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	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Checkout_GIT&amp;diff=19860</id>
		<title>HowTo:Checkout GIT</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Checkout_GIT&amp;diff=19860"/>
				<updated>2017-02-18T10:28:15Z</updated>
		
		<summary type="html">&lt;p&gt;Ermo: /* Set up */ Make Boost v1.53 the preferred version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to use GIT with the Vega Strike SVN repository.&lt;br /&gt;
&lt;br /&gt;
[http://git-scm.com/ GIT] is a distributed sourcecode revision control system, which allows you to commit changes to a local repository and from there commit the changes to the remove Vega Strike SVN repository.&lt;br /&gt;
This is useful if you want to experiment with the codebase, or if you do not have commit privileges to the Vega Strike SVN repository.&lt;br /&gt;
&lt;br /&gt;
If you are unfamiliar with GIT, the you should start by reading the [https://git.wiki.kernel.org/index.php/GitSvnCrashCourse GIT SVN Crash Course].&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
First you need to install the GIT and GIT-SVN packages. How you do this, depends on your system.&lt;br /&gt;
&lt;br /&gt;
See the [http://book.git-scm.com/2_installing_git.html chapter 2] in the GIT Book.&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
After installing the two packages above, you have to set up a local git repository for the Vega Strike codebase.&lt;br /&gt;
&lt;br /&gt;
Normally git-svn will copy the full svn repository, that is all revisions of all files.&lt;br /&gt;
This takes takes a long time, and as you seldom need the full history, you can instead copy from a given revision onwards.&lt;br /&gt;
&lt;br /&gt;
This command will only copy the most recent revision. If you want the full history, remove the &amp;quot;-rHEAD&amp;quot; option:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
git svn clone -rHEAD https://svn.code.sf.net/p/vegastrike/code/trunk/vegastrike/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Next you need to handle svn:externals. You can find them with &amp;quot;git svn show-externals&amp;quot;. There may be a better way using git submodules, but this works.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
git svn clone -rHEAD http://svn.boost.org/svn/boost/tags/release/Boost_1_53_0/boost/ boost/1_53/boost&lt;br /&gt;
git svn clone -rHEAD http://svn.boost.org/svn/boost/tags/release/Boost_1_53_0/libs/python/src/ boost/1_53/src&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For older versions of Boost:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
git svn clone -rHEAD http://svn.boost.org/svn/boost/tags/release/Boost_1_35_0/boost/ boost/1_35/boost&lt;br /&gt;
git svn clone -rHEAD http://svn.boost.org/svn/boost/tags/release/Boost_1_35_0/libs/python/src/ boost/1_35/src&lt;br /&gt;
git svn clone -rHEAD http://svn.boost.org/svn/boost/tags/release/Boost_1_45_0/boost/ boost/1_45/boost&lt;br /&gt;
git svn clone -rHEAD http://svn.boost.org/svn/boost/tags/release/Boost_1_45_0/libs/python/src/ boost/1_45/src&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We recommend that you add the following lines to your .gitignore file, which should be created in the same directory as the .git directory is located.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
boost/1_53&lt;br /&gt;
boost/1_45&lt;br /&gt;
boost/1_35&lt;br /&gt;
boost_patched_gcc44&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
You may also want to add auto-generated files to .gitignore.&lt;br /&gt;
&lt;br /&gt;
Now you are almost ready to work on the codebase. You just need to create a branch to work on. This will make it easier to keep your local GIT repository synchronized with the remote SVN repository.&lt;br /&gt;
&lt;br /&gt;
 git branch ''insert-your-branch-name''&lt;br /&gt;
 git checkout ''insert-your-branch-name''&lt;br /&gt;
&lt;br /&gt;
Replace ''insert-your-branch-name'' with the name that you want to call your branch.&lt;br /&gt;
&lt;br /&gt;
From here on, you can follow the normal build instructions.&lt;br /&gt;
&lt;br /&gt;
== Synchronize with SVN ==&lt;br /&gt;
If others commit changes to the remote SVN repository, you can update your local GIT repository as follows.&lt;br /&gt;
&lt;br /&gt;
Make sure that you have committed all your changes to the local GIT repository before you start synchronizing.&lt;br /&gt;
&lt;br /&gt;
First you need to update the trunk of your local GIT repository with the changes from the remote SVN repository.&lt;br /&gt;
&lt;br /&gt;
 git checkout master&lt;br /&gt;
 git svn rebase&lt;br /&gt;
&lt;br /&gt;
Next you can synchronize your branch with the trunk.&lt;br /&gt;
&lt;br /&gt;
 git checkout ''insert-your-branch-name''&lt;br /&gt;
 git pull . master&lt;br /&gt;
&lt;br /&gt;
== Submit your changes ==&lt;br /&gt;
The &amp;quot;git commit&amp;quot; operation only commits your changes to your local GIT repository. When you want to submit your changes to the remote SVN repository, then you have two options.&lt;br /&gt;
If you have commit privileges to the Vega Strike SVN repository, then you can use the &amp;quot;git svn dcommit&amp;quot; command. Otherwise you have to submit a patch to the Vega Strike forums.&lt;br /&gt;
&lt;br /&gt;
You can either use&lt;br /&gt;
&lt;br /&gt;
 git diff --no-prefix master..''insert-your-branch-name'' &amp;gt; mypatch.diff&lt;br /&gt;
&lt;br /&gt;
Better yet, you can use the following bash script, which will make sure that the output looks like an SVN patch.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#!/bin/sh&lt;br /&gt;
#&lt;br /&gt;
# git-svn-diff&lt;br /&gt;
# Generate an SVN-compatible diff against the tip of the tracking branch&lt;br /&gt;
TRACKING_BRANCH=`git config --get svn-remote.svn.fetch | sed -e 's/.*:refs\/remotes\///'`&lt;br /&gt;
REV=`git svn find-rev $(git rev-list --date-order --max-count=1 $TRACKING_BRANCH)`&lt;br /&gt;
git diff --no-prefix $(git rev-list --date-order --max-count=1 $TRACKING_BRANCH) $* |&lt;br /&gt;
sed -e &amp;quot;s/^+++ .*/&amp;amp;    (working copy)/&amp;quot; -e &amp;quot;s/^--- .*/&amp;amp;    (revision $REV)/&amp;quot; \&lt;br /&gt;
-e &amp;quot;s/^diff --git [^[:space:]]*/Index:/&amp;quot; \&lt;br /&gt;
-e &amp;quot;s/^index.*/===================================================================/&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
For a more complete script see [https://gist.github.com/710219 git-svn-diff.sh].&lt;/div&gt;</summary>
		<author><name>Ermo</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Checkout_GIT&amp;diff=19859</id>
		<title>HowTo:Checkout GIT</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Checkout_GIT&amp;diff=19859"/>
				<updated>2017-02-18T10:21:55Z</updated>
		
		<summary type="html">&lt;p&gt;Ermo: Update link to svn repo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to use GIT with the Vega Strike SVN repository.&lt;br /&gt;
&lt;br /&gt;
[http://git-scm.com/ GIT] is a distributed sourcecode revision control system, which allows you to commit changes to a local repository and from there commit the changes to the remove Vega Strike SVN repository.&lt;br /&gt;
This is useful if you want to experiment with the codebase, or if you do not have commit privileges to the Vega Strike SVN repository.&lt;br /&gt;
&lt;br /&gt;
If you are unfamiliar with GIT, the you should start by reading the [https://git.wiki.kernel.org/index.php/GitSvnCrashCourse GIT SVN Crash Course].&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
First you need to install the GIT and GIT-SVN packages. How you do this, depends on your system.&lt;br /&gt;
&lt;br /&gt;
See the [http://book.git-scm.com/2_installing_git.html chapter 2] in the GIT Book.&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
After installing the two packages above, you have to set up a local git repository for the Vega Strike codebase.&lt;br /&gt;
&lt;br /&gt;
Normally git-svn will copy the full svn repository, that is all revisions of all files.&lt;br /&gt;
This takes takes a long time, and as you seldom need the full history, you can instead copy from a given revision onwards.&lt;br /&gt;
&lt;br /&gt;
This command will only copy the most recent revision. If you want the full history, remove the &amp;quot;-rHEAD&amp;quot; option:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
git svn clone -rHEAD https://svn.code.sf.net/p/vegastrike/code/trunk/vegastrike/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Next you need to handle svn:externals. You can find them with &amp;quot;git svn show-externals&amp;quot;. There may be a better way using git submodules, but this works.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
git svn clone -rHEAD http://svn.boost.org/svn/boost/tags/release/Boost_1_35_0/boost/ boost/1_35/boost&lt;br /&gt;
git svn clone -rHEAD http://svn.boost.org/svn/boost/tags/release/Boost_1_35_0/libs/python/src/ boost/1_35/src&lt;br /&gt;
git svn clone -rHEAD http://svn.boost.org/svn/boost/tags/release/Boost_1_45_0/boost/ boost/1_45/boost&lt;br /&gt;
git svn clone -rHEAD http://svn.boost.org/svn/boost/tags/release/Boost_1_45_0/libs/python/src/ boost/1_45/src&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We recommend that you add the following lines to your .gitignore file, which should be created in the same directory as the .git directory is located.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
boost/1_35&lt;br /&gt;
boost/1_45&lt;br /&gt;
boost_patched_gcc44&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
You may also want to add auto-generated files to .gitignore.&lt;br /&gt;
&lt;br /&gt;
Now you are almost ready to work on the codebase. You just need to create a branch to work on. This will make it easier to keep your local GIT repository synchronized with the remote SVN repository.&lt;br /&gt;
&lt;br /&gt;
 git branch ''insert-your-branch-name''&lt;br /&gt;
 git checkout ''insert-your-branch-name''&lt;br /&gt;
&lt;br /&gt;
Replace ''insert-your-branch-name'' with the name that you want to call your branch.&lt;br /&gt;
&lt;br /&gt;
From here on, you can follow the normal build instructions.&lt;br /&gt;
&lt;br /&gt;
== Synchronize with SVN ==&lt;br /&gt;
If others commit changes to the remote SVN repository, you can update your local GIT repository as follows.&lt;br /&gt;
&lt;br /&gt;
Make sure that you have committed all your changes to the local GIT repository before you start synchronizing.&lt;br /&gt;
&lt;br /&gt;
First you need to update the trunk of your local GIT repository with the changes from the remote SVN repository.&lt;br /&gt;
&lt;br /&gt;
 git checkout master&lt;br /&gt;
 git svn rebase&lt;br /&gt;
&lt;br /&gt;
Next you can synchronize your branch with the trunk.&lt;br /&gt;
&lt;br /&gt;
 git checkout ''insert-your-branch-name''&lt;br /&gt;
 git pull . master&lt;br /&gt;
&lt;br /&gt;
== Submit your changes ==&lt;br /&gt;
The &amp;quot;git commit&amp;quot; operation only commits your changes to your local GIT repository. When you want to submit your changes to the remote SVN repository, then you have two options.&lt;br /&gt;
If you have commit privileges to the Vega Strike SVN repository, then you can use the &amp;quot;git svn dcommit&amp;quot; command. Otherwise you have to submit a patch to the Vega Strike forums.&lt;br /&gt;
&lt;br /&gt;
You can either use&lt;br /&gt;
&lt;br /&gt;
 git diff --no-prefix master..''insert-your-branch-name'' &amp;gt; mypatch.diff&lt;br /&gt;
&lt;br /&gt;
Better yet, you can use the following bash script, which will make sure that the output looks like an SVN patch.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#!/bin/sh&lt;br /&gt;
#&lt;br /&gt;
# git-svn-diff&lt;br /&gt;
# Generate an SVN-compatible diff against the tip of the tracking branch&lt;br /&gt;
TRACKING_BRANCH=`git config --get svn-remote.svn.fetch | sed -e 's/.*:refs\/remotes\///'`&lt;br /&gt;
REV=`git svn find-rev $(git rev-list --date-order --max-count=1 $TRACKING_BRANCH)`&lt;br /&gt;
git diff --no-prefix $(git rev-list --date-order --max-count=1 $TRACKING_BRANCH) $* |&lt;br /&gt;
sed -e &amp;quot;s/^+++ .*/&amp;amp;    (working copy)/&amp;quot; -e &amp;quot;s/^--- .*/&amp;amp;    (revision $REV)/&amp;quot; \&lt;br /&gt;
-e &amp;quot;s/^diff --git [^[:space:]]*/Index:/&amp;quot; \&lt;br /&gt;
-e &amp;quot;s/^index.*/===================================================================/&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
For a more complete script see [https://gist.github.com/710219 git-svn-diff.sh].&lt;/div&gt;</summary>
		<author><name>Ermo</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=19822</id>
		<title>HowTo:Compile from SVN on Linux</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=19822"/>
				<updated>2015-04-22T17:09:33Z</updated>
		
