fedora:

A "yum install SDL-devel c-ares-devel libcurl-devel gcc-c++
glew-devel libidn-devel libtool ncurses-devel zlib-devel" command
will follow dependencies to automatically install all of the
packages required to compile BZFlag.
yum install SDL-devel c-ares-devel libcurl-devel gcc-c++ \
glew-devel libidn-devel libtool ncurses-devel zlib-devel

After any development packages are installed do a "make distclean"
command once in the top-level BZFlag source directory. Then, when
Expand All @@ -60,11 +50,6 @@ Known bugs in the Linux version:
to change the video format. restart the X server if that
doesn't work. this appears to be a problem in glx.

* window sizing weirdness. if you have a 3Dfx card and want
to use a resolution other than 640x480 then use the -3dfx
and -geometry options. if you don't have a 3Dfx card then
try the -no3dfx option.

Known issues:

* rpm may complain about missing libGL and/or libGLU. just
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24 changes: 15 additions & 9 deletions README.MacOSX
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Expand Up @@ -42,10 +42,14 @@ helps with the crashes.
Source Distribution
-------------------

BZFlag may be built either using the same instructions as those for
Unix (i.e. README.UNIX), or by using the provided XCode project in the
top-level directory to end up with a double-clickable BZFlag.app
build. It is highly recommended that sources be obtained from the
It is recommended to build BZFlag using the XCode project in the top-level
directory, which will provide you with a double-clickable BZFlag.app build.
You may also compile from the command line using the usual autogen.sh (if
building from SVN), configure, and make. Do NOT run 'make install' as this
does not work properly on OSX. Instead, just run BZFlag out of the source
directory by running 'src/bzflag/bzflag' in the terminal.

It is highly recommended that sources be obtained from the
Sourceforge project site:

http://sourceforge.net/project/showfiles.php?group_id=3248&package_id=3165
Expand All @@ -56,7 +60,7 @@ For either build approach, you'll need to first install the SDL
framework into your /Library/Frameworks folder.

Mac OS X 10.6 (Snow Leopard) PRESENTLY REQUIRES SDL VERSION 1.2 and
will likely not work with newer 1.3+ versions.
will likely not work with newer 1.3 or 2.0+ versions.

The SDL framework can be obtained from http://libsdl.org/download.php
where you will need the "Runtime Libraries" download for Mac OS X.
Expand All @@ -70,6 +74,8 @@ located in your /Applications/Utilities folder) and run the following:
(Note: If running OS 10.5, you will need to provide the
--enable-freetype-build argument to configure)

Again, do NOT run 'make install' after you run 'make'.

Alternatively, you may compile using the provided XCode project, which
should result in a BZFlag application in the generated "build" folder
if there were no compilation errors.
Expand All @@ -79,9 +85,9 @@ sufficient/proficient understanding of how to compile applications on
the command line or using XCode and how to perform compilation
troubleshooting without assistance. This holds particularly true for
all alpha/beta testing releases as well as for any sources pulled
directly from the Subversion source repository checkout. In general,
you are ON YOUR OWN if you obtain the sources from a checkout or from
an unofficial source instead of using one of the regular source
distributions posted to Sourceforge.
directly from the Subversion source repository checkout. If you have
problems building from a checkout, you should try building from an
official release that we have posted to SourceForge to see if you can
duplicate the issue, and then ask us for assistance.

See the instructions in README and INSTALL for more details.
10 changes: 2 additions & 8 deletions README.WINDOWS
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Expand Up @@ -16,8 +16,8 @@ Cygwin, both of which use a unix-style autotools build system;
for details, see README.MINGW32 (for MinGW) or the main
README (for Cygwin).

The most common way to build on windows is to use VisualC++.
The Freely available VC10 EE edition is well suited to users
The most common way to build on windows is to use Visual C++.
The freely available VC10 EE edition is well suited to users
who wish to compile the client for personal use. It can be found at
http://www.microsoft.com/express/download/. Please note that the
free versions of Visual C++ do not allow for the re-distribution
Expand Down Expand Up @@ -60,9 +60,3 @@ inside VC to use this executable and path.
If you wish to build the full release package using the fullbuild solution,
you will need to have NSIS installed. The built installer will be placed in
the _bin folder for the target in the root of the source tree.

**BZRobots**
Please note that due to the way BZRobots is written it can not be built or run on windows
using the visual C++ system. The problem comes down to how windows exports functions
to DLLs, as compared to how unix like systems use shared objects.It is not built as part
of the VisualC++ projects.

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