		<summary type="html">&lt;p&gt;Ermo: /* With CMake (recommended) */ The correct path to the mesher_tool binary is ./build/objconv/mesh_tool, not ./build/mesh_tool/mesh_tool&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Cygwin Compiling|Compiling with Cygwin]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Compile_on_OSX|Compiling from SVN on Mac OSX]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
How to compile from SVN under Linux.&lt;br /&gt;
&lt;br /&gt;
''For specific instructions for Ubuntu see: [[HowTo:Checkout SVN (Ubuntu Linux)]]''&lt;br /&gt;
&lt;br /&gt;
''For windows compiling see: [[HowTo:Cygwin Compiling]], [[HowTo:VCPP Compiling]]''&lt;br /&gt;
&lt;br /&gt;
==Getting the SVN-files==&lt;br /&gt;
&lt;br /&gt;
* Checkout the following modules ...&lt;br /&gt;
** data package: '''data''' (repository link: https://svn.code.sf.net/p/vegastrike/code/trunk/data)&lt;br /&gt;
** code package: '''vegastrike''' (repository link: https://svn.code.sf.net/p/vegastrike/code/trunk/vegastrike)&lt;br /&gt;
* Visit [[HowTo:Checkout SVN]] to see how you check these modules out.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
In order to compile Vegastrike there are a few things to check:&lt;br /&gt;
* Make sure you have these packages installed ...&lt;br /&gt;
** '''make'''&lt;br /&gt;
** '''gcc'''&lt;br /&gt;
** '''automake''' at least version 1.6&lt;br /&gt;
** '''autoconf''' at least version 2.53&lt;br /&gt;
** '''X11'''...&lt;br /&gt;
** '''libpng''' + '''libpng-devel''' &amp;lt;-- libpng 3 is recommended.&lt;br /&gt;
** '''python''' and '''python-dev''' &amp;lt;-- 2.2.1 or above&lt;br /&gt;
** '''expat''' + '''expat-devel'''&lt;br /&gt;
** '''(lib)jpeg''' + '''libjpeg-devel'''&lt;br /&gt;
** '''opengl''' (see below) (you probably already have it)&lt;br /&gt;
** '''glut''' + '''glut-devel'''&lt;br /&gt;
** '''openal''' + '''openal-devel'''&lt;br /&gt;
** '''libgtk2.0''' + '''libgtk2.0-devel'''&lt;br /&gt;
** '''libfreeimage3''' (vegastrike itself can compile without it, but mesher can't)&lt;br /&gt;
** '''cmake''' (and '''cmake-curses-gui''' if you want to use more convenient ccmake)&lt;br /&gt;
&lt;br /&gt;
On '''Debian''', this probably should do the trick in (copy and paste the into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo apt-get install libpng12-0 libpng12-dev python-dev libexpat1-dev     \&lt;br /&gt;
        libjpeg62-dev freeglut3-dev libopenal-dev libgtk2.0-dev libogg-dev libvorbis-dev \&lt;br /&gt;
        build-essential libgl1-mesa-dev automake autoconf libsdl1.2-dev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On '''XUbuntu 12.10'''+, this should do the trick (copy and paste into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo apt-get install \&lt;br /&gt;
     build-essential cmake-curses-gui freeglut3-dev python-dev \&lt;br /&gt;
     lib{expat1,gl1-mesa,gtk2.0,jpeg-turbo8,ogg,openal,png12,sdl1.2,vorbis,xmu,xv}-dev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On '''fedora 17/18/19''', this should do the trick (copy and paste into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo yum install \&lt;br /&gt;
     automake cmake gcc gcc-c++ glibc-devel kernel-devel make \&lt;br /&gt;
     {python,expat,freealut,freeglut,gtk2,libjpeg-turbo,libpng,libvorbis,openal-soft,SDL}-devel \&lt;br /&gt;
     lib{X11,Xdmcp,xkbfile,Xmu,Xpm,Xres,XScrnSaver,Xtst,Xv,Xxf86misc}-devel&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not strictly necessary, but to get as many used libraries as you can: x11proto-resource-dev libxkbfile-dev libxpm-dev libxres-dev libxv-dev libgtkglext1-dev&lt;br /&gt;
&lt;br /&gt;
==Building==&lt;br /&gt;
&lt;br /&gt;
The building and compiling process can be accomplished with two systems as of now. There's the classic autotools, and the newer (recommended) cmake. If you have cmake installed, you should try it.&lt;br /&gt;
&lt;br /&gt;
===With CMake (recommended) ===&lt;br /&gt;
&lt;br /&gt;
Building with CMake is just building with Make, only the configure part can be done interactively, and all intermediate files are tidily put in their own folders:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
mkdir build&lt;br /&gt;
cd build&lt;br /&gt;
ccmake ..  # this will pop up an interactive configuration screen, press &amp;quot;c&amp;quot; to autoconfigure, &lt;br /&gt;
           # and once it's done &amp;quot;g&amp;quot; to generate everything and exit.&lt;br /&gt;
           # Or edit stuff and follow on-screen instructions if you know what you're doing.&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If for some reason you want to see the compiler commands, you can press ''t'' while in ccmake and toggle the ''CMAKE_VERBOSE_MAKEFILE'' option from ''OFF'' to ''ON'' and press ''c'' to reconfigure and ''g'' to regenerate the ''Makefile''.&lt;br /&gt;
&lt;br /&gt;
Now you can run from the build folder:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./build/vegastrike # to play the game&lt;br /&gt;
./build/vegastrike --debug=3 # to generate detailled logs for bug reporting&lt;br /&gt;
./build/setup/vssetup # to edit game settings&lt;br /&gt;
./build/objconv/mesh_tool # mesh converter, for modding&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===With Autotools (deprecated) ===&lt;br /&gt;
The build procedure should look like the following listing. Remember the configure part depends on above requirements. Though autoconf may not work, if so just skip it.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./bootstrap-sh&lt;br /&gt;
./configure --enable-flags='-O3 -g'  # or --enable-debug to disable optimization.  -ffast-math will cause problems in code that checks for infinities. Note that in the first flag there's a capital 'o', not a zero.&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you can run from the build folder:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./vegastrike # to play the game&lt;br /&gt;
./vegastrike --debug=3 # to generate detailled logs for bug reporting&lt;br /&gt;
./vssetup # to edit game settings&lt;br /&gt;
./mesher # mesh converter, for modding&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Custom Makefile creation and usage===&lt;br /&gt;
====Configure====&lt;br /&gt;
If you plan to install, when you're configuring:&lt;br /&gt;
&lt;br /&gt;
* To be sure '''set the data dir''' to your vs-data dir:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --with-data-dir=&amp;lt;DIR&amp;gt; ........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* When using '''libpng 1.2''', &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--with-png-inc=&amp;lt;DIR&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is needed. An example is &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--with-png-inc=/usr/include/libpng12/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you don't want to compile with '''GTK''' just turn it off, however you will not get a setup program if you do this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --disable-gtk ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you only want the server, and want to disable all GUI components--This removes the dependency on X11, OpenGL, SDL, GLUT, OpenAL.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --disable-client ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* See [http://forums.vega-strike.org/viewtopic.php?t=1147 this] thread about boost versions.  Set this option to 1.28, 1.29, 1.33, or &amp;quot;system&amp;quot; if the default does not compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --with-boost=&amp;lt;VER&amp;gt; ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will likely receive some error messages during any of these stages, especially during the configure part. If they tell you that your system is missing some development libraries, install them. How this is done depends on your Linux distribution, but we will assist you in the [http://forums.vega-strike.org/viewforum.php?f=5 Compiling Problems forums]. You will be left with a file called &amp;quot;config.log&amp;quot; please attach that instead of copy-and-pasting thousands of lines of error messages. It's all in this file.&lt;br /&gt;
&lt;br /&gt;
After you installed the missing libraries repeat the last (failed) step and continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The configure script currently has a bug that can cause it to incorrectly report on the absence of GLUT. If you are sure you have installed glut-devel and are still seeing this error, check  near the end of config.log to see if another library (such as libxmu or libxi) is the true culprit. [http://forums.vega-strike.org/viewtopic.php?t=7562]&lt;br /&gt;
&lt;br /&gt;
=== Using Python 3 ===&lt;br /&gt;
Install as above &amp;lt;code&amp;gt;libpython3.4 libpython3-all-dev libpython3.4-dbg&amp;lt;/code&amp;gt; (not quite necessary, but if you're compiling a development version...)&lt;br /&gt;
Then configure VS to use it. Simply typing a different version (e.g. &amp;quot;3.4&amp;quot;) in cmake/ccmake is '''not''' enough - it may not even find the right files. Replace &amp;quot;2.7&amp;quot; to &amp;quot;3.4&amp;quot; in specific paths '''PYTHON_'''* paths. But that's not all - '''Boost_PYTHON_LIBRARY_'''* paths point at something like &amp;quot;/usr/lib/x86_64-linux-gnu/libboost_python.so&amp;quot;, which is likely to be symlink to a ''Python 2'' library. In this case you'll get lots of errors like&lt;br /&gt;
&amp;lt;pre&amp;gt;CMakeFiles/vegaserver.dir/src/cmd/script/director_server.cpp.o:director_server.cpp:(.text+0x139): more undefined references to `boost::python::detail::init_module(PyModuleDef&amp;amp;, void (*)())' follow&lt;br /&gt;
/usr/lib/gcc/x86_64-linux-gnu/4.8/../../../x86_64-linux-gnu/libboost_python.so: undefined reference to `PyString_Size'&lt;br /&gt;
&amp;lt;/pre&amp;gt; So check what this path really does:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$ls -l /usr/lib/x86_64-linux-gnu/libboost_python*&lt;br /&gt;
lrwxrwxrwx ... /usr/lib/x86_64-linux-gnu/libboost_python.so -&amp;gt; libboost_python-py27.so&lt;br /&gt;
&amp;lt;/pre&amp;gt; Now, back in Cmake replace it with whatever link on the list is appropriate for your version (&amp;quot;/usr/lib/x86_64-linux-gnu/libboost_python-py34.so&amp;quot; in our case).&lt;br /&gt;
&lt;br /&gt;
====Make====&lt;br /&gt;
The final step for compiling is the make command.  The Makefile should be able to compile most of the included utilities.&lt;br /&gt;
&lt;br /&gt;
To compile mesher, for example, type:&lt;br /&gt;
&amp;lt;pre&amp;gt;make mesher&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Running &lt;br /&gt;
&amp;lt;pre&amp;gt;make all-am&amp;lt;/pre&amp;gt; &lt;br /&gt;
reduces memory usage while compiling because there's only one instance of make instead of two. From [http://forums.vega-strike.org/viewtopic.php?t=9510 this forum thread].&lt;br /&gt;
* The step&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is optional as the program is quite happy running in userland.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: You should not need to type &amp;quot;make clean&amp;quot;, however if you experience errors like &amp;quot;unresolved external symbol&amp;quot; it may remedy that error.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: If you receive error without any mention of missing library (or something like) after very long line about running g++, try to set proper permissions or simply force your way through it and see whether it's your problem (if you're superuser). It looks like that:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
collect2: ld returned 1 exit status&lt;br /&gt;
make[1]: *** [vegastrike] Error 1&lt;br /&gt;
make[1]: Leaving directory `/home/username/Games/VegaStrike/vegastrike'&lt;br /&gt;
make: *** [all] Error 2&lt;br /&gt;
~/Games/VegaStrike/vegastrike$ sudo make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Install====&lt;br /&gt;
Installing is not really necessary to play, but you can do it if you wish to have the game accessible to all users. Otherwise, you can play by executing binary after it's built by the compiler.&lt;br /&gt;
&lt;br /&gt;
If you do want to install, you'll need root access:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setup and run the development version==&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
This step is not necessary — the binaries should normally figure out where they are with respect to the data directory, but if the version you are using can't do this then you may need to follow these instructions.&lt;br /&gt;
&lt;br /&gt;
To run Vega Strike, the built executables need all the configuration and data files to be in the right place relative to them. Currently, the executables (''vegastrike'' and ''vssetup'') reside in the source code directory. But they can be run out of the ''data'' directory. Therefore, we can create a link.&lt;br /&gt;
* Change in to the ''data'' directory. (We are still in the source code directory ''vegastrike''.)&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/vegastrike&amp;gt; cd ../data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Create symbolic links to the executables in the source code directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/data&amp;gt; ln -s ../vegastrike/vegastrike&lt;br /&gt;
~/VegaStrike/data&amp;gt; ln -s ../vegastrike/vssetup&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After that, you must run &amp;quot;'''./vssetup'''&amp;quot; inside the '''data''' folder, or any folder which has the correct '''setup.config''' and '''vegastrike.config'''.&lt;br /&gt;
If we had made copies or moved the files instead of symbolic linking, we would have to do the procedure of copying or moving every time we build the executables from source.&lt;br /&gt;
&lt;br /&gt;
===Running and configuring===&lt;br /&gt;
* To run Vega Strike you can normally start ''vegastrike'' from the ''vegastrike'' module you downloaded and built it in.&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/vegastrike&amp;gt; ./vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise on other older versions you may have to start it from the ''data'' directory after copying or symbolic linking it as per the earlier instructions.&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/data&amp;gt; ./vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Optionally you can create a short cut to this application onto your desktop or desktop menus. Simply find your menu editor and point it to the ''vegastrike'' executable.&lt;br /&gt;
* If you need to adjust screen resolutions, input devices and key-mappings, do so by editing the configuration file ''vegastrike.config''. The default configuration file resides in the ''data'' directory. You can change that or you can make your own user specific version by first copying it into your ''.vegastrike'' (hidden directory) directory in your user's home directory.&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
{{FIXME}}These links are broken and they are very old from 2003 and most likely becoming irrelevant if someone knows for sure please update the links and put them in the right location, or delete {{FIXME}}&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=4185 &amp;quot;make clean/distclean&amp;quot; thread in the forum] - A quite helpful thread about the make process.&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=2&amp;amp;t=10990 &amp;quot;Ubuntu problems&amp;quot; thread in the forum] - more about little troubles linuxoids can encounter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Cygwin Compiling|Compiling with Cygwin]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Compile_on_OSX|Compiling from SVN on Mac OSX]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:HowTos|Compile from CVS]]&lt;/div&gt;</summary>
		<author><name>Ermo</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Edit_XMESH_files&amp;diff=19821</id>
		<title>HowTo:Edit XMESH files</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Edit_XMESH_files&amp;diff=19821"/>
				<updated>2015-04-05T18:54:48Z</updated>
		
		<summary type="html">&lt;p&gt;Ermo: Update to working mesh_xml.cpp code link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Edit BFXM files|Editing BFXM files (format spec)]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Add LODs|Add Levels Of Detail]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
You can find a list of all tags supported in xmesh in [http://sourceforge.net/p/vegastrike/code/HEAD/tree/trunk/vegastrike/src/gfx/mesh_xml.cpp this file]. (though it's very cryptic for non-programmers)&lt;br /&gt;
&lt;br /&gt;
==Syntax of a xmesh file (examples are plucked from here and there, for full description see below):==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Mesh texture=&amp;quot;texturename.png&amp;quot; sharevertex=&amp;quot;1&amp;quot; scale=&amp;quot;1.0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;Points&amp;gt;&lt;br /&gt;
  &amp;lt;Point&amp;gt;&lt;br /&gt;
    &amp;lt;Location x=&amp;quot;-0.000000&amp;quot; y=&amp;quot;0.330000&amp;quot; z=&amp;quot;1.500000&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;Normal i=&amp;quot;-2302.996338&amp;quot; j=&amp;quot;-5663.045410&amp;quot; k=&amp;quot;-1926.291382&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;/Point&amp;gt;&lt;br /&gt;
  &amp;lt;Point&amp;gt;&lt;br /&gt;
    &amp;lt;Location x=&amp;quot;-0.000000&amp;quot; y=&amp;quot;-0.330000&amp;quot; z=&amp;quot;1.500000&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;Normal i=&amp;quot;-2302.996338&amp;quot; j=&amp;quot;5663.045410&amp;quot; k=&amp;quot;-1926.291382&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;/Point&amp;gt;&lt;br /&gt;
  .......&lt;br /&gt;
&amp;lt;/Points&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Polygons&amp;gt;&lt;br /&gt;
  &amp;lt;Tri&amp;gt;&lt;br /&gt;
    &amp;lt;Vertex point=&amp;quot;2&amp;quot; s=&amp;quot;0.500000&amp;quot; t=&amp;quot;0.500000&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;Vertex point=&amp;quot;1&amp;quot; s=&amp;quot;0.000000&amp;quot; t=&amp;quot;0.500000&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;Vertex point=&amp;quot;0&amp;quot; s=&amp;quot;0.500000&amp;quot; t=&amp;quot;0.000000&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;/Tri&amp;gt;&lt;br /&gt;
  &amp;lt;Quad&amp;gt;&lt;br /&gt;
    &amp;lt;Vertex point=&amp;quot;35&amp;quot; s=&amp;quot;0.564706&amp;quot; t=&amp;quot;0.282353&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;Vertex point=&amp;quot;37&amp;quot; s=&amp;quot;0.627451&amp;quot; t=&amp;quot;0.501961&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;Vertex point=&amp;quot;39&amp;quot; s=&amp;quot;0.462745&amp;quot; t=&amp;quot;0.498039&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;Vertex point=&amp;quot;41&amp;quot; s=&amp;quot;0.231373&amp;quot; t=&amp;quot;0.278431&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;/Quad&amp;gt;&lt;br /&gt;
  &amp;lt;Trifan&amp;gt;&lt;br /&gt;
    &amp;lt;Vertex point=&amp;quot;35&amp;quot; s=&amp;quot;0.564706&amp;quot; t=&amp;quot;0.282353&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;Vertex point=&amp;quot;37&amp;quot; s=&amp;quot;0.627451&amp;quot; t=&amp;quot;0.501961&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;Vertex point=&amp;quot;39&amp;quot; s=&amp;quot;0.462745&amp;quot; t=&amp;quot;0.498039&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;Vertex point=&amp;quot;41&amp;quot; s=&amp;quot;0.231373&amp;quot; t=&amp;quot;0.278431&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;Vertex point=&amp;quot;39&amp;quot; s=&amp;quot;0.462745&amp;quot; t=&amp;quot;0.498039&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;Vertex point=&amp;quot;41&amp;quot; s=&amp;quot;0.231373&amp;quot; t=&amp;quot;0.278431&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;/Trifan&amp;gt;&lt;br /&gt;
  ......&lt;br /&gt;
&amp;lt;/Polygons&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Logo type=&amp;quot;5&amp;quot; rotate=&amp;quot;0.000000&amp;quot; size=&amp;quot;0.500000&amp;quot; offset=&amp;quot;0.010000&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;Ref point=&amp;quot;3&amp;quot; weight=&amp;quot;1.000000&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;Ref point=&amp;quot;2&amp;quot; weight=&amp;quot;1.000000&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;Ref point=&amp;quot;9&amp;quot; weight=&amp;quot;1.000000&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Logo&amp;gt;&lt;br /&gt;
.......&lt;br /&gt;
&lt;br /&gt;
&amp;lt;LOD meshfile=&amp;quot;asteroid.lod2.xmesh&amp;quot; size=&amp;quot;300&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;LOD meshfile=&amp;quot;noroids.xmesh&amp;quot; size=&amp;quot;25&amp;quot;/&amp;gt;&lt;br /&gt;
.....&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Material reflect=&amp;quot;0.5&amp;quot; LightningOn=&amp;quot;0.5&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;Diffuse red=&amp;quot;1.00000&amp;quot; green=&amp;quot;1.00000&amp;quot; blue=&amp;quot;1.00000&amp;quot; alpha=&amp;quot;1.00000&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;Ambient red=&amp;quot;1.00000&amp;quot; green=&amp;quot;1.00000&amp;quot; blue=&amp;quot;1.00000&amp;quot; alpha=&amp;quot;1.00000&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;Specular red=&amp;quot;1.00000&amp;quot; green=&amp;quot;1.00000&amp;quot; blue=&amp;quot;1.00000&amp;quot; alpha=&amp;quot;1.00000&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Material&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/Mesh&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Description of the XMesh file syntax==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;'''Mesh''' ...&amp;gt; &amp;lt;/Mesh&amp;gt; - Marks the begin and the end of the mesh(file)&lt;br /&gt;
*'''Scale''' - Sets the scaling of the mesh in the game. Values &amp;gt; 1 make the object bigger.&lt;br /&gt;
*'''texture0''' - filename of the texture map for the mesh&lt;br /&gt;
*'''texture1''' - ('''optional''') like 'texture0', except that it is a reflectivity map. It should look fairly similar to the actual texture, just with different colors. See also VsHowtoAddPerPixelLighting.&lt;br /&gt;
*'''texture2''' - ('''optional''') like 'texture0', but this it the damagemap&lt;br /&gt;
*'''texture3''' - ('''optional''') like 'texture0', but this is the glowmap&lt;br /&gt;
*'''alphamap''' - ('''optional''') This is the map to be used to set the transparency with blendmode=&amp;quot;SRCALPHA INVSRCALPHA&amp;quot;. It should be in the same format as the alp files (256 colour greyscale) and is used in the same way, with white solid, and black transparent&lt;br /&gt;
*'''alphamap2''' - ('''optional''') same as 'alphamap' except for reflectivity.&lt;br /&gt;
*'''alphamap3''' - ('''optional''') same as 'alphamap' except for glowmap.&lt;br /&gt;
*'''sharevertex'''  - ('''optional''') ???????????????&lt;br /&gt;
*'''blend''' - ('''optional''') This is the transparency of the mesh.&lt;br /&gt;
**'''&amp;quot;ONE ZERO&amp;quot;''' - The mesh will be solid.&lt;br /&gt;
**'''&amp;quot;ONE ONE&amp;quot;''' - The mesh will be 50% transparent&lt;br /&gt;
**'''&amp;quot;SRCALPHA INVSRCALPHA&amp;quot;''' - The mesh will use the alphamap file to set the transparency.&lt;br /&gt;
*'''animation''' - ('''optional''') Allows texture animations. (eg animation=&amp;quot;test.ani&amp;quot;) See VsHowtoMakeAnimatedTextures. If used it replaces the ''texture'' tag and connected tags.&lt;br /&gt;
*'''animation2''' - ('''optional''') Same as animation except for reflectivity. See VsHowtoMakeAnimatedTextures.&lt;br /&gt;
*'''animation3''' - ('''optional''') Same as animation except for glowmap.&lt;br /&gt;
*&amp;lt;'''Points'''&amp;gt; &amp;lt;/Points&amp;gt; - Marks the begin and the end of the point entries.&lt;br /&gt;
**&amp;lt;'''Location''' .../&amp;gt; - Location of the point.&lt;br /&gt;
***'''x''','''y''','''z''' - Three coordinates of the point in space.&lt;br /&gt;
**&amp;lt;'''Normal''' .../&amp;gt; - Normal values&lt;br /&gt;
***'''i''','''j''','''k''' - the belonging Normal - Values of the points.&lt;br /&gt;
*&amp;lt;'''Polygons'''&amp;gt; &amp;lt;/Polygons&amp;gt; - Marks the begin and the end of the polygon entries. Polygon points must be specified in counter clockwise order.&lt;br /&gt;
**&amp;lt;'''Tri'''&amp;gt; &amp;lt;/Tri&amp;gt; - ('''optional''')(''repeatable'')&lt;br /&gt;
***&amp;lt;'''Vertex''' .../&amp;gt; - 3 of this to form a Triangle&lt;br /&gt;
****'''point''' - Point number (from Points section)&lt;br /&gt;
****'''s''' - texture coordinate (horiz.) at this vertex&lt;br /&gt;
****'''t''' - texture coordinate (vert.) at this vertex&lt;br /&gt;
**&amp;lt;'''Quad'''&amp;gt; &amp;lt;/Quad&amp;gt; - ('''optional''')(''repeatable'')&lt;br /&gt;
***&amp;lt;'''Vertex''' .../&amp;gt; - 4 of this to form a Quad&lt;br /&gt;
****'''point''' - Point number (from Points section)&lt;br /&gt;
****'''s''' - texture coordinate (horiz.) at this vertex&lt;br /&gt;
****'''t''' - texture coordinate (vert.) at this vertex&lt;br /&gt;
**&amp;lt;'''Trifan'''&amp;gt; &amp;lt;/Trifan&amp;gt; - ('''optional''')(''repeatable'')&lt;br /&gt;
***&amp;lt;'''Vertex''' .../&amp;gt; - 4 or more of this to form a &amp;quot;fan&amp;quot; of triangles with one common vertex (1) in the following way: Tri 1,2,3; Tri 1,3,4; Tri 1,4,5 etc..&lt;br /&gt;
****'''point''' - Point number (from Points section)&lt;br /&gt;
****'''s''' - texture coordinate (horiz.) at this vertex&lt;br /&gt;
****'''t''' - texture coordinate (vert.) at this vertex&lt;br /&gt;
**&amp;lt;'''Line'''&amp;gt; &amp;lt;/Line&amp;gt; - ('''optional''')(''repeatable'') - Will draw the face as simple lines (wireframe) without a texture map.&lt;br /&gt;
***&amp;lt;'''Vertex''' .../&amp;gt; - an even number of this form seperate lines&lt;br /&gt;
****'''point''' - Point number (from Points section)&lt;br /&gt;
****'''s''' - N/A&lt;br /&gt;
****'''t''' - N/A&lt;br /&gt;
*&amp;lt;'''LOD''' .../&amp;gt; - ('''optional''')(''repeatable'') Level Of Detail entry.&lt;br /&gt;
**'''meshfile''' - alternate mesh file to be used for this level of detail.&lt;br /&gt;
**'''size''' - number of pixels used by the ship at which this LOD cuts in.&lt;br /&gt;
*&amp;lt;'''Material''' ...&amp;gt; &amp;lt;/Material&amp;gt; - ('''optional''') ?&lt;br /&gt;
**'''reflect''' - reflection of environment ('0'=no, '1'=yes). results in a glassy look.&lt;br /&gt;
**'''~LightingOn''' - ?&lt;br /&gt;
**'''~UseNormals''' - ('''optional''') Define if Vegastrike should use the normals defined in the &amp;lt;Points&amp;gt; section (can be '1' or '0')&lt;br /&gt;
**&amp;lt;'''Diffuse''' ... /&amp;gt; - ('''optional''') base color&lt;br /&gt;
***'''red''','''green''','''blue''' - 0.0 to 1.0&lt;br /&gt;
***'''alpha''' - 0.0 = transparent to 1.0 = opaque&lt;br /&gt;
**&amp;lt;'''Ambient''' ... /&amp;gt; - ('''optional''') base color in shadow&lt;br /&gt;
***'''red''','''green''','''blue''' - 0.0 to 1.0&lt;br /&gt;
***'''alpha''' - ?&lt;br /&gt;
**&amp;lt;'''Specular''' ... /&amp;gt; - ('''optional''') color of reflection (requires reflect='1')&lt;br /&gt;
***'''red''','''green''','''blue''' - 0.0 to 1.0, high values result in high reflectivity&lt;br /&gt;
***'''alpha''' - ?&lt;br /&gt;
*&amp;lt;'''Logo''' ... &amp;gt; &amp;lt;/Logo&amp;gt; - ('''optional''')(''repeatable'')&lt;br /&gt;
**'''type''' - Logotype&lt;br /&gt;
***'''0''' - faction logo&lt;br /&gt;
***'''1''' - squad logo&lt;br /&gt;
***'''2''' - (2 or higher) internal use&lt;br /&gt;
**'''rotate''' - How many degrees the logo is rotated.&lt;br /&gt;
**'''size''' - Size of the logo.&lt;br /&gt;
**'''offset''' - Offset of polygon of logo.&lt;br /&gt;
**&amp;lt;'''Ref''' ... /&amp;gt; - ('''optional''')(''repeatable'') The order of the points is supposed to be clockwise. Reversing the order should flip it.&lt;br /&gt;
***'''point''' -  Insert the point numbers here(the reference points that the logo is weighted against).&lt;br /&gt;
***'''weight''' -  The weight of the points in weighted average of reference points.&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Edit BFXM files|Editing BFXM files (format spec)]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Add LODs|Add Levels Of Detail]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Ermo</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=19476</id>
		<title>HowTo:Compile from SVN on Linux</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=19476"/>
				<updated>2013-07-22T23:51:45Z</updated>
		
		<summary type="html">&lt;p&gt;Ermo: /* With CMake (recommended) */ add notes on enabling a more verbose build process&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Cygwin Compiling|Compiling with Cygwin]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Compile_on_OSX|Compiling from SVN on Mac OSX]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
How to compile from SVN under Linux.&lt;br /&gt;
&lt;br /&gt;
''For specific instructions for Ubuntu see: [[HowTo:Checkout SVN (Ubuntu Linux)]]''&lt;br /&gt;
&lt;br /&gt;
''For windows compiling see: [[HowTo:Cygwin Compiling]], [[HowTo:VCPP Compiling]]''&lt;br /&gt;
&lt;br /&gt;
==Getting the SVN-files==&lt;br /&gt;
&lt;br /&gt;
* Checkout the following modules ...&lt;br /&gt;
** data package: '''data''' (repository link: https://svn.code.sf.net/p/vegastrike/code/trunk/data)&lt;br /&gt;
** code package: '''vegastrike''' (repository link: https://svn.code.sf.net/p/vegastrike/code/trunk/vegastrike)&lt;br /&gt;
* Visit [[HowTo:Checkout SVN]] to see how you check these modules out.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
In order to compile Vegastrike there are a few things to check:&lt;br /&gt;
* Make sure you have these packages installed ...&lt;br /&gt;
** '''make'''&lt;br /&gt;
** '''gcc'''&lt;br /&gt;
** '''automake''' at least version 1.6&lt;br /&gt;
** '''autoconf''' at least version 2.53&lt;br /&gt;
** '''X11'''...&lt;br /&gt;
** '''libpng''' + '''libpng-devel''' &amp;lt;-- libpng 3 is recommended.&lt;br /&gt;
** '''python''' and '''python-dev''' &amp;lt;-- 2.2.1 or above&lt;br /&gt;
** '''expat''' + '''expat-devel'''&lt;br /&gt;
** '''(lib)jpeg''' + '''libjpeg-devel'''&lt;br /&gt;
** '''opengl''' (see below) (you probably already have it)&lt;br /&gt;
** '''glut''' + '''glut-devel'''&lt;br /&gt;
** '''openal''' + '''openal-devel'''&lt;br /&gt;
** '''libgtk2.0''' + '''libgtk2.0-devel'''&lt;br /&gt;
** '''libfreeimage3''' (vegastrike itself can compile without it, but mesher can't)&lt;br /&gt;
&lt;br /&gt;
On '''Debian''', this probably should do the trick in (copy and paste the into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo apt-get install libpng12-0 libpng12-dev python-dev libexpat1-dev     \&lt;br /&gt;
        libjpeg62-dev freeglut3-dev libopenal-dev libgtk2.0-dev libogg-dev libvorbis-dev \&lt;br /&gt;
        build-essential libgl1-mesa-dev automake autoconf libsdl1.2-dev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On '''XUbuntu 12.10''', this should do the trick (copy and paste into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo apt-get install \&lt;br /&gt;
     build-essential cmake-curses-gui freeglut3-dev python-dev \&lt;br /&gt;
     lib{expat1,gl1-mesa,gtk2.0,jpeg-turbo8,ogg,openal,png12,sdl1.2,vorbis,xmu,xv}-dev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On '''fedora 17/18/19''', this should do the trick (copy and paste into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo yum install \&lt;br /&gt;
     automake cmake gcc gcc-c++ glibc-devel kernel-devel make \&lt;br /&gt;
     {python,expat,freealut,freeglut,gtk2,libjpeg-turbo,libpng,libvorbis,openal-soft,SDL}-devel \&lt;br /&gt;
     lib{X11,Xdmcp,xkbfile,Xmu,Xpm,Xres,XScrnSaver,Xtst,Xv,Xxf86misc}-devel&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Building==&lt;br /&gt;
&lt;br /&gt;
The building and compiling process can be accomplished with two systems as of now. There's the classic autotools, and the newer (recommended) cmake. If you have cmake installed, you should try it.&lt;br /&gt;
&lt;br /&gt;
===With CMake (recommended) ===&lt;br /&gt;
&lt;br /&gt;
Building with CMake is just building with Make, only the configure part can be done interactively, and all intermediate files are tidily put in their own folders:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
mkdir build&lt;br /&gt;
cd build&lt;br /&gt;
ccmake ..  # this will pop up an interactive configuration screen, press &amp;quot;c&amp;quot; to autoconfigure, &lt;br /&gt;
           # and once it's done &amp;quot;g&amp;quot; to generate everything and exit.&lt;br /&gt;
           # Or edit stuff and follow on-screen instructions if you know what you're doing.&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If for some reason you want to see the compiler commands, you can press ''t'' while in ccmake and toggle the ''CMAKE_VERBOSE_MAKEFILE'' option from ''OFF'' to ''ON'' and press ''c'' to reconfigure and ''g'' to regenerate the ''Makefile''.&lt;br /&gt;
&lt;br /&gt;
Now you can run from the build folder:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./build/vegastrike # to play the game&lt;br /&gt;
./build/vegastrike --debug=3 # to generate detailled logs for bug reporting&lt;br /&gt;
./build/setup/vssetup # to edit game settings&lt;br /&gt;
./build/mesh_tool/mesh_tool # mesh converter, for modding&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===With Autotools (deprecated) ===&lt;br /&gt;
The build procedure should look like the following listing. Remember the configure part depends on above requirements. Though autoconf may not work, if so just skip it.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./bootstrap-sh&lt;br /&gt;
./configure --enable-flags='-O3 -g'  # or --enable-debug to disable optimization.  -ffast-math will cause problems in code that checks for infinities. Note that in the first flag there's a capital 'o', not a zero.&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you can run from the build folder:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./vegastrike # to play the game&lt;br /&gt;
./vegastrike --debug=3 # to generate detailled logs for bug reporting&lt;br /&gt;
./vssetup # to edit game settings&lt;br /&gt;
./mesher # mesh converter, for modding&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Custom Makefile creation and usage===&lt;br /&gt;
====Configure====&lt;br /&gt;
If you plan to install, when you're configuring:&lt;br /&gt;
&lt;br /&gt;
* To be sure '''set the data dir''' to your vs-data dir:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --with-data-dir=&amp;lt;DIR&amp;gt; ........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* When using '''libpng 1.2''', &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--with-png-inc=&amp;lt;DIR&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is needed. An example is &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--with-png-inc=/usr/include/libpng12/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you don't want to compile with '''GTK''' just turn it off, however you will not get a setup program if you do this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --disable-gtk ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you only want the server, and want to disable all GUI components--This removes the dependency on X11, OpenGL, SDL, GLUT, OpenAL.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --disable-client ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* See [http://forums.vega-strike.org/viewtopic.php?t=1147 this] thread about boost versions.  Set this option to 1.28, 1.29, 1.33, or &amp;quot;system&amp;quot; if the default does not compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --with-boost=&amp;lt;VER&amp;gt; ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will likely receive some error messages during any of these stages, especially during the configure part. If they tell you that your system is missing some development libraries, install them. How this is done depends on your Linux distribution, but we will assist you in the [http://forums.vega-strike.org/viewforum.php?f=5 Compiling Problems forums]. You will be left with a file called &amp;quot;config.log&amp;quot; please attach that instead of copy-and-pasting thousands of lines of error messages. It's all in this file.&lt;br /&gt;
&lt;br /&gt;
After you installed the missing libraries repeat the last (failed) step and continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The configure script currently has a bug that can cause it to incorrectly report on the absence of GLUT. If you are sure you have installed glut-devel and are still seeing this error, check  near the end of config.log to see if another library (such as libxmu or libxi) is the true culprit. [http://forums.vega-strike.org/viewtopic.php?t=7562]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Make====&lt;br /&gt;
The final step for compiling is the make command.  The Makefile should be able to compile most of the included utilities.&lt;br /&gt;
&lt;br /&gt;
To compile mesher, for example, type:&lt;br /&gt;
&amp;lt;pre&amp;gt;make mesher&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Running &lt;br /&gt;
&amp;lt;pre&amp;gt;make all-am&amp;lt;/pre&amp;gt; &lt;br /&gt;
reduces memory usage while compiling because there's only one instance of make instead of two. From [http://forums.vega-strike.org/viewtopic.php?t=9510 this forum thread].&lt;br /&gt;
* The step&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is optional as the program is quite happy running in userland.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: You should not need to type &amp;quot;make clean&amp;quot;, however if you experience errors like &amp;quot;unresolved external symbol&amp;quot; it may remedy that error.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: If you receive error without any mention of missing library (or something like) after very long line about running g++, try to set proper permissions or simply force your way through it and see whether it's your problem (if you're superuser). It looks like that:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
collect2: ld returned 1 exit status&lt;br /&gt;
make[1]: *** [vegastrike] Error 1&lt;br /&gt;
make[1]: Leaving directory `/home/username/Games/VegaStrike/vegastrike'&lt;br /&gt;
make: *** [all] Error 2&lt;br /&gt;
~/Games/VegaStrike/vegastrike$ sudo make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Install====&lt;br /&gt;
Installing is not really necessary to play, but you can do it if you wish to have the game accessible to all users. Otherwise, you can play by executing binary after it's built by the compiler.&lt;br /&gt;
&lt;br /&gt;
If you do want to install, you'll need root access:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setup and run the development version==&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
This step is not necessary — the binaries should normally figure out where they are with respect to the data directory, but if the version you are using can't do this then you may need to follow these instructions.&lt;br /&gt;
&lt;br /&gt;
To run Vega Strike, the built executables need all the configuration and data files to be in the right place relative to them. Currently, the executables (''vegastrike'' and ''vssetup'') reside in the source code directory. But they can be run out of the ''data'' directory. Therefore, we can create a link.&lt;br /&gt;
* Change in to the ''data'' directory. (We are still in the source code directory ''vegastrike''.)&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/vegastrike&amp;gt; cd ../data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Create symbolic links to the executables in the source code directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/data&amp;gt; ln -s ../vegastrike/vegastrike&lt;br /&gt;
~/VegaStrike/data&amp;gt; ln -s ../vegastrike/vssetup&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After that, you must run &amp;quot;'''./vssetup'''&amp;quot; inside the '''data''' folder, or any folder which has the correct '''setup.config''' and '''vegastrike.config'''.&lt;br /&gt;
If we had made copies or moved the files instead of symbolic linking, we would have to do the procedure of copying or moving every time we build the executables from source.&lt;br /&gt;
&lt;br /&gt;
===Running and configuring===&lt;br /&gt;
* To run Vega Strike you can normally start ''vegastrike'' from the ''vegastrike'' module you downloaded and built it in.&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/vegastrike&amp;gt; ./vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise on other older versions you may have to start it from the ''data'' directory after copying or symbolic linking it as per the earlier instructions.&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/data&amp;gt; ./vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Optionally you can create a short cut to this application onto your desktop or desktop menus. Simply find your menu editor and point it to the ''vegastrike'' executable.&lt;br /&gt;
* If you need to adjust screen resolutions, input devices and key-mappings, do so by editing the configuration file ''vegastrike.config''. The default configuration file resides in the ''data'' directory. You can change that or you can make your own user specific version by first copying it into your ''.vegastrike'' (hidden directory) directory in your user's home directory.&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
{{FIXME}}These links are broken and they are very old from 2003 and most likely becoming irrelevant if someone knows for sure please update the links and put them in the right location, or delete {{FIXME}}&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=4185 &amp;quot;make clean/distclean&amp;quot; thread in the forum] - A quite helpful thread about the make process.&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=2&amp;amp;t=10990 &amp;quot;Ubuntu problems&amp;quot; thread in the forum] - more about little troubles linuxoids can encounter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Cygwin Compiling|Compiling with Cygwin]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Compile_on_OSX|Compiling from SVN on Mac OSX]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:HowTos|Compile from CVS]]&lt;/div&gt;</summary>
		<author><name>Ermo</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=19468</id>
		<title>HowTo:Compile from SVN on Linux</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=19468"/>
				<updated>2013-07-20T15:29:11Z</updated>
		
		<summary type="html">&lt;p&gt;Ermo: /* Requirements */ The fedora instructions are good for f19 as well. :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Cygwin Compiling|Compiling with Cygwin]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Compile_on_OSX|Compiling from SVN on Mac OSX]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
How to compile from SVN under Linux.&lt;br /&gt;
&lt;br /&gt;
''For specific instructions for Ubuntu see: [[HowTo:Checkout SVN (Ubuntu Linux)]]''&lt;br /&gt;
&lt;br /&gt;
''For windows compiling see: [[HowTo:Cygwin Compiling]], [[HowTo:VCPP Compiling]]''&lt;br /&gt;
&lt;br /&gt;
==Getting the SVN-files==&lt;br /&gt;
&lt;br /&gt;
* Checkout the following modules ...&lt;br /&gt;
** data package: '''data''' (repository link: https://svn.code.sf.net/p/vegastrike/code/trunk/data)&lt;br /&gt;
** code package: '''vegastrike''' (repository link: https://svn.code.sf.net/p/vegastrike/code/trunk/vegastrike)&lt;br /&gt;
* Visit [[HowTo:Checkout SVN]] to see how you check these modules out.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
In order to compile Vegastrike there are a few things to check:&lt;br /&gt;
* Make sure you have these packages installed ...&lt;br /&gt;
** '''make'''&lt;br /&gt;
** '''gcc'''&lt;br /&gt;
** '''automake''' at least version 1.6&lt;br /&gt;
** '''autoconf''' at least version 2.53&lt;br /&gt;
** '''X11'''...&lt;br /&gt;
** '''libpng''' + '''libpng-devel''' &amp;lt;-- libpng 3 is recommended.&lt;br /&gt;
** '''python''' and '''python-dev''' &amp;lt;-- 2.2.1 or above&lt;br /&gt;
** '''expat''' + '''expat-devel'''&lt;br /&gt;
** '''(lib)jpeg''' + '''libjpeg-devel'''&lt;br /&gt;
** '''opengl''' (see below) (you probably already have it)&lt;br /&gt;
** '''glut''' + '''glut-devel'''&lt;br /&gt;
** '''openal''' + '''openal-devel'''&lt;br /&gt;
** '''libgtk2.0''' + '''libgtk2.0-devel'''&lt;br /&gt;
** '''libfreeimage3''' (vegastrike itself can compile without it, but mesher can't)&lt;br /&gt;
&lt;br /&gt;
On '''Debian''', this probably should do the trick in (copy and paste the into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo apt-get install libpng12-0 libpng12-dev python-dev libexpat1-dev     \&lt;br /&gt;
        libjpeg62-dev freeglut3-dev libopenal-dev libgtk2.0-dev libogg-dev libvorbis-dev \&lt;br /&gt;
        build-essential libgl1-mesa-dev automake autoconf libsdl1.2-dev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On '''XUbuntu 12.10''', this should do the trick (copy and paste into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo apt-get install \&lt;br /&gt;
     build-essential cmake-curses-gui freeglut3-dev python-dev \&lt;br /&gt;
     lib{expat1,gl1-mesa,gtk2.0,jpeg-turbo8,ogg,openal,png12,sdl1.2,vorbis,xmu,xv}-dev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On '''fedora 17/18/19''', this should do the trick (copy and paste into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo yum install \&lt;br /&gt;
     automake cmake gcc gcc-c++ glibc-devel kernel-devel make \&lt;br /&gt;
     {python,expat,freealut,freeglut,gtk2,libjpeg-turbo,libpng,libvorbis,openal-soft,SDL}-devel \&lt;br /&gt;
     lib{X11,Xdmcp,xkbfile,Xmu,Xpm,Xres,XScrnSaver,Xtst,Xv,Xxf86misc}-devel&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Building==&lt;br /&gt;
&lt;br /&gt;
The building and compiling process can be accomplished with two systems as of now. There's the classic autotools, and the newer (recommended) cmake. If you have cmake installed, you should try it.&lt;br /&gt;
&lt;br /&gt;
===With CMake (recommended) ===&lt;br /&gt;
&lt;br /&gt;
Building with CMake is just building with Make, only the configure part can be done interactively, and all intermediate files are tidily put in their own folders:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
mkdir build&lt;br /&gt;
cd build&lt;br /&gt;
ccmake ..  # this will pop up an interactive configuration screen, press &amp;quot;c&amp;quot; to autoconfigure, &lt;br /&gt;
           # and once it's done &amp;quot;g&amp;quot; to generate everything and exit.&lt;br /&gt;
           # Or edit stuff and follow on-screen instructions if you know what you're doing.&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you can run from the build folder:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./build/vegastrike # to play the game&lt;br /&gt;
./build/vegastrike --debug=3 # to generate detailled logs for bug reporting&lt;br /&gt;
./build/setup/vssetup # to edit game settings&lt;br /&gt;
./build/mesh_tool/mesh_tool # mesh converter, for modding&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===With Autotools (deprecated) ===&lt;br /&gt;
The build procedure should look like the following listing. Remember the configure part depends on above requirements. Though autoconf may not work, if so just skip it.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./bootstrap-sh&lt;br /&gt;
./configure --enable-flags='-O3 -g'  # or --enable-debug to disable optimization.  -ffast-math will cause problems in code that checks for infinities. Note that in the first flag there's a capital 'o', not a zero.&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you can run from the build folder:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./vegastrike # to play the game&lt;br /&gt;
./vegastrike --debug=3 # to generate detailled logs for bug reporting&lt;br /&gt;
./vssetup # to edit game settings&lt;br /&gt;
./mesher # mesh converter, for modding&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Custom Makefile creation and usage===&lt;br /&gt;
====Configure====&lt;br /&gt;
If you plan to install, when you're configuring:&lt;br /&gt;
&lt;br /&gt;
* To be sure '''set the data dir''' to your vs-data dir:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --with-data-dir=&amp;lt;DIR&amp;gt; ........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* When using '''libpng 1.2''', &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--with-png-inc=&amp;lt;DIR&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is needed. An example is &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--with-png-inc=/usr/include/libpng12/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you don't want to compile with '''GTK''' just turn it off, however you will not get a setup program if you do this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --disable-gtk ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you only want the server, and want to disable all GUI components--This removes the dependency on X11, OpenGL, SDL, GLUT, OpenAL.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --disable-client ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* See [http://forums.vega-strike.org/viewtopic.php?t=1147 this] thread about boost versions.  Set this option to 1.28, 1.29, 1.33, or &amp;quot;system&amp;quot; if the default does not compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --with-boost=&amp;lt;VER&amp;gt; ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will likely receive some error messages during any of these stages, especially during the configure part. If they tell you that your system is missing some development libraries, install them. How this is done depends on your Linux distribution, but we will assist you in the [http://forums.vega-strike.org/viewforum.php?f=5 Compiling Problems forums]. You will be left with a file called &amp;quot;config.log&amp;quot; please attach that instead of copy-and-pasting thousands of lines of error messages. It's all in this file.&lt;br /&gt;
&lt;br /&gt;
After you installed the missing libraries repeat the last (failed) step and continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The configure script currently has a bug that can cause it to incorrectly report on the absence of GLUT. If you are sure you have installed glut-devel and are still seeing this error, check  near the end of config.log to see if another library (such as libxmu or libxi) is the true culprit. [http://forums.vega-strike.org/viewtopic.php?t=7562]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Make====&lt;br /&gt;
The final step for compiling is the make command.  The Makefile should be able to compile most of the included utilities.&lt;br /&gt;
&lt;br /&gt;
To compile mesher, for example, type:&lt;br /&gt;
&amp;lt;pre&amp;gt;make mesher&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Running &lt;br /&gt;
&amp;lt;pre&amp;gt;make all-am&amp;lt;/pre&amp;gt; &lt;br /&gt;
reduces memory usage while compiling because there's only one instance of make instead of two. From [http://forums.vega-strike.org/viewtopic.php?t=9510 this forum thread].&lt;br /&gt;
* The step&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is optional as the program is quite happy running in userland.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: You should not need to type &amp;quot;make clean&amp;quot;, however if you experience errors like &amp;quot;unresolved external symbol&amp;quot; it may remedy that error.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: If you receive error without any mention of missing library (or something like) after very long line about running g++, try to set proper permissions or simply force your way through it and see whether it's your problem (if you're superuser). It looks like that:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
collect2: ld returned 1 exit status&lt;br /&gt;
make[1]: *** [vegastrike] Error 1&lt;br /&gt;
make[1]: Leaving directory `/home/username/Games/VegaStrike/vegastrike'&lt;br /&gt;
make: *** [all] Error 2&lt;br /&gt;
~/Games/VegaStrike/vegastrike$ sudo make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Install====&lt;br /&gt;
Installing is not really necessary to play, but you can do it if you wish to have the game accessible to all users. Otherwise, you can play by executing binary after it's built by the compiler.&lt;br /&gt;
&lt;br /&gt;
If you do want to install, you'll need root access:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setup and run the development version==&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
This step is not necessary — the binaries should normally figure out where they are with respect to the data directory, but if the version you are using can't do this then you may need to follow these instructions.&lt;br /&gt;
&lt;br /&gt;
To run Vega Strike, the built executables need all the configuration and data files to be in the right place relative to them. Currently, the executables (''vegastrike'' and ''vssetup'') reside in the source code directory. But they can be run out of the ''data'' directory. Therefore, we can create a link.&lt;br /&gt;
* Change in to the ''data'' directory. (We are still in the source code directory ''vegastrike''.)&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/vegastrike&amp;gt; cd ../data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Create symbolic links to the executables in the source code directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/data&amp;gt; ln -s ../vegastrike/vegastrike&lt;br /&gt;
~/VegaStrike/data&amp;gt; ln -s ../vegastrike/vssetup&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After that, you must run &amp;quot;'''./vssetup'''&amp;quot; inside the '''data''' folder, or any folder which has the correct '''setup.config''' and '''vegastrike.config'''.&lt;br /&gt;
If we had made copies or moved the files instead of symbolic linking, we would have to do the procedure of copying or moving every time we build the executables from source.&lt;br /&gt;
&lt;br /&gt;
===Running and configuring===&lt;br /&gt;
* To run Vega Strike you can normally start ''vegastrike'' from the ''vegastrike'' module you downloaded and built it in.&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/vegastrike&amp;gt; ./vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise on other older versions you may have to start it from the ''data'' directory after copying or symbolic linking it as per the earlier instructions.&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/data&amp;gt; ./vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Optionally you can create a short cut to this application onto your desktop or desktop menus. Simply find your menu editor and point it to the ''vegastrike'' executable.&lt;br /&gt;
* If you need to adjust screen resolutions, input devices and key-mappings, do so by editing the configuration file ''vegastrike.config''. The default configuration file resides in the ''data'' directory. You can change that or you can make your own user specific version by first copying it into your ''.vegastrike'' (hidden directory) directory in your user's home directory.&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
{{FIXME}}These links are broken and they are very old from 2003 and most likely becoming irrelevant if someone knows for sure please update the links and put them in the right location, or delete {{FIXME}}&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=4185 &amp;quot;make clean/distclean&amp;quot; thread in the forum] - A quite helpful thread about the make process.&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=2&amp;amp;t=10990 &amp;quot;Ubuntu problems&amp;quot; thread in the forum] - more about little troubles linuxoids can encounter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Cygwin Compiling|Compiling with Cygwin]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Compile_on_OSX|Compiling from SVN on Mac OSX]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:HowTos|Compile from CVS]]&lt;/div&gt;</summary>
		<author><name>Ermo</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=19454</id>
		<title>HowTo:Compile from SVN on Linux</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=19454"/>
				<updated>2013-07-16T19:37:08Z</updated>
		
		<summary type="html">&lt;p&gt;Ermo: /* With CMake (recommended) */ remove spurious paragraph in the ccmake comments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Cygwin Compiling|Compiling with Cygwin]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Compile_on_OSX|Compiling from SVN on Mac OSX]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
How to compile from SVN under Linux.&lt;br /&gt;
&lt;br /&gt;
''For specific instructions for Ubuntu see: [[HowTo:Checkout SVN (Ubuntu Linux)]]''&lt;br /&gt;
&lt;br /&gt;
''For windows compiling see: [[HowTo:Cygwin Compiling]], [[HowTo:VCPP Compiling]]''&lt;br /&gt;
&lt;br /&gt;
==Getting the SVN-files==&lt;br /&gt;
&lt;br /&gt;
* Checkout the following modules ...&lt;br /&gt;
** data package: '''data''' (repository link: https://svn.code.sf.net/p/vegastrike/code/trunk/data)&lt;br /&gt;
** code package: '''vegastrike''' (repository link: https://svn.code.sf.net/p/vegastrike/code/trunk/vegastrike)&lt;br /&gt;
* Visit [[HowTo:Checkout SVN]] to see how you check these modules out.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
In order to compile Vegastrike there are a few things to check:&lt;br /&gt;
* Make sure you have these packages installed ...&lt;br /&gt;
** '''make'''&lt;br /&gt;
** '''gcc'''&lt;br /&gt;
** '''automake''' at least version 1.6&lt;br /&gt;
** '''autoconf''' at least version 2.53&lt;br /&gt;
** '''X11'''...&lt;br /&gt;
** '''libpng''' + '''libpng-devel''' &amp;lt;-- libpng 3 is recommended.&lt;br /&gt;
** '''python''' and '''python-dev''' &amp;lt;-- 2.2.1 or above&lt;br /&gt;
** '''expat''' + '''expat-devel'''&lt;br /&gt;
** '''(lib)jpeg''' + '''libjpeg-devel'''&lt;br /&gt;
** '''opengl''' (see below) (you probably already have it)&lt;br /&gt;
** '''glut''' + '''glut-devel'''&lt;br /&gt;
** '''openal''' + '''openal-devel'''&lt;br /&gt;
** '''libgtk2.0''' + '''libgtk2.0-devel'''&lt;br /&gt;
** '''libfreeimage3''' (vegastrike itself can compile without it, but mesher can't)&lt;br /&gt;
&lt;br /&gt;
On '''Debian''', this probably should do the trick in (copy and paste the into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo apt-get install libpng12-0 libpng12-dev python-dev libexpat1-dev     \&lt;br /&gt;
        libjpeg62-dev freeglut3-dev libopenal-dev libgtk2.0-dev libogg-dev libvorbis-dev \&lt;br /&gt;
        build-essential libgl1-mesa-dev automake autoconf libsdl1.2-dev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On '''XUbuntu 12.10''', this should do the trick (copy and paste into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo apt-get install \&lt;br /&gt;
     build-essential cmake-curses-gui freeglut3-dev python-dev \&lt;br /&gt;
     lib{expat1,gl1-mesa,gtk2.0,jpeg-turbo8,ogg,openal,png12,sdl1.2,vorbis,xmu,xv}-dev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On '''fedora 17/18''', this should do the trick (copy and paste into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo yum install \&lt;br /&gt;
     automake cmake gcc gcc-c++ glibc-devel kernel-devel make \&lt;br /&gt;
     {python,expat,freealut,freeglut,gtk2,libjpeg-turbo,libpng,libvorbis,openal-soft,SDL}-devel \&lt;br /&gt;
     lib{X11,Xdmcp,xkbfile,Xmu,Xpm,Xres,XScrnSaver,Xtst,Xv,Xxf86misc}-devel&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Building==&lt;br /&gt;
&lt;br /&gt;
The building and compiling process can be accomplished with two systems as of now. There's the classic autotools, and the newer (recommended) cmake. If you have cmake installed, you should try it.&lt;br /&gt;
&lt;br /&gt;
===With CMake (recommended) ===&lt;br /&gt;
&lt;br /&gt;
Building with CMake is just building with Make, only the configure part can be done interactively, and all intermediate files are tidily put in their own folders:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
mkdir build&lt;br /&gt;
cd build&lt;br /&gt;
ccmake ..  # this will pop up an interactive configuration screen, press &amp;quot;c&amp;quot; to autoconfigure, &lt;br /&gt;
           # and once it's done &amp;quot;g&amp;quot; to generate everything and exit.&lt;br /&gt;
           # Or edit stuff and follow on-screen instructions if you know what you're doing.&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you can run from the build folder:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./build/vegastrike # to play the game&lt;br /&gt;
./build/vegastrike --debug=3 # to generate detailled logs for bug reporting&lt;br /&gt;
./build/setup/vssetup # to edit game settings&lt;br /&gt;
./build/mesh_tool/mesh_tool # mesh converter, for modding&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===With Autotools (deprecated) ===&lt;br /&gt;
The build procedure should look like the following listing. Remember the configure part depends on above requirements. Though autoconf may not work, if so just skip it.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./bootstrap-sh&lt;br /&gt;
./configure --enable-flags='-O3 -g'  # or --enable-debug to disable optimization.  -ffast-math will cause problems in code that checks for infinities. Note that in the first flag there's a capital 'o', not a zero.&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you can run from the build folder:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./vegastrike # to play the game&lt;br /&gt;
./vegastrike --debug=3 # to generate detailled logs for bug reporting&lt;br /&gt;
./vssetup # to edit game settings&lt;br /&gt;
./mesher # mesh converter, for modding&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Custom Makefile creation and usage===&lt;br /&gt;
====Configure====&lt;br /&gt;
If you plan to install, when you're configuring:&lt;br /&gt;
&lt;br /&gt;
* To be sure '''set the data dir''' to your vs-data dir:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --with-data-dir=&amp;lt;DIR&amp;gt; ........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* When using '''libpng 1.2''', &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--with-png-inc=&amp;lt;DIR&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is needed. An example is &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--with-png-inc=/usr/include/libpng12/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you don't want to compile with '''GTK''' just turn it off, however you will not get a setup program if you do this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --disable-gtk ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you only want the server, and want to disable all GUI components--This removes the dependency on X11, OpenGL, SDL, GLUT, OpenAL.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --disable-client ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* See [http://forums.vega-strike.org/viewtopic.php?t=1147 this] thread about boost versions.  Set this option to 1.28, 1.29, 1.33, or &amp;quot;system&amp;quot; if the default does not compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --with-boost=&amp;lt;VER&amp;gt; ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will likely receive some error messages during any of these stages, especially during the configure part. If they tell you that your system is missing some development libraries, install them. How this is done depends on your Linux distribution, but we will assist you in the [http://forums.vega-strike.org/viewforum.php?f=5 Compiling Problems forums]. You will be left with a file called &amp;quot;config.log&amp;quot; please attach that instead of copy-and-pasting thousands of lines of error messages. It's all in this file.&lt;br /&gt;
&lt;br /&gt;
After you installed the missing libraries repeat the last (failed) step and continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The configure script currently has a bug that can cause it to incorrectly report on the absence of GLUT. If you are sure you have installed glut-devel and are still seeing this error, check  near the end of config.log to see if another library (such as libxmu or libxi) is the true culprit. [http://forums.vega-strike.org/viewtopic.php?t=7562]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Make====&lt;br /&gt;
The final step for compiling is the make command.  The Makefile should be able to compile most of the included utilities.&lt;br /&gt;
&lt;br /&gt;
To compile mesher, for example, type:&lt;br /&gt;
&amp;lt;pre&amp;gt;make mesher&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Running &lt;br /&gt;
&amp;lt;pre&amp;gt;make all-am&amp;lt;/pre&amp;gt; &lt;br /&gt;
reduces memory usage while compiling because there's only one instance of make instead of two. From [http://forums.vega-strike.org/viewtopic.php?t=9510 this forum thread].&lt;br /&gt;
* The step&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is optional as the program is quite happy running in userland.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: You should not need to type &amp;quot;make clean&amp;quot;, however if you experience errors like &amp;quot;unresolved external symbol&amp;quot; it may remedy that error.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: If you receive error without any mention of missing library (or something like) after very long line about running g++, try to set proper permissions or simply force your way through it and see whether it's your problem (if you're superuser). It looks like that:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
collect2: ld returned 1 exit status&lt;br /&gt;
make[1]: *** [vegastrike] Error 1&lt;br /&gt;
make[1]: Leaving directory `/home/username/Games/VegaStrike/vegastrike'&lt;br /&gt;
make: *** [all] Error 2&lt;br /&gt;
~/Games/VegaStrike/vegastrike$ sudo make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Install====&lt;br /&gt;
Installing is not really necessary to play, but you can do it if you wish to have the game accessible to all users. Otherwise, you can play by executing binary after it's built by the compiler.&lt;br /&gt;
&lt;br /&gt;
If you do want to install, you'll need root access:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setup and run the development version==&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
This step is not necessary — the binaries should normally figure out where they are with respect to the data directory, but if the version you are using can't do this then you may need to follow these instructions.&lt;br /&gt;
&lt;br /&gt;
To run Vega Strike, the built executables need all the configuration and data files to be in the right place relative to them. Currently, the executables (''vegastrike'' and ''vssetup'') reside in the source code directory. But they can be run out of the ''data'' directory. Therefore, we can create a link.&lt;br /&gt;
* Change in to the ''data'' directory. (We are still in the source code directory ''vegastrike''.)&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/vegastrike&amp;gt; cd ../data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Create symbolic links to the executables in the source code directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/data&amp;gt; ln -s ../vegastrike/vegastrike&lt;br /&gt;
~/VegaStrike/data&amp;gt; ln -s ../vegastrike/vssetup&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After that, you must run &amp;quot;'''./vssetup'''&amp;quot; inside the '''data''' folder, or any folder which has the correct '''setup.config''' and '''vegastrike.config'''.&lt;br /&gt;
If we had made copies or moved the files instead of symbolic linking, we would have to do the procedure of copying or moving every time we build the executables from source.&lt;br /&gt;
&lt;br /&gt;
===Running and configuring===&lt;br /&gt;
* To run Vega Strike you can normally start ''vegastrike'' from the ''vegastrike'' module you downloaded and built it in.&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/vegastrike&amp;gt; ./vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise on other older versions you may have to start it from the ''data'' directory after copying or symbolic linking it as per the earlier instructions.&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/data&amp;gt; ./vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Optionally you can create a short cut to this application onto your desktop or desktop menus. Simply find your menu editor and point it to the ''vegastrike'' executable.&lt;br /&gt;
* If you need to adjust screen resolutions, input devices and key-mappings, do so by editing the configuration file ''vegastrike.config''. The default configuration file resides in the ''data'' directory. You can change that or you can make your own user specific version by first copying it into your ''.vegastrike'' (hidden directory) directory in your user's home directory.&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
{{FIXME}}These links are broken and they are very old from 2003 and most likely becoming irrelevant if someone knows for sure please update the links and put them in the right location, or delete {{FIXME}}&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=4185 &amp;quot;make clean/distclean&amp;quot; thread in the forum] - A quite helpful thread about the make process.&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=2&amp;amp;t=10990 &amp;quot;Ubuntu problems&amp;quot; thread in the forum] - more about little troubles linuxoids can encounter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Cygwin Compiling|Compiling with Cygwin]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Compile_on_OSX|Compiling from SVN on Mac OSX]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:HowTos|Compile from CVS]]&lt;/div&gt;</summary>
		<author><name>Ermo</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=18952</id>
		<title>HowTo:Compile from SVN on Linux</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=18952"/>
				<updated>2013-01-26T17:11:35Z</updated>
		
		<summary type="html">&lt;p&gt;Ermo: /* With CMake */ Using cmake is recommended as far as I know...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Cygwin Compiling|Compiling with Cygwin]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Compile_on_OSX|Compiling from SVN on Mac OSX]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
How to compile from SVN under Linux.&lt;br /&gt;
&lt;br /&gt;
''For specific instructions for Ubuntu see: [[HowTo:Checkout SVN (Ubuntu Linux)]]''&lt;br /&gt;
&lt;br /&gt;
''For windows compiling see: [[HowTo:Cygwin Compiling]], [[HowTo:VCPP Compiling]]''&lt;br /&gt;
&lt;br /&gt;
==Getting the SVN-files==&lt;br /&gt;
&lt;br /&gt;
* Checkout the following modules ...&lt;br /&gt;
** data package: '''data''' (repository link: https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/data)&lt;br /&gt;
** code package: '''vegastrike''' (repository link: https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike)&lt;br /&gt;
* Visit [[HowTo:Checkout SVN]] to see how you check these modules out.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
In order to compile Vegastrike there are a few things to check:&lt;br /&gt;
* Make sure you have these packages installed ...&lt;br /&gt;
** '''make'''&lt;br /&gt;
** '''gcc'''&lt;br /&gt;
** '''automake''' at least version 1.6&lt;br /&gt;
** '''autoconf''' at least version 2.53&lt;br /&gt;
** '''X11'''...&lt;br /&gt;
** '''libpng''' + '''libpng-devel''' &amp;lt;-- libpng 3 is recommended.&lt;br /&gt;
** '''python''' and '''python-dev''' &amp;lt;-- 2.2.1 or above&lt;br /&gt;
** '''expat''' + '''expat-devel'''&lt;br /&gt;
** '''(lib)jpeg''' + '''libjpeg-devel'''&lt;br /&gt;
** '''opengl''' (see below) (you probably already have it)&lt;br /&gt;
** '''glut''' + '''glut-devel'''&lt;br /&gt;
** '''openal''' + '''openal-devel'''&lt;br /&gt;
** '''libgtk2.0''' + '''libgtk2.0-devel'''&lt;br /&gt;
** '''libfreeimage3''' (vegastrike itself can compile without it, but mesher can't)&lt;br /&gt;
&lt;br /&gt;
On '''Debian''', this probably should do the trick in (copy and paste the into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo apt-get install libpng12-0 libpng12-dev python-dev libexpat1-dev     \&lt;br /&gt;
        libjpeg62-dev freeglut3-dev libopenal-dev libgtk2.0-dev libogg-dev libvorbis-dev \&lt;br /&gt;
        build-essential libgl1-mesa-dev automake autoconf libsdl1.2-dev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On '''XUbuntu 12.10''', this should do the trick (copy and paste into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo apt-get install \&lt;br /&gt;
     build-essential cmake-curses-gui freeglut3-dev python-dev \&lt;br /&gt;
     lib{expat1,gl1-mesa,gtk2.0,jpeg-turbo8,ogg,openal,png12,sdl1.2,vorbis,xmu,xv}-dev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On '''fedora 17/18''', this should do the trick (copy and paste into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo yum install \&lt;br /&gt;
     automake cmake gcc gcc-c++ glibc-devel kernel-devel make \&lt;br /&gt;
     {python,expat,freealut,freeglut,gtk2,libjpeg-turbo,libpng,libvorbis,openal-soft,SDL}-devel \&lt;br /&gt;
     lib{X11,Xdmcp,xkbfile,Xmu,Xpm,Xres,XScrnSaver,Xtst,Xv,Xxf86misc}-devel&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Building==&lt;br /&gt;
&lt;br /&gt;
The building and compiling process can be accomplished with two systems as of now. There's the classic autotools, and the newer (recommended) cmake. If you have cmake installed, you should try it.&lt;br /&gt;
&lt;br /&gt;
===With CMake (recommended) ===&lt;br /&gt;
&lt;br /&gt;
Building with CMake is just building with Make, only the configure part can be done interactively, and all intermediate files are tidily put in their own folders:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
mkdir build&lt;br /&gt;
cd build&lt;br /&gt;
ccmake ..  # this will pop up an interactive configuration screen, press &amp;quot;c&amp;quot; to autoconfigure, &lt;br /&gt;
           # and once it's done &amp;quot;g&amp;quot; to generate everything and exit.  classic autotools, and the newer (recommended) cmake. I&lt;br /&gt;
           # Or edit stuff and follow on-screen instructions if you know what you're doing.&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you can run from the build folder:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./build/vegastrike # to play the game&lt;br /&gt;
./build/vegastrike --debug=3 # to generate detailled logs for bug reporting&lt;br /&gt;
./build/setup/vssetup # to edit game settings&lt;br /&gt;
./build/mesh_tool/mesh_tool # mesh converter, for modding&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===With Autotools (deprecated) ===&lt;br /&gt;
The build procedure should look like the following listing. Remember the configure part depends on above requirements. Though autoconf may not work, if so just skip it.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./bootstrap-sh&lt;br /&gt;
./configure --enable-flags='-O3 -g'  # or --enable-debug to disable optimization.  -ffast-math will cause problems in code that checks for infinities. Note that in the first flag there's a capital 'o', not a zero.&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you can run from the build folder:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./vegastrike # to play the game&lt;br /&gt;
./vegastrike --debug=3 # to generate detailled logs for bug reporting&lt;br /&gt;
./vssetup # to edit game settings&lt;br /&gt;
./mesher # mesh converter, for modding&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Custom Makefile creation and usage===&lt;br /&gt;
====Configure====&lt;br /&gt;
If you plan to install, when you're configuring:&lt;br /&gt;
&lt;br /&gt;
* To be sure '''set the data dir''' to your vs-data dir:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --with-data-dir=&amp;lt;DIR&amp;gt; ........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* When using '''libpng 1.2''', &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--with-png-inc=&amp;lt;DIR&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is needed. An example is &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--with-png-inc=/usr/include/libpng12/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you don't want to compile with '''GTK''' just turn it off, however you will not get a setup program if you do this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --disable-gtk ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you only want the server, and want to disable all GUI components--This removes the dependency on X11, OpenGL, SDL, GLUT, OpenAL.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --disable-client ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* See [http://forums.vega-strike.org/viewtopic.php?t=1147 this] thread about boost versions.  Set this option to 1.28, 1.29, 1.33, or &amp;quot;system&amp;quot; if the default does not compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --with-boost=&amp;lt;VER&amp;gt; ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will likely receive some error messages during any of these stages, especially during the configure part. If they tell you that your system is missing some development libraries, install them. How this is done depends on your Linux distribution, but we will assist you in the [http://forums.vega-strike.org/viewforum.php?f=5 Compiling Problems forums]. You will be left with a file called &amp;quot;config.log&amp;quot; please attach that instead of copy-and-pasting thousands of lines of error messages. It's all in this file.&lt;br /&gt;
&lt;br /&gt;
After you installed the missing libraries repeat the last (failed) step and continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The configure script currently has a bug that can cause it to incorrectly report on the absence of GLUT. If you are sure you have installed glut-devel and are still seeing this error, check  near the end of config.log to see if another library (such as libxmu or libxi) is the true culprit. [http://forums.vega-strike.org/viewtopic.php?t=7562]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Make====&lt;br /&gt;
The final step for compiling is the make command.  The Makefile should be able to compile most of the included utilities.&lt;br /&gt;
&lt;br /&gt;
To compile mesher, for example, type:&lt;br /&gt;
&amp;lt;pre&amp;gt;make mesher&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Running &lt;br /&gt;
&amp;lt;pre&amp;gt;make all-am&amp;lt;/pre&amp;gt; &lt;br /&gt;
reduces memory usage while compiling because there's only one instance of make instead of two. From [http://forums.vega-strike.org/viewtopic.php?t=9510 this forum thread].&lt;br /&gt;
* The step&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is optional as the program is quite happy running in userland.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: You should not need to type &amp;quot;make clean&amp;quot;, however if you experience errors like &amp;quot;unresolved external symbol&amp;quot; it may remedy that error.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: If you receive error without any mention of missing library (or something like) after very long line about running g++, try to set proper permissions or simply force your way through it and see whether it's your problem (if you're superuser). It looks like that:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
collect2: ld returned 1 exit status&lt;br /&gt;
make[1]: *** [vegastrike] Error 1&lt;br /&gt;
make[1]: Leaving directory `/home/username/Games/VegaStrike/vegastrike'&lt;br /&gt;
make: *** [all] Error 2&lt;br /&gt;
~/Games/VegaStrike/vegastrike$ sudo make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Install====&lt;br /&gt;
Installing is not really necessary to play, but you can do it if you wish to have the game accessible to all users. Otherwise, you can play by executing binary after it's built by the compiler.&lt;br /&gt;
&lt;br /&gt;
If you do want to install, you'll need root access:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setup and run the development version==&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
This step is not necessary — the binaries should normally figure out where they are with respect to the data directory, but if the version you are using can't do this then you may need to follow these instructions.&lt;br /&gt;
&lt;br /&gt;
To run Vega Strike, the built executables need all the configuration and data files to be in the right place relative to them. Currently, the executables (''vegastrike'' and ''vssetup'') reside in the source code directory. But they can be run out of the ''data'' directory. Therefore, we can create a link.&lt;br /&gt;
* Change in to the ''data'' directory. (We are still in the source code directory ''vegastrike''.)&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/vegastrike&amp;gt; cd ../data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Create symbolic links to the executables in the source code directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/data&amp;gt; ln -s ../vegastrike/vegastrike&lt;br /&gt;
~/VegaStrike/data&amp;gt; ln -s ../vegastrike/vssetup&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After that, you must run &amp;quot;'''./vssetup'''&amp;quot; inside the '''data''' folder, or any folder which has the correct '''setup.config''' and '''vegastrike.config'''.&lt;br /&gt;
If we had made copies or moved the files instead of symbolic linking, we would have to do the procedure of copying or moving every time we build the executables from source.&lt;br /&gt;
&lt;br /&gt;
===Running and configuring===&lt;br /&gt;
* To run Vega Strike you can normally start ''vegastrike'' from the ''vegastrike'' module you downloaded and built it in.&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/vegastrike&amp;gt; ./vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise on other older versions you may have to start it from the ''data'' directory after copying or symbolic linking it as per the earlier instructions.&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/data&amp;gt; ./vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Optionally you can create a short cut to this application onto your desktop or desktop menus. Simply find your menu editor and point it to the ''vegastrike'' executable.&lt;br /&gt;
* If you need to adjust screen resolutions, input devices and key-mappings, do so by editing the configuration file ''vegastrike.config''. The default configuration file resides in the ''data'' directory. You can change that or you can make your own user specific version by first copying it into your ''.vegastrike'' (hidden directory) directory in your user's home directory.&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
{{FIXME}}These links are broken and they are very old from 2003 and most likely becoming irrelevant if someone knows for sure please update the links and put them in the right location, or delete {{FIXME}}&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=4185 &amp;quot;make clean/distclean&amp;quot; thread in the forum] - A quite helpful thread about the make process.&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=2&amp;amp;t=10990 &amp;quot;Ubuntu problems&amp;quot; thread in the forum] - more about little troubles linuxoids can encounter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Cygwin Compiling|Compiling with Cygwin]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Compile_on_OSX|Compiling from SVN on Mac OSX]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:HowTos|Compile from CVS]]&lt;/div&gt;</summary>
		<author><name>Ermo</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=18951</id>
		<title>HowTo:Compile from SVN on Linux</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=18951"/>
				<updated>2013-01-26T17:11:10Z</updated>
		
		<summary type="html">&lt;p&gt;Ermo: /* With Autotools */ autotools is not recommended as far as I know...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Cygwin Compiling|Compiling with Cygwin]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Compile_on_OSX|Compiling from SVN on Mac OSX]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
How to compile from SVN under Linux.&lt;br /&gt;
&lt;br /&gt;
''For specific instructions for Ubuntu see: [[HowTo:Checkout SVN (Ubuntu Linux)]]''&lt;br /&gt;
&lt;br /&gt;
''For windows compiling see: [[HowTo:Cygwin Compiling]], [[HowTo:VCPP Compiling]]''&lt;br /&gt;
&lt;br /&gt;
==Getting the SVN-files==&lt;br /&gt;
&lt;br /&gt;
* Checkout the following modules ...&lt;br /&gt;
** data package: '''data''' (repository link: https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/data)&lt;br /&gt;
** code package: '''vegastrike''' (repository link: https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike)&lt;br /&gt;
* Visit [[HowTo:Checkout SVN]] to see how you check these modules out.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
In order to compile Vegastrike there are a few things to check:&lt;br /&gt;
* Make sure you have these packages installed ...&lt;br /&gt;
** '''make'''&lt;br /&gt;
** '''gcc'''&lt;br /&gt;
** '''automake''' at least version 1.6&lt;br /&gt;
** '''autoconf''' at least version 2.53&lt;br /&gt;
** '''X11'''...&lt;br /&gt;
** '''libpng''' + '''libpng-devel''' &amp;lt;-- libpng 3 is recommended.&lt;br /&gt;
** '''python''' and '''python-dev''' &amp;lt;-- 2.2.1 or above&lt;br /&gt;
** '''expat''' + '''expat-devel'''&lt;br /&gt;
** '''(lib)jpeg''' + '''libjpeg-devel'''&lt;br /&gt;
** '''opengl''' (see below) (you probably already have it)&lt;br /&gt;
** '''glut''' + '''glut-devel'''&lt;br /&gt;
** '''openal''' + '''openal-devel'''&lt;br /&gt;
** '''libgtk2.0''' + '''libgtk2.0-devel'''&lt;br /&gt;
** '''libfreeimage3''' (vegastrike itself can compile without it, but mesher can't)&lt;br /&gt;
&lt;br /&gt;
On '''Debian''', this probably should do the trick in (copy and paste the into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo apt-get install libpng12-0 libpng12-dev python-dev libexpat1-dev     \&lt;br /&gt;
        libjpeg62-dev freeglut3-dev libopenal-dev libgtk2.0-dev libogg-dev libvorbis-dev \&lt;br /&gt;
        build-essential libgl1-mesa-dev automake autoconf libsdl1.2-dev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On '''XUbuntu 12.10''', this should do the trick (copy and paste into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo apt-get install \&lt;br /&gt;
     build-essential cmake-curses-gui freeglut3-dev python-dev \&lt;br /&gt;
     lib{expat1,gl1-mesa,gtk2.0,jpeg-turbo8,ogg,openal,png12,sdl1.2,vorbis,xmu,xv}-dev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On '''fedora 17/18''', this should do the trick (copy and paste into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo yum install \&lt;br /&gt;
     automake cmake gcc gcc-c++ glibc-devel kernel-devel make \&lt;br /&gt;
     {python,expat,freealut,freeglut,gtk2,libjpeg-turbo,libpng,libvorbis,openal-soft,SDL}-devel \&lt;br /&gt;
     lib{X11,Xdmcp,xkbfile,Xmu,Xpm,Xres,XScrnSaver,Xtst,Xv,Xxf86misc}-devel&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Building==&lt;br /&gt;
&lt;br /&gt;
The building and compiling process can be accomplished with two systems as of now. There's the classic autotools, and the newer (recommended) cmake. If you have cmake installed, you should try it.&lt;br /&gt;
&lt;br /&gt;
===With CMake===&lt;br /&gt;
&lt;br /&gt;
Building with CMake is just building with Make, only the configure part can be done interactively, and all intermediate files are tidily put in their own folders:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
mkdir build&lt;br /&gt;
cd build&lt;br /&gt;
ccmake ..  # this will pop up an interactive configuration screen, press &amp;quot;c&amp;quot; to autoconfigure, &lt;br /&gt;
           # and once it's done &amp;quot;g&amp;quot; to generate everything and exit.  classic autotools, and the newer (recommended) cmake. I&lt;br /&gt;
           # Or edit stuff and follow on-screen instructions if you know what you're doing.&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you can run from the build folder:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./build/vegastrike # to play the game&lt;br /&gt;
./build/vegastrike --debug=3 # to generate detailled logs for bug reporting&lt;br /&gt;
./build/setup/vssetup # to edit game settings&lt;br /&gt;
./build/mesh_tool/mesh_tool # mesh converter, for modding&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===With Autotools (deprecated) ===&lt;br /&gt;
The build procedure should look like the following listing. Remember the configure part depends on above requirements. Though autoconf may not work, if so just skip it.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./bootstrap-sh&lt;br /&gt;
./configure --enable-flags='-O3 -g'  # or --enable-debug to disable optimization.  -ffast-math will cause problems in code that checks for infinities. Note that in the first flag there's a capital 'o', not a zero.&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you can run from the build folder:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./vegastrike # to play the game&lt;br /&gt;
./vegastrike --debug=3 # to generate detailled logs for bug reporting&lt;br /&gt;
./vssetup # to edit game settings&lt;br /&gt;
./mesher # mesh converter, for modding&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Custom Makefile creation and usage===&lt;br /&gt;
====Configure====&lt;br /&gt;
If you plan to install, when you're configuring:&lt;br /&gt;
&lt;br /&gt;
* To be sure '''set the data dir''' to your vs-data dir:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --with-data-dir=&amp;lt;DIR&amp;gt; ........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* When using '''libpng 1.2''', &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--with-png-inc=&amp;lt;DIR&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is needed. An example is &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--with-png-inc=/usr/include/libpng12/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you don't want to compile with '''GTK''' just turn it off, however you will not get a setup program if you do this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --disable-gtk ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you only want the server, and want to disable all GUI components--This removes the dependency on X11, OpenGL, SDL, GLUT, OpenAL.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --disable-client ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* See [http://forums.vega-strike.org/viewtopic.php?t=1147 this] thread about boost versions.  Set this option to 1.28, 1.29, 1.33, or &amp;quot;system&amp;quot; if the default does not compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --with-boost=&amp;lt;VER&amp;gt; ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will likely receive some error messages during any of these stages, especially during the configure part. If they tell you that your system is missing some development libraries, install them. How this is done depends on your Linux distribution, but we will assist you in the [http://forums.vega-strike.org/viewforum.php?f=5 Compiling Problems forums]. You will be left with a file called &amp;quot;config.log&amp;quot; please attach that instead of copy-and-pasting thousands of lines of error messages. It's all in this file.&lt;br /&gt;
&lt;br /&gt;
After you installed the missing libraries repeat the last (failed) step and continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The configure script currently has a bug that can cause it to incorrectly report on the absence of GLUT. If you are sure you have installed glut-devel and are still seeing this error, check  near the end of config.log to see if another library (such as libxmu or libxi) is the true culprit. [http://forums.vega-strike.org/viewtopic.php?t=7562]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Make====&lt;br /&gt;
The final step for compiling is the make command.  The Makefile should be able to compile most of the included utilities.&lt;br /&gt;
&lt;br /&gt;
To compile mesher, for example, type:&lt;br /&gt;
&amp;lt;pre&amp;gt;make mesher&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Running &lt;br /&gt;
&amp;lt;pre&amp;gt;make all-am&amp;lt;/pre&amp;gt; &lt;br /&gt;
reduces memory usage while compiling because there's only one instance of make instead of two. From [http://forums.vega-strike.org/viewtopic.php?t=9510 this forum thread].&lt;br /&gt;
* The step&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is optional as the program is quite happy running in userland.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: You should not need to type &amp;quot;make clean&amp;quot;, however if you experience errors like &amp;quot;unresolved external symbol&amp;quot; it may remedy that error.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: If you receive error without any mention of missing library (or something like) after very long line about running g++, try to set proper permissions or simply force your way through it and see whether it's your problem (if you're superuser). It looks like that:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
collect2: ld returned 1 exit status&lt;br /&gt;
make[1]: *** [vegastrike] Error 1&lt;br /&gt;
make[1]: Leaving directory `/home/username/Games/VegaStrike/vegastrike'&lt;br /&gt;
make: *** [all] Error 2&lt;br /&gt;
~/Games/VegaStrike/vegastrike$ sudo make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Install====&lt;br /&gt;
Installing is not really necessary to play, but you can do it if you wish to have the game accessible to all users. Otherwise, you can play by executing binary after it's built by the compiler.&lt;br /&gt;
&lt;br /&gt;
If you do want to install, you'll need root access:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setup and run the development version==&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
This step is not necessary — the binaries should normally figure out where they are with respect to the data directory, but if the version you are using can't do this then you may need to follow these instructions.&lt;br /&gt;
&lt;br /&gt;
To run Vega Strike, the built executables need all the configuration and data files to be in the right place relative to them. Currently, the executables (''vegastrike'' and ''vssetup'') reside in the source code directory. But they can be run out of the ''data'' directory. Therefore, we can create a link.&lt;br /&gt;
* Change in to the ''data'' directory. (We are still in the source code directory ''vegastrike''.)&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/vegastrike&amp;gt; cd ../data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Create symbolic links to the executables in the source code directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/data&amp;gt; ln -s ../vegastrike/vegastrike&lt;br /&gt;
~/VegaStrike/data&amp;gt; ln -s ../vegastrike/vssetup&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After that, you must run &amp;quot;'''./vssetup'''&amp;quot; inside the '''data''' folder, or any folder which has the correct '''setup.config''' and '''vegastrike.config'''.&lt;br /&gt;
If we had made copies or moved the files instead of symbolic linking, we would have to do the procedure of copying or moving every time we build the executables from source.&lt;br /&gt;
&lt;br /&gt;
===Running and configuring===&lt;br /&gt;
* To run Vega Strike you can normally start ''vegastrike'' from the ''vegastrike'' module you downloaded and built it in.&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/vegastrike&amp;gt; ./vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise on other older versions you may have to start it from the ''data'' directory after copying or symbolic linking it as per the earlier instructions.&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/data&amp;gt; ./vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Optionally you can create a short cut to this application onto your desktop or desktop menus. Simply find your menu editor and point it to the ''vegastrike'' executable.&lt;br /&gt;
* If you need to adjust screen resolutions, input devices and key-mappings, do so by editing the configuration file ''vegastrike.config''. The default configuration file resides in the ''data'' directory. You can change that or you can make your own user specific version by first copying it into your ''.vegastrike'' (hidden directory) directory in your user's home directory.&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
{{FIXME}}These links are broken and they are very old from 2003 and most likely becoming irrelevant if someone knows for sure please update the links and put them in the right location, or delete {{FIXME}}&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=4185 &amp;quot;make clean/distclean&amp;quot; thread in the forum] - A quite helpful thread about the make process.&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=2&amp;amp;t=10990 &amp;quot;Ubuntu problems&amp;quot; thread in the forum] - more about little troubles linuxoids can encounter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Cygwin Compiling|Compiling with Cygwin]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Compile_on_OSX|Compiling from SVN on Mac OSX]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:HowTos|Compile from CVS]]&lt;/div&gt;</summary>
		<author><name>Ermo</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=18931</id>
		<title>HowTo:Compile from SVN on Linux</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=18931"/>
				<updated>2013-01-21T18:49:53Z</updated>
		
		<summary type="html">&lt;p&gt;Ermo: /* Requirements */ add libxv-dev to XUbuntu prerequisites&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Cygwin Compiling|Compiling with Cygwin]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Compile_on_OSX|Compiling from SVN on Mac OSX]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
How to compile from SVN under Linux.&lt;br /&gt;
&lt;br /&gt;
''For specific instructions for Ubuntu see: [[HowTo:Checkout SVN (Ubuntu Linux)]]''&lt;br /&gt;
&lt;br /&gt;
''For windows compiling see: [[HowTo:Cygwin Compiling]], [[HowTo:VCPP Compiling]]''&lt;br /&gt;
&lt;br /&gt;
==Getting the SVN-files==&lt;br /&gt;
&lt;br /&gt;
* Checkout the following modules ...&lt;br /&gt;
** data package: '''data''' (repository link: https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/data)&lt;br /&gt;
** code package: '''vegastrike''' (repository link: https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike)&lt;br /&gt;
* Visit [[HowTo:Checkout SVN]] to see how you check these modules out.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
In order to compile Vegastrike there are a few things to check:&lt;br /&gt;
* Make sure you have these packages installed ...&lt;br /&gt;
** '''make'''&lt;br /&gt;
** '''gcc'''&lt;br /&gt;
** '''automake''' at least version 1.6&lt;br /&gt;
** '''autoconf''' at least version 2.53&lt;br /&gt;
** '''X11'''...&lt;br /&gt;
** '''libpng''' + '''libpng-devel''' &amp;lt;-- libpng 3 is recommended.&lt;br /&gt;
** '''python''' and '''python-dev''' &amp;lt;-- 2.2.1 or above&lt;br /&gt;
** '''expat''' + '''expat-devel'''&lt;br /&gt;
** '''(lib)jpeg''' + '''libjpeg-devel'''&lt;br /&gt;
** '''opengl''' (see below) (you probably already have it)&lt;br /&gt;
** '''glut''' + '''glut-devel'''&lt;br /&gt;
** '''openal''' + '''openal-devel'''&lt;br /&gt;
** '''libgtk2.0''' + '''libgtk2.0-devel'''&lt;br /&gt;
** '''libfreeimage3''' (vegastrike itself can compile without it, but mesher can't)&lt;br /&gt;
&lt;br /&gt;
On '''Debian''', this probably should do the trick in (copy and paste the into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo apt-get install libpng12-0 libpng12-dev python-dev libexpat1-dev     \&lt;br /&gt;
        libjpeg62-dev freeglut3-dev libopenal-dev libgtk2.0-dev libogg-dev libvorbis-dev \&lt;br /&gt;
        build-essential libgl1-mesa-dev automake autoconf libsdl1.2-dev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On '''XUbuntu 12.10''', this should do the trick (copy and paste into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo apt-get install \&lt;br /&gt;
     build-essential cmake-curses-gui freeglut3-dev python-dev \&lt;br /&gt;
     lib{expat1,gl1-mesa,gtk2.0,jpeg-turbo8,ogg,openal,png12,sdl1.2,vorbis,xmu,xv}-dev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On '''fedora 17/18''', this should do the trick (copy and paste into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo yum install \&lt;br /&gt;
     automake cmake gcc gcc-c++ glibc-devel kernel-devel make \&lt;br /&gt;
     {python,expat,freealut,freeglut,gtk2,libjpeg-turbo,libpng,libvorbis,openal-soft,SDL}-devel \&lt;br /&gt;
     lib{X11,Xdmcp,xkbfile,Xmu,Xpm,Xres,XScrnSaver,Xtst,Xv,Xxf86misc}-devel&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Building==&lt;br /&gt;
&lt;br /&gt;
The building and compiling process can be accomplished with two systems as of now. There's the classic autotools, and the newer (recommended) cmake. If you have cmake installed, you should try it.&lt;br /&gt;
&lt;br /&gt;
===With CMake===&lt;br /&gt;
&lt;br /&gt;
Building with CMake is just building with Make, only the configure part can be done interactively, and all intermediate files are tidily put in their own folders:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
mkdir build&lt;br /&gt;
cd build&lt;br /&gt;
ccmake ..  # this will pop up an interactive configuration screen, press &amp;quot;c&amp;quot; to autoconfigure, &lt;br /&gt;
           # and once it's done &amp;quot;g&amp;quot; to generate everything and exit.  classic autotools, and the newer (recommended) cmake. I&lt;br /&gt;
           # Or edit stuff and follow on-screen instructions if you know what you're doing.&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you can run from the build folder:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./build/vegastrike # to play the game&lt;br /&gt;
./build/vegastrike --debug=3 # to generate detailled logs for bug reporting&lt;br /&gt;
./build/setup/vssetup # to edit game settings&lt;br /&gt;
./build/mesh_tool/mesh_tool # mesh converter, for modding&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===With Autotools===&lt;br /&gt;
The build procedure should look like the following listing. Remember the configure part depends on above requirements. Though autoconf may not work, if so just skip it.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./bootstrap-sh&lt;br /&gt;
./configure --enable-flags='-O3 -g'  # or --enable-debug to disable optimization.  -ffast-math will cause problems in code that checks for infinities. Note that in the first flag there's a capital 'o', not a zero.&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you can run from the build folder:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./vegastrike # to play the game&lt;br /&gt;
./vegastrike --debug=3 # to generate detailled logs for bug reporting&lt;br /&gt;
./vssetup # to edit game settings&lt;br /&gt;
./mesher # mesh converter, for modding&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Custom Makefile creation and usage===&lt;br /&gt;
====Configure====&lt;br /&gt;
If you plan to install, when you're configuring:&lt;br /&gt;
&lt;br /&gt;
* To be sure '''set the data dir''' to your vs-data dir:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --with-data-dir=&amp;lt;DIR&amp;gt; ........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* When using '''libpng 1.2''', &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--with-png-inc=&amp;lt;DIR&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is needed. An example is &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--with-png-inc=/usr/include/libpng12/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you don't want to compile with '''GTK''' just turn it off, however you will not get a setup program if you do this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --disable-gtk ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you only want the server, and want to disable all GUI components--This removes the dependency on X11, OpenGL, SDL, GLUT, OpenAL.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --disable-client ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* See [http://forums.vega-strike.org/viewtopic.php?t=1147 this] thread about boost versions.  Set this option to 1.28, 1.29, 1.33, or &amp;quot;system&amp;quot; if the default does not compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --with-boost=&amp;lt;VER&amp;gt; ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will likely receive some error messages during any of these stages, especially during the configure part. If they tell you that your system is missing some development libraries, install them. How this is done depends on your Linux distribution, but we will assist you in the [http://forums.vega-strike.org/viewforum.php?f=5 Compiling Problems forums]. You will be left with a file called &amp;quot;config.log&amp;quot; please attach that instead of copy-and-pasting thousands of lines of error messages. It's all in this file.&lt;br /&gt;
&lt;br /&gt;
After you installed the missing libraries repeat the last (failed) step and continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The configure script currently has a bug that can cause it to incorrectly report on the absence of GLUT. If you are sure you have installed glut-devel and are still seeing this error, check  near the end of config.log to see if another library (such as libxmu or libxi) is the true culprit. [http://forums.vega-strike.org/viewtopic.php?t=7562]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Make====&lt;br /&gt;
The final step for compiling is the make command.  The Makefile should be able to compile most of the included utilities.&lt;br /&gt;
&lt;br /&gt;
To compile mesher, for example, type:&lt;br /&gt;
&amp;lt;pre&amp;gt;make mesher&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Running &lt;br /&gt;
&amp;lt;pre&amp;gt;make all-am&amp;lt;/pre&amp;gt; &lt;br /&gt;
reduces memory usage while compiling because there's only one instance of make instead of two. From [http://forums.vega-strike.org/viewtopic.php?t=9510 this forum thread].&lt;br /&gt;
* The step&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is optional as the program is quite happy running in userland.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: You should not need to type &amp;quot;make clean&amp;quot;, however if you experience errors like &amp;quot;unresolved external symbol&amp;quot; it may remedy that error.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: If you receive error without any mention of missing library (or something like) after very long line about running g++, try to set proper permissions or simply force your way through it and see whether it's your problem (if you're superuser). It looks like that:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
collect2: ld returned 1 exit status&lt;br /&gt;
make[1]: *** [vegastrike] Error 1&lt;br /&gt;
make[1]: Leaving directory `/home/username/Games/VegaStrike/vegastrike'&lt;br /&gt;
make: *** [all] Error 2&lt;br /&gt;
~/Games/VegaStrike/vegastrike$ sudo make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Install====&lt;br /&gt;
Installing is not really necessary to play, but you can do it if you wish to have the game accessible to all users. Otherwise, you can play by executing binary after it's built by the compiler.&lt;br /&gt;
&lt;br /&gt;
If you do want to install, you'll need root access:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setup and run the development version==&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
This step is not necessary — the binaries should normally figure out where they are with respect to the data directory, but if the version you are using can't do this then you may need to follow these instructions.&lt;br /&gt;
&lt;br /&gt;
To run Vega Strike, the built executables need all the configuration and data files to be in the right place relative to them. Currently, the executables (''vegastrike'' and ''vssetup'') reside in the source code directory. But they can be run out of the ''data'' directory. Therefore, we can create a link.&lt;br /&gt;
* Change in to the ''data'' directory. (We are still in the source code directory ''vegastrike''.)&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/vegastrike&amp;gt; cd ../data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Create symbolic links to the executables in the source code directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/data&amp;gt; ln -s ../vegastrike/vegastrike&lt;br /&gt;
~/VegaStrike/data&amp;gt; ln -s ../vegastrike/vssetup&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After that, you must run &amp;quot;'''./vssetup'''&amp;quot; inside the '''data''' folder, or any folder which has the correct '''setup.config''' and '''vegastrike.config'''.&lt;br /&gt;
If we had made copies or moved the files instead of symbolic linking, we would have to do the procedure of copying or moving every time we build the executables from source.&lt;br /&gt;
&lt;br /&gt;
===Running and configuring===&lt;br /&gt;
* To run Vega Strike you can normally start ''vegastrike'' from the ''vegastrike'' module you downloaded and built it in.&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/vegastrike&amp;gt; ./vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise on other older versions you may have to start it from the ''data'' directory after copying or symbolic linking it as per the earlier instructions.&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/data&amp;gt; ./vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Optionally you can create a short cut to this application onto your desktop or desktop menus. Simply find your menu editor and point it to the ''vegastrike'' executable.&lt;br /&gt;
* If you need to adjust screen resolutions, input devices and key-mappings, do so by editing the configuration file ''vegastrike.config''. The default configuration file resides in the ''data'' directory. You can change that or you can make your own user specific version by first copying it into your ''.vegastrike'' (hidden directory) directory in your user's home directory.&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
{{FIXME}}These links are broken and they are very old from 2003 and most likely becoming irrelevant if someone knows for sure please update the links and put them in the right location, or delete {{FIXME}}&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=4185 &amp;quot;make clean/distclean&amp;quot; thread in the forum] - A quite helpful thread about the make process.&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=2&amp;amp;t=10990 &amp;quot;Ubuntu problems&amp;quot; thread in the forum] - more about little troubles linuxoids can encounter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Cygwin Compiling|Compiling with Cygwin]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Compile_on_OSX|Compiling from SVN on Mac OSX]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:HowTos|Compile from CVS]]&lt;/div&gt;</summary>
		<author><name>Ermo</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=18930</id>
		<title>HowTo:Compile from SVN on Linux</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=18930"/>
				<updated>2013-01-21T14:56:22Z</updated>
		
		<summary type="html">&lt;p&gt;Ermo: /* Requirements */ Update build prerequisites for fedora and XUbuntu 12.10&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Cygwin Compiling|Compiling with Cygwin]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Compile_on_OSX|Compiling from SVN on Mac OSX]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
How to compile from SVN under Linux.&lt;br /&gt;
&lt;br /&gt;
''For specific instructions for Ubuntu see: [[HowTo:Checkout SVN (Ubuntu Linux)]]''&lt;br /&gt;
&lt;br /&gt;
''For windows compiling see: [[HowTo:Cygwin Compiling]], [[HowTo:VCPP Compiling]]''&lt;br /&gt;
&lt;br /&gt;
==Getting the SVN-files==&lt;br /&gt;
&lt;br /&gt;
* Checkout the following modules ...&lt;br /&gt;
** data package: '''data''' (repository link: https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/data)&lt;br /&gt;
** code package: '''vegastrike''' (repository link: https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike)&lt;br /&gt;
* Visit [[HowTo:Checkout SVN]] to see how you check these modules out.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
In order to compile Vegastrike there are a few things to check:&lt;br /&gt;
* Make sure you have these packages installed ...&lt;br /&gt;
** '''make'''&lt;br /&gt;
** '''gcc'''&lt;br /&gt;
** '''automake''' at least version 1.6&lt;br /&gt;
** '''autoconf''' at least version 2.53&lt;br /&gt;
** '''X11'''...&lt;br /&gt;
** '''libpng''' + '''libpng-devel''' &amp;lt;-- libpng 3 is recommended.&lt;br /&gt;
** '''python''' and '''python-dev''' &amp;lt;-- 2.2.1 or above&lt;br /&gt;
** '''expat''' + '''expat-devel'''&lt;br /&gt;
** '''(lib)jpeg''' + '''libjpeg-devel'''&lt;br /&gt;
** '''opengl''' (see below) (you probably already have it)&lt;br /&gt;
** '''glut''' + '''glut-devel'''&lt;br /&gt;
** '''openal''' + '''openal-devel'''&lt;br /&gt;
** '''libgtk2.0''' + '''libgtk2.0-devel'''&lt;br /&gt;
** '''libfreeimage3''' (vegastrike itself can compile without it, but mesher can't)&lt;br /&gt;
&lt;br /&gt;
On '''Debian''', this probably should do the trick in (copy and paste the into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo apt-get install libpng12-0 libpng12-dev python-dev libexpat1-dev     \&lt;br /&gt;
        libjpeg62-dev freeglut3-dev libopenal-dev libgtk2.0-dev libogg-dev libvorbis-dev \&lt;br /&gt;
        build-essential libgl1-mesa-dev automake autoconf libsdl1.2-dev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On '''XUbuntu 12.10''', this should do the trick (copy and paste into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo apt-get install \&lt;br /&gt;
     build-essential cmake-curses-gui freeglut3-dev python-dev \&lt;br /&gt;
     lib{expat1,gl1-mesa,gtk2.0,jpeg-turbo8,ogg,openal,png12,sdl1.2,vorbis,xmu}-dev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On '''fedora 17/18''', this should do the trick (copy and paste into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo yum install \&lt;br /&gt;
     automake cmake gcc gcc-c++ glibc-devel kernel-devel make \&lt;br /&gt;
     {python,expat,freealut,freeglut,gtk2,libjpeg-turbo,libpng,libvorbis,openal-soft,SDL}-devel \&lt;br /&gt;
     lib{X11,Xdmcp,xkbfile,Xmu,Xpm,Xres,XScrnSaver,Xtst,Xv,Xxf86misc}-devel&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Building==&lt;br /&gt;
&lt;br /&gt;
The building and compiling process can be accomplished with two systems as of now. There's the classic autotools, and the newer (recommended) cmake. If you have cmake installed, you should try it.&lt;br /&gt;
&lt;br /&gt;
===With CMake===&lt;br /&gt;
&lt;br /&gt;
Building with CMake is just building with Make, only the configure part can be done interactively, and all intermediate files are tidily put in their own folders:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
mkdir build&lt;br /&gt;
cd build&lt;br /&gt;
ccmake ..  # this will pop up an interactive configuration screen, press &amp;quot;c&amp;quot; to autoconfigure, &lt;br /&gt;
           # and once it's done &amp;quot;g&amp;quot; to generate everything and exit.  classic autotools, and the newer (recommended) cmake. I&lt;br /&gt;
           # Or edit stuff and follow on-screen instructions if you know what you're doing.&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you can run from the build folder:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./build/vegastrike # to play the game&lt;br /&gt;
./build/vegastrike --debug=3 # to generate detailled logs for bug reporting&lt;br /&gt;
./build/setup/vssetup # to edit game settings&lt;br /&gt;
./build/mesh_tool/mesh_tool # mesh converter, for modding&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===With Autotools===&lt;br /&gt;
The build procedure should look like the following listing. Remember the configure part depends on above requirements. Though autoconf may not work, if so just skip it.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./bootstrap-sh&lt;br /&gt;
./configure --enable-flags='-O3 -g'  # or --enable-debug to disable optimization.  -ffast-math will cause problems in code that checks for infinities. Note that in the first flag there's a capital 'o', not a zero.&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you can run from the build folder:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./vegastrike # to play the game&lt;br /&gt;
./vegastrike --debug=3 # to generate detailled logs for bug reporting&lt;br /&gt;
./vssetup # to edit game settings&lt;br /&gt;
./mesher # mesh converter, for modding&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Custom Makefile creation and usage===&lt;br /&gt;
====Configure====&lt;br /&gt;
If you plan to install, when you're configuring:&lt;br /&gt;
&lt;br /&gt;
* To be sure '''set the data dir''' to your vs-data dir:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --with-data-dir=&amp;lt;DIR&amp;gt; ........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* When using '''libpng 1.2''', &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--with-png-inc=&amp;lt;DIR&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is needed. An example is &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--with-png-inc=/usr/include/libpng12/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you don't want to compile with '''GTK''' just turn it off, however you will not get a setup program if you do this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --disable-gtk ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you only want the server, and want to disable all GUI components--This removes the dependency on X11, OpenGL, SDL, GLUT, OpenAL.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --disable-client ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* See [http://forums.vega-strike.org/viewtopic.php?t=1147 this] thread about boost versions.  Set this option to 1.28, 1.29, 1.33, or &amp;quot;system&amp;quot; if the default does not compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --with-boost=&amp;lt;VER&amp;gt; ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will likely receive some error messages during any of these stages, especially during the configure part. If they tell you that your system is missing some development libraries, install them. How this is done depends on your Linux distribution, but we will assist you in the [http://forums.vega-strike.org/viewforum.php?f=5 Compiling Problems forums]. You will be left with a file called &amp;quot;config.log&amp;quot; please attach that instead of copy-and-pasting thousands of lines of error messages. It's all in this file.&lt;br /&gt;
&lt;br /&gt;
After you installed the missing libraries repeat the last (failed) step and continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The configure script currently has a bug that can cause it to incorrectly report on the absence of GLUT. If you are sure you have installed glut-devel and are still seeing this error, check  near the end of config.log to see if another library (such as libxmu or libxi) is the true culprit. [http://forums.vega-strike.org/viewtopic.php?t=7562]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Make====&lt;br /&gt;
The final step for compiling is the make command.  The Makefile should be able to compile most of the included utilities.&lt;br /&gt;
&lt;br /&gt;
To compile mesher, for example, type:&lt;br /&gt;
&amp;lt;pre&amp;gt;make mesher&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Running &lt;br /&gt;
&amp;lt;pre&amp;gt;make all-am&amp;lt;/pre&amp;gt; &lt;br /&gt;
reduces memory usage while compiling because there's only one instance of make instead of two. From [http://forums.vega-strike.org/viewtopic.php?t=9510 this forum thread].&lt;br /&gt;
* The step&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is optional as the program is quite happy running in userland.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: You should not need to type &amp;quot;make clean&amp;quot;, however if you experience errors like &amp;quot;unresolved external symbol&amp;quot; it may remedy that error.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: If you receive error without any mention of missing library (or something like) after very long line about running g++, try to set proper permissions or simply force your way through it and see whether it's your problem (if you're superuser). It looks like that:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
collect2: ld returned 1 exit status&lt;br /&gt;
make[1]: *** [vegastrike] Error 1&lt;br /&gt;
make[1]: Leaving directory `/home/username/Games/VegaStrike/vegastrike'&lt;br /&gt;
make: *** [all] Error 2&lt;br /&gt;
~/Games/VegaStrike/vegastrike$ sudo make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Install====&lt;br /&gt;
Installing is not really necessary to play, but you can do it if you wish to have the game accessible to all users. Otherwise, you can play by executing binary after it's built by the compiler.&lt;br /&gt;
&lt;br /&gt;
If you do want to install, you'll need root access:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setup and run the development version==&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
This step is not necessary — the binaries should normally figure out where they are with respect to the data directory, but if the version you are using can't do this then you may need to follow these instructions.&lt;br /&gt;
&lt;br /&gt;
To run Vega Strike, the built executables need all the configuration and data files to be in the right place relative to them. Currently, the executables (''vegastrike'' and ''vssetup'') reside in the source code directory. But they can be run out of the ''data'' directory. Therefore, we can create a link.&lt;br /&gt;
* Change in to the ''data'' directory. (We are still in the source code directory ''vegastrike''.)&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/vegastrike&amp;gt; cd ../data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Create symbolic links to the executables in the source code directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/data&amp;gt; ln -s ../vegastrike/vegastrike&lt;br /&gt;
~/VegaStrike/data&amp;gt; ln -s ../vegastrike/vssetup&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After that, you must run &amp;quot;'''./vssetup'''&amp;quot; inside the '''data''' folder, or any folder which has the correct '''setup.config''' and '''vegastrike.config'''.&lt;br /&gt;
If we had made copies or moved the files instead of symbolic linking, we would have to do the procedure of copying or moving every time we build the executables from source.&lt;br /&gt;
&lt;br /&gt;
===Running and configuring===&lt;br /&gt;
* To run Vega Strike you can normally start ''vegastrike'' from the ''vegastrike'' module you downloaded and built it in.&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/vegastrike&amp;gt; ./vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise on other older versions you may have to start it from the ''data'' directory after copying or symbolic linking it as per the earlier instructions.&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/data&amp;gt; ./vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Optionally you can create a short cut to this application onto your desktop or desktop menus. Simply find your menu editor and point it to the ''vegastrike'' executable.&lt;br /&gt;
* If you need to adjust screen resolutions, input devices and key-mappings, do so by editing the configuration file ''vegastrike.config''. The default configuration file resides in the ''data'' directory. You can change that or you can make your own user specific version by first copying it into your ''.vegastrike'' (hidden directory) directory in your user's home directory.&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
{{FIXME}}These links are broken and they are very old from 2003 and most likely becoming irrelevant if someone knows for sure please update the links and put them in the right location, or delete {{FIXME}}&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=4185 &amp;quot;make clean/distclean&amp;quot; thread in the forum] - A quite helpful thread about the make process.&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=2&amp;amp;t=10990 &amp;quot;Ubuntu problems&amp;quot; thread in the forum] - more about little troubles linuxoids can encounter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Cygwin Compiling|Compiling with Cygwin]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Compile_on_OSX|Compiling from SVN on Mac OSX]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:HowTos|Compile from CVS]]&lt;/div&gt;</summary>
		<author><name>Ermo</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=18436</id>
		<title>HowTo:Compile from SVN on Linux</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=18436"/>
				<updated>2012-11-16T15:59:55Z</updated>
		
		<summary type="html">&lt;p&gt;Ermo: /* Requirements */ correct package names for X deps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Cygwin Compiling|Compiling with Cygwin]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Compile_on_OSX|Compiling from SVN on Mac OSX]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
How to compile from SVN under Linux.&lt;br /&gt;
&lt;br /&gt;
''See also: [[HowTo:Cygwin Compiling]], [[HowTo:VCPP Compiling]], [[HowTo:Checkout SVN (Ubuntu Linux)]]''&lt;br /&gt;
&lt;br /&gt;
==Getting the SVN-files==&lt;br /&gt;
&lt;br /&gt;
* Checkout the following modules ...&lt;br /&gt;
** data package: '''data''' (repository link: https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/data)&lt;br /&gt;
** code package: '''vegastrike''' (repository link: https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike)&lt;br /&gt;
* Visit [[HowTo:Checkout SVN]] to see how you check these modules out.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
In order to compile Vegastrike there are a few things to check:&lt;br /&gt;
* Make sure you have these packages installed ...&lt;br /&gt;
** '''make'''&lt;br /&gt;
** '''gcc'''&lt;br /&gt;
** '''automake''' at least version 1.6&lt;br /&gt;
** '''autoconf''' at least version 2.53&lt;br /&gt;
** '''X11'''...&lt;br /&gt;
** '''libpng''' + '''libpng-devel''' &amp;lt;-- libpng 3 is recommended.&lt;br /&gt;
** '''python''' and '''python-dev''' &amp;lt;-- 2.2.1 or above&lt;br /&gt;
** '''expat''' + '''expat-devel'''&lt;br /&gt;
** '''(lib)jpeg''' + '''libjpeg-devel'''&lt;br /&gt;
** '''opengl''' (see below) (you probably already have it)&lt;br /&gt;
** '''glut''' + '''glut-devel'''&lt;br /&gt;
** '''openal''' + '''openal-devel'''&lt;br /&gt;
** '''libgtk2.0''' + '''libgtk2.0-devel'''&lt;br /&gt;
** '''libfreeimage3''' (vegastrike itself can compile without it, but mesher can't)&lt;br /&gt;
&lt;br /&gt;
This probably should do the trick in debian/ubuntu (copy and paste the entire code into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo apt-get install libpng12-0 libpng12-dev python-dev libexpat1-dev     \&lt;br /&gt;
        libjpeg62-dev freeglut3-dev libopenal-dev libgtk2.0-dev libogg-dev libvorbis-dev \&lt;br /&gt;
        build-essential libgl1-mesa-dev automake autoconf libsdl1.2-dev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In fedora 17, this should do the trick (copy and paste into terminal):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo yum install \&lt;br /&gt;
     automake cmake gcc gcc-c++ glibc-devel kernel-devel make \&lt;br /&gt;
     {python,expat,freealut,freeglut,gtk2,libjpeg-turbo,libpng,libvorbis,openal-soft,SDL}-devel \&lt;br /&gt;
     lib{X11,Xdmcp,xkbfile,Xmu,Xpm,Xres,XScrnSaver,Xtst,Xv,Xxf86misc}-devel&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Compiling==&lt;br /&gt;
&lt;br /&gt;
Compiling can be accomplished with two systems as of now. There's the classic autotools, and the newer (recommended) cmake. If you have cmake installed, you should try it.&lt;br /&gt;
&lt;br /&gt;
===CMake===&lt;br /&gt;
&lt;br /&gt;
Building with CMake is just building with Make, only the configure part can be done interactively, and all intermediate files are tidily put in their own folders:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
mkdir build&lt;br /&gt;
cd build&lt;br /&gt;
ccmake ..  # this will pop up an interactive configuration screen, press &amp;quot;c&amp;quot; to autoconfigure, &lt;br /&gt;
           # and once it's done &amp;quot;g&amp;quot; to generate everything and exit. &lt;br /&gt;
           # Or edit stuff and follow on-screen instructions if you know what you're doing.&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you can run from the build folder:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./build/vegastrike # to play the game&lt;br /&gt;
./build/vegastrike --debug=3 # to generate detailled logs for bug reporting&lt;br /&gt;
./build/setup/vssetup # to edit game settings&lt;br /&gt;
./build/mesh_tool/mesh_tool # mesh converter, for modding&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Autotools===&lt;br /&gt;
The compile procedure should look like the following listing. Remember the configure part depends on above requirements. Though autoconf may not work, if so just skip it.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./bootstrap-sh&lt;br /&gt;
./configure --enable-flags='-O3 -g'  # or --enable-debug to disable optimization.  -ffast-math will cause problems in code that checks for infinities. Note that in the first flag there's a capital 'o', not a zero.&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you can run from the build folder:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./vegastrike # to play the game&lt;br /&gt;
./vegastrike --debug=3 # to generate detailled logs for bug reporting&lt;br /&gt;
./vssetup # to edit game settings&lt;br /&gt;
./mesher # mesh converter, for modding&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
&lt;br /&gt;
Installing is not really necessary to play, but you can do it if you wish to have the game accessible to all users. Otherwise, you can play by executing the built binary from the data folder.&lt;br /&gt;
&lt;br /&gt;
If you do want to install, you'll need root access:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you plan to install, when you're configuring:&lt;br /&gt;
&lt;br /&gt;
* To be sure '''set the data dir''' to your vs-data dir:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --with-data-dir=&amp;lt;DIR&amp;gt; ........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* When using '''libpng 1.2''', &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--with-png-inc=&amp;lt;DIR&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is needed. An example is &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--with-png-inc=/usr/include/libpng12/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you don't want to compile with '''GTK''' just turn it off, however you will not get a setup program if you do this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --disable-gtk ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you only want the server, and want to disable all GUI components--This removes the dependency on X11, OpenGL, SDL, GLUT, OpenAL.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --disable-client ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* See [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=1147 this] thread about boost versions.  Set this option to 1.28, 1.29, 1.33, or &amp;quot;system&amp;quot; if the default does not compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --with-boost=&amp;lt;VER&amp;gt; ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will likely receive some error messages during any of these stages, especially during the configure part. If they tell you that your system is missing some development libraries, install them. How this is done depends on your Linux distribution, but we will assist you in the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=5 Compiling Problems forums]. You will be left with a file called &amp;quot;config.log&amp;quot; please attach that instead of copy-and-pasting thousands of lines of error messages. It's all in this file.&lt;br /&gt;
&lt;br /&gt;
After you installed the missing libraries repeat the last (failed) step and continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The configure script currently has a bug that can cause it to incorrectly report on the absence of GLUT. If you are sure you have installed glut-devel and are still seeing this error, check  near the end of config.log to see if another library (such as libxmu or libxi) is the true culprit. [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7562]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make===&lt;br /&gt;
The final step for compiling is the make command.  The Makefile should be able to compile most of the included utilities.&lt;br /&gt;
&lt;br /&gt;
To compile mesher, for example, type:&lt;br /&gt;
&amp;lt;pre&amp;gt;make mesher&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Running &lt;br /&gt;
&amp;lt;pre&amp;gt;make all-am&amp;lt;/pre&amp;gt; &lt;br /&gt;
reduces memory usage while compiling because there's only one instance of make instead of two. From [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=9510 this forum thread].&lt;br /&gt;
* The step&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is optional as the program is quite happy running in userland.&lt;br /&gt;
&lt;br /&gt;
If you receive error without any mention of missing library (or something like) after very long line about running g++, try to set proper permissions or simply force your way through it and see whether it's your problem (if you're superuser). It looks like that:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
collect2: ld returned 1 exit status&lt;br /&gt;
make[1]: *** [vegastrike] Error 1&lt;br /&gt;
make[1]: Leaving directory `/home/username/Games/VegaStrike/vegastrike'&lt;br /&gt;
make: *** [all] Error 2&lt;br /&gt;
~/Games/VegaStrike/vegastrike$ sudo make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4185 &amp;quot;make clean/distclean&amp;quot; thread in the forum] - A quite helpful thread about the make process.&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=2&amp;amp;t=10990 &amp;quot;Ubuntu problems&amp;quot; thread in the forum] - more about little troubles linuxoids can encounter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Cygwin Compiling|Compiling with Cygwin]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Compile_on_OSX|Compiling from SVN on Mac OSX]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:HowTos|Compile from CVS]]&lt;/div&gt;</summary>
		<author><name>Ermo</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=18435</id>
		<title>HowTo:Compile from SVN on Linux</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=18435"/>
				<updated>2012-11-15T23:13:04Z</updated>
		
		<summary type="html">&lt;p&gt;Ermo: /* Requirements */ add cmake&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Cygwin Compiling|Compiling with Cygwin]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Compile_on_OSX|Compiling from SVN on Mac OSX]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
How to compile from SVN under Linux.&lt;br /&gt;
&lt;br /&gt;
''See also: [[HowTo:Cygwin Compiling]], [[HowTo:VCPP Compiling]], [[HowTo:Checkout SVN (Ubuntu Linux)]]''&lt;br /&gt;
&lt;br /&gt;
==Getting the SVN-files==&lt;br /&gt;
&lt;br /&gt;
* Checkout the following modules ...&lt;br /&gt;
** data package: '''data''' (repository link: https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/data)&lt;br /&gt;
** code package: '''vegastrike''' (repository link: https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike)&lt;br /&gt;
* Visit [[HowTo:Checkout SVN]] to see how you check these modules out.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
In order to compile Vegastrike there are a few things to check:&lt;br /&gt;
* Make sure you have these packages installed ...&lt;br /&gt;
** '''make'''&lt;br /&gt;
** '''gcc'''&lt;br /&gt;
** '''automake''' at least version 1.6&lt;br /&gt;
** '''autoconf''' at least version 2.53&lt;br /&gt;
** '''X11'''...&lt;br /&gt;
** '''libpng''' + '''libpng-devel''' &amp;lt;-- libpng 3 is recommended.&lt;br /&gt;
** '''python''' and '''python-dev''' &amp;lt;-- 2.2.1 or above&lt;br /&gt;
** '''expat''' + '''expat-devel'''&lt;br /&gt;
** '''(lib)jpeg''' + '''libjpeg-devel'''&lt;br /&gt;
** '''opengl''' (see below) (you probably already have it)&lt;br /&gt;
** '''glut''' + '''glut-devel'''&lt;br /&gt;
** '''openal''' + '''openal-devel'''&lt;br /&gt;
** '''libgtk2.0''' + '''libgtk2.0-devel'''&lt;br /&gt;
** '''libfreeimage3''' (vegastrike itself can compile without it, but mesher can't)&lt;br /&gt;
&lt;br /&gt;
This probably should do the trick in debian/ubuntu (copy and paste the entire code into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo apt-get install libpng12-0 libpng12-dev python-dev libexpat1-dev     \&lt;br /&gt;
        libjpeg62-dev freeglut3-dev libopenal-dev libgtk2.0-dev libogg-dev libvorbis-dev \&lt;br /&gt;
        build-essential libgl1-mesa-dev automake autoconf libsdl1.2-dev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In fedora 17, this should do the trick (copy and paste into terminal):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo yum install \&lt;br /&gt;
     automake cmake gcc gcc-c++ glibc-devel kernel-devel make \&lt;br /&gt;
     {python,expat,freealut,freeglut,gtk2,libjpeg-turbo,libpng,libvorbis,openal-soft,SDL}-devel \&lt;br /&gt;
     lib{X11,Xdmcp,Xkbfile,Xmu,Xpm,XRes,XScrnSaver,Xtst,Xv,Xxf86misc}-devel&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Compiling==&lt;br /&gt;
&lt;br /&gt;
Compiling can be accomplished with two systems as of now. There's the classic autotools, and the newer (recommended) cmake. If you have cmake installed, you should try it.&lt;br /&gt;
&lt;br /&gt;
===CMake===&lt;br /&gt;
&lt;br /&gt;
Building with CMake is just building with Make, only the configure part can be done interactively, and all intermediate files are tidily put in their own folders:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
mkdir build&lt;br /&gt;
cd build&lt;br /&gt;
ccmake ..  # this will pop up an interactive configuration screen, press &amp;quot;c&amp;quot; to autoconfigure, &lt;br /&gt;
           # and once it's done &amp;quot;g&amp;quot; to generate everything and exit. &lt;br /&gt;
           # Or edit stuff and follow on-screen instructions if you know what you're doing.&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you can run from the build folder:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./build/vegastrike # to play the game&lt;br /&gt;
./build/vegastrike --debug=3 # to generate detailled logs for bug reporting&lt;br /&gt;
./build/setup/vssetup # to edit game settings&lt;br /&gt;
./build/mesh_tool/mesh_tool # mesh converter, for modding&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Autotools===&lt;br /&gt;
The compile procedure should look like the following listing. Remember the configure part depends on above requirements. Though autoconf may not work, if so just skip it.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./bootstrap-sh&lt;br /&gt;
./configure --enable-flags='-O3 -g'  # or --enable-debug to disable optimization.  -ffast-math will cause problems in code that checks for infinities. Note that in the first flag there's a capital 'o', not a zero.&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you can run from the build folder:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./vegastrike # to play the game&lt;br /&gt;
./vegastrike --debug=3 # to generate detailled logs for bug reporting&lt;br /&gt;
./vssetup # to edit game settings&lt;br /&gt;
./mesher # mesh converter, for modding&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
&lt;br /&gt;
Installing is not really necessary to play, but you can do it if you wish to have the game accessible to all users. Otherwise, you can play by executing the built binary from the data folder.&lt;br /&gt;
&lt;br /&gt;
If you do want to install, you'll need root access:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you plan to install, when you're configuring:&lt;br /&gt;
&lt;br /&gt;
* To be sure '''set the data dir''' to your vs-data dir:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --with-data-dir=&amp;lt;DIR&amp;gt; ........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* When using '''libpng 1.2''', &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--with-png-inc=&amp;lt;DIR&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is needed. An example is &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--with-png-inc=/usr/include/libpng12/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you don't want to compile with '''GTK''' just turn it off, however you will not get a setup program if you do this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --disable-gtk ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you only want the server, and want to disable all GUI components--This removes the dependency on X11, OpenGL, SDL, GLUT, OpenAL.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --disable-client ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* See [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=1147 this] thread about boost versions.  Set this option to 1.28, 1.29, 1.33, or &amp;quot;system&amp;quot; if the default does not compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --with-boost=&amp;lt;VER&amp;gt; ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will likely receive some error messages during any of these stages, especially during the configure part. If they tell you that your system is missing some development libraries, install them. How this is done depends on your Linux distribution, but we will assist you in the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=5 Compiling Problems forums]. You will be left with a file called &amp;quot;config.log&amp;quot; please attach that instead of copy-and-pasting thousands of lines of error messages. It's all in this file.&lt;br /&gt;
&lt;br /&gt;
After you installed the missing libraries repeat the last (failed) step and continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The configure script currently has a bug that can cause it to incorrectly report on the absence of GLUT. If you are sure you have installed glut-devel and are still seeing this error, check  near the end of config.log to see if another library (such as libxmu or libxi) is the true culprit. [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7562]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make===&lt;br /&gt;
The final step for compiling is the make command.  The Makefile should be able to compile most of the included utilities.&lt;br /&gt;
&lt;br /&gt;
To compile mesher, for example, type:&lt;br /&gt;
&amp;lt;pre&amp;gt;make mesher&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Running &lt;br /&gt;
&amp;lt;pre&amp;gt;make all-am&amp;lt;/pre&amp;gt; &lt;br /&gt;
reduces memory usage while compiling because there's only one instance of make instead of two. From [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=9510 this forum thread].&lt;br /&gt;
* The step&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is optional as the program is quite happy running in userland.&lt;br /&gt;
&lt;br /&gt;
If you receive error without any mention of missing library (or something like) after very long line about running g++, try to set proper permissions or simply force your way through it and see whether it's your problem (if you're superuser). It looks like that:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
collect2: ld returned 1 exit status&lt;br /&gt;
make[1]: *** [vegastrike] Error 1&lt;br /&gt;
make[1]: Leaving directory `/home/username/Games/VegaStrike/vegastrike'&lt;br /&gt;
make: *** [all] Error 2&lt;br /&gt;
~/Games/VegaStrike/vegastrike$ sudo make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4185 &amp;quot;make clean/distclean&amp;quot; thread in the forum] - A quite helpful thread about the make process.&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=2&amp;amp;t=10990 &amp;quot;Ubuntu problems&amp;quot; thread in the forum] - more about little troubles linuxoids can encounter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Cygwin Compiling|Compiling with Cygwin]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Compile_on_OSX|Compiling from SVN on Mac OSX]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:HowTos|Compile from CVS]]&lt;/div&gt;</summary>
		<author><name>Ermo</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=18434</id>
		<title>HowTo:Compile from SVN on Linux</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=18434"/>
				<updated>2012-11-15T21:31:32Z</updated>
		
		<summary type="html">&lt;p&gt;Ermo: /* Requirements */ include X11 deps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Cygwin Compiling|Compiling with Cygwin]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Compile_on_OSX|Compiling from SVN on Mac OSX]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
How to compile from SVN under Linux.&lt;br /&gt;
&lt;br /&gt;
''See also: [[HowTo:Cygwin Compiling]], [[HowTo:VCPP Compiling]], [[HowTo:Checkout SVN (Ubuntu Linux)]]''&lt;br /&gt;
&lt;br /&gt;
==Getting the SVN-files==&lt;br /&gt;
&lt;br /&gt;
* Checkout the following modules ...&lt;br /&gt;
** data package: '''data''' (repository link: https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/data)&lt;br /&gt;
** code package: '''vegastrike''' (repository link: https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike)&lt;br /&gt;
* Visit [[HowTo:Checkout SVN]] to see how you check these modules out.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
In order to compile Vegastrike there are a few things to check:&lt;br /&gt;
* Make sure you have these packages installed ...&lt;br /&gt;
** '''make'''&lt;br /&gt;
** '''gcc'''&lt;br /&gt;
** '''automake''' at least version 1.6&lt;br /&gt;
** '''autoconf''' at least version 2.53&lt;br /&gt;
** '''X11'''...&lt;br /&gt;
** '''libpng''' + '''libpng-devel''' &amp;lt;-- libpng 3 is recommended.&lt;br /&gt;
** '''python''' and '''python-dev''' &amp;lt;-- 2.2.1 or above&lt;br /&gt;
** '''expat''' + '''expat-devel'''&lt;br /&gt;
** '''(lib)jpeg''' + '''libjpeg-devel'''&lt;br /&gt;
** '''opengl''' (see below) (you probably already have it)&lt;br /&gt;
** '''glut''' + '''glut-devel'''&lt;br /&gt;
** '''openal''' + '''openal-devel'''&lt;br /&gt;
** '''libgtk2.0''' + '''libgtk2.0-devel'''&lt;br /&gt;
** '''libfreeimage3''' (vegastrike itself can compile without it, but mesher can't)&lt;br /&gt;
&lt;br /&gt;
This probably should do the trick in debian/ubuntu (copy and paste the entire code into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo apt-get install libpng12-0 libpng12-dev python-dev libexpat1-dev     \&lt;br /&gt;
        libjpeg62-dev freeglut3-dev libopenal-dev libgtk2.0-dev libogg-dev libvorbis-dev \&lt;br /&gt;
        build-essential libgl1-mesa-dev automake autoconf libsdl1.2-dev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In fedora 17, this should do the trick (copy and paste into terminal):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo yum install \&lt;br /&gt;
     make automake gcc gcc-c++ glibc-devel kernel-devel \&lt;br /&gt;
     {python,expat,freealut,freeglut,gtk2,libjpeg-turbo,libpng,libvorbis,openal-soft,SDL}-devel \&lt;br /&gt;
     lib{X11,Xdmcp,Xkbfile,Xmu,Xpm,XRes,XScrnSaver,Xtst,Xv,Xxf86misc}-devel&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Compiling==&lt;br /&gt;
&lt;br /&gt;
Compiling can be accomplished with two systems as of now. There's the classic autotools, and the newer (recommended) cmake. If you have cmake installed, you should try it.&lt;br /&gt;
&lt;br /&gt;
===CMake===&lt;br /&gt;
&lt;br /&gt;
Building with CMake is just building with Make, only the configure part can be done interactively, and all intermediate files are tidily put in their own folders:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
mkdir build&lt;br /&gt;
cd build&lt;br /&gt;
ccmake ..  # this will pop up an interactive configuration screen, press &amp;quot;c&amp;quot; to autoconfigure, &lt;br /&gt;
           # and once it's done &amp;quot;g&amp;quot; to generate everything and exit. &lt;br /&gt;
           # Or edit stuff and follow on-screen instructions if you know what you're doing.&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you can run from the build folder:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./build/vegastrike # to play the game&lt;br /&gt;
./build/vegastrike --debug=3 # to generate detailled logs for bug reporting&lt;br /&gt;
./build/setup/vssetup # to edit game settings&lt;br /&gt;
./build/mesh_tool/mesh_tool # mesh converter, for modding&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Autotools===&lt;br /&gt;
The compile procedure should look like the following listing. Remember the configure part depends on above requirements. Though autoconf may not work, if so just skip it.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./bootstrap-sh&lt;br /&gt;
./configure --enable-flags='-O3 -g'  # or --enable-debug to disable optimization.  -ffast-math will cause problems in code that checks for infinities. Note that in the first flag there's a capital 'o', not a zero.&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you can run from the build folder:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./vegastrike # to play the game&lt;br /&gt;
./vegastrike --debug=3 # to generate detailled logs for bug reporting&lt;br /&gt;
./vssetup # to edit game settings&lt;br /&gt;
./mesher # mesh converter, for modding&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
&lt;br /&gt;
Installing is not really necessary to play, but you can do it if you wish to have the game accessible to all users. Otherwise, you can play by executing the built binary from the data folder.&lt;br /&gt;
&lt;br /&gt;
If you do want to install, you'll need root access:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you plan to install, when you're configuring:&lt;br /&gt;
&lt;br /&gt;
* To be sure '''set the data dir''' to your vs-data dir:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --with-data-dir=&amp;lt;DIR&amp;gt; ........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* When using '''libpng 1.2''', &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--with-png-inc=&amp;lt;DIR&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is needed. An example is &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--with-png-inc=/usr/include/libpng12/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you don't want to compile with '''GTK''' just turn it off, however you will not get a setup program if you do this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --disable-gtk ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you only want the server, and want to disable all GUI components--This removes the dependency on X11, OpenGL, SDL, GLUT, OpenAL.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --disable-client ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* See [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=1147 this] thread about boost versions.  Set this option to 1.28, 1.29, 1.33, or &amp;quot;system&amp;quot; if the default does not compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --with-boost=&amp;lt;VER&amp;gt; ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will likely receive some error messages during any of these stages, especially during the configure part. If they tell you that your system is missing some development libraries, install them. How this is done depends on your Linux distribution, but we will assist you in the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=5 Compiling Problems forums]. You will be left with a file called &amp;quot;config.log&amp;quot; please attach that instead of copy-and-pasting thousands of lines of error messages. It's all in this file.&lt;br /&gt;
&lt;br /&gt;
After you installed the missing libraries repeat the last (failed) step and continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The configure script currently has a bug that can cause it to incorrectly report on the absence of GLUT. If you are sure you have installed glut-devel and are still seeing this error, check  near the end of config.log to see if another library (such as libxmu or libxi) is the true culprit. [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7562]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make===&lt;br /&gt;
The final step for compiling is the make command.  The Makefile should be able to compile most of the included utilities.&lt;br /&gt;
&lt;br /&gt;
To compile mesher, for example, type:&lt;br /&gt;
&amp;lt;pre&amp;gt;make mesher&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Running &lt;br /&gt;
&amp;lt;pre&amp;gt;make all-am&amp;lt;/pre&amp;gt; &lt;br /&gt;
reduces memory usage while compiling because there's only one instance of make instead of two. From [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=9510 this forum thread].&lt;br /&gt;
* The step&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is optional as the program is quite happy running in userland.&lt;br /&gt;
&lt;br /&gt;
If you receive error without any mention of missing library (or something like) after very long line about running g++, try to set proper permissions or simply force your way through it and see whether it's your problem (if you're superuser). It looks like that:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
collect2: ld returned 1 exit status&lt;br /&gt;
make[1]: *** [vegastrike] Error 1&lt;br /&gt;
make[1]: Leaving directory `/home/username/Games/VegaStrike/vegastrike'&lt;br /&gt;
make: *** [all] Error 2&lt;br /&gt;
~/Games/VegaStrike/vegastrike$ sudo make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4185 &amp;quot;make clean/distclean&amp;quot; thread in the forum] - A quite helpful thread about the make process.&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=2&amp;amp;t=10990 &amp;quot;Ubuntu problems&amp;quot; thread in the forum] - more about little troubles linuxoids can encounter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Cygwin Compiling|Compiling with Cygwin]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Compile_on_OSX|Compiling from SVN on Mac OSX]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:HowTos|Compile from CVS]]&lt;/div&gt;</summary>
		<author><name>Ermo</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=18433</id>
		<title>HowTo:Compile from SVN on Linux</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=18433"/>
				<updated>2012-11-15T19:25:13Z</updated>
		
		<summary type="html">&lt;p&gt;Ermo: /* Compiling */ sp.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Cygwin Compiling|Compiling with Cygwin]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Compile_on_OSX|Compiling from SVN on Mac OSX]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
How to compile from SVN under Linux.&lt;br /&gt;
&lt;br /&gt;
''See also: [[HowTo:Cygwin Compiling]], [[HowTo:VCPP Compiling]], [[HowTo:Checkout SVN (Ubuntu Linux)]]''&lt;br /&gt;
&lt;br /&gt;
==Getting the SVN-files==&lt;br /&gt;
&lt;br /&gt;
* Checkout the following modules ...&lt;br /&gt;
** data package: '''data''' (repository link: https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/data)&lt;br /&gt;
** code package: '''vegastrike''' (repository link: https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike)&lt;br /&gt;
* Visit [[HowTo:Checkout SVN]] to see how you check these modules out.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
In order to compile Vegastrike there are a few things to check:&lt;br /&gt;
* Make sure you have these packages installed ...&lt;br /&gt;
** '''make'''&lt;br /&gt;
** '''gcc'''&lt;br /&gt;
** '''automake''' at least version 1.6&lt;br /&gt;
** '''autoconf''' at least version 2.53&lt;br /&gt;
** '''X11'''...&lt;br /&gt;
** '''libpng''' + '''libpng-devel''' &amp;lt;-- libpng 3 is recommended.&lt;br /&gt;
** '''python''' and '''python-dev''' &amp;lt;-- 2.2.1 or above&lt;br /&gt;
** '''expat''' + '''expat-devel'''&lt;br /&gt;
** '''(lib)jpeg''' + '''libjpeg-devel'''&lt;br /&gt;
** '''opengl''' (see below) (you probably already have it)&lt;br /&gt;
** '''glut''' + '''glut-devel'''&lt;br /&gt;
** '''openal''' + '''openal-devel'''&lt;br /&gt;
** '''libgtk2.0''' + '''libgtk2.0-devel'''&lt;br /&gt;
** '''libfreeimage3''' (vegastrike itself can compile without it, but mesher can't)&lt;br /&gt;
&lt;br /&gt;
This probably should do the trick in debian/ubuntu (copy and paste the entire code into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo apt-get install libpng12-0 libpng12-dev python-dev libexpat1-dev     \&lt;br /&gt;
        libjpeg62-dev freeglut3-dev libopenal-dev libgtk2.0-dev libogg-dev libvorbis-dev \&lt;br /&gt;
        build-essential libgl1-mesa-dev automake autoconf libsdl1.2-dev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In fedora 17, this should do the trick (copy and paste into terminal):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo yum install \&lt;br /&gt;
     make automake gcc gcc-c++ glibc-devel kernel-devel \&lt;br /&gt;
     {python,expat,freealut,freeglut,gtk2,libjpeg-turbo,libpng,libvorbis,openal-soft,SDL}{,-devel}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Compiling==&lt;br /&gt;
&lt;br /&gt;
Compiling can be accomplished with two systems as of now. There's the classic autotools, and the newer (recommended) cmake. If you have cmake installed, you should try it.&lt;br /&gt;
&lt;br /&gt;
===CMake===&lt;br /&gt;
&lt;br /&gt;
Building with CMake is just building with Make, only the configure part can be done interactively, and all intermediate files are tidily put in their own folders:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
mkdir build&lt;br /&gt;
cd build&lt;br /&gt;
ccmake ..  # this will pop up an interactive configuration screen, press &amp;quot;c&amp;quot; to autoconfigure, &lt;br /&gt;
           # and once it's done &amp;quot;g&amp;quot; to generate everything and exit. &lt;br /&gt;
           # Or edit stuff and follow on-screen instructions if you know what you're doing.&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you can run from the build folder:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./build/vegastrike # to play the game&lt;br /&gt;
./build/vegastrike --debug=3 # to generate detailled logs for bug reporting&lt;br /&gt;
./build/setup/vssetup # to edit game settings&lt;br /&gt;
./build/mesh_tool/mesh_tool # mesh converter, for modding&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Autotools===&lt;br /&gt;
The compile procedure should look like the following listing. Remember the configure part depends on above requirements. Though autoconf may not work, if so just skip it.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./bootstrap-sh&lt;br /&gt;
./configure --enable-flags='-O3 -g'  # or --enable-debug to disable optimization.  -ffast-math will cause problems in code that checks for infinities. Note that in the first flag there's a capital 'o', not a zero.&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you can run from the build folder:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./vegastrike # to play the game&lt;br /&gt;
./vegastrike --debug=3 # to generate detailled logs for bug reporting&lt;br /&gt;
./vssetup # to edit game settings&lt;br /&gt;
./mesher # mesh converter, for modding&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
&lt;br /&gt;
Installing is not really necessary to play, but you can do it if you wish to have the game accessible to all users. Otherwise, you can play by executing the built binary from the data folder.&lt;br /&gt;
&lt;br /&gt;
If you do want to install, you'll need root access:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you plan to install, when you're configuring:&lt;br /&gt;
&lt;br /&gt;
* To be sure '''set the data dir''' to your vs-data dir:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --with-data-dir=&amp;lt;DIR&amp;gt; ........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* When using '''libpng 1.2''', &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--with-png-inc=&amp;lt;DIR&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is needed. An example is &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--with-png-inc=/usr/include/libpng12/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you don't want to compile with '''GTK''' just turn it off, however you will not get a setup program if you do this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --disable-gtk ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you only want the server, and want to disable all GUI components--This removes the dependency on X11, OpenGL, SDL, GLUT, OpenAL.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --disable-client ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* See [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=1147 this] thread about boost versions.  Set this option to 1.28, 1.29, 1.33, or &amp;quot;system&amp;quot; if the default does not compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --with-boost=&amp;lt;VER&amp;gt; ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will likely receive some error messages during any of these stages, especially during the configure part. If they tell you that your system is missing some development libraries, install them. How this is done depends on your Linux distribution, but we will assist you in the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=5 Compiling Problems forums]. You will be left with a file called &amp;quot;config.log&amp;quot; please attach that instead of copy-and-pasting thousands of lines of error messages. It's all in this file.&lt;br /&gt;
&lt;br /&gt;
After you installed the missing libraries repeat the last (failed) step and continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The configure script currently has a bug that can cause it to incorrectly report on the absence of GLUT. If you are sure you have installed glut-devel and are still seeing this error, check  near the end of config.log to see if another library (such as libxmu or libxi) is the true culprit. [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7562]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make===&lt;br /&gt;
The final step for compiling is the make command.  The Makefile should be able to compile most of the included utilities.&lt;br /&gt;
&lt;br /&gt;
To compile mesher, for example, type:&lt;br /&gt;
&amp;lt;pre&amp;gt;make mesher&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Running &lt;br /&gt;
&amp;lt;pre&amp;gt;make all-am&amp;lt;/pre&amp;gt; &lt;br /&gt;
reduces memory usage while compiling because there's only one instance of make instead of two. From [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=9510 this forum thread].&lt;br /&gt;
* The step&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is optional as the program is quite happy running in userland.&lt;br /&gt;
&lt;br /&gt;
If you receive error without any mention of missing library (or something like) after very long line about running g++, try to set proper permissions or simply force your way through it and see whether it's your problem (if you're superuser). It looks like that:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
collect2: ld returned 1 exit status&lt;br /&gt;
make[1]: *** [vegastrike] Error 1&lt;br /&gt;
make[1]: Leaving directory `/home/username/Games/VegaStrike/vegastrike'&lt;br /&gt;
make: *** [all] Error 2&lt;br /&gt;
~/Games/VegaStrike/vegastrike$ sudo make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4185 &amp;quot;make clean/distclean&amp;quot; thread in the forum] - A quite helpful thread about the make process.&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=2&amp;amp;t=10990 &amp;quot;Ubuntu problems&amp;quot; thread in the forum] - more about little troubles linuxoids can encounter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Cygwin Compiling|Compiling with Cygwin]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Compile_on_OSX|Compiling from SVN on Mac OSX]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:HowTos|Compile from CVS]]&lt;/div&gt;</summary>
		<author><name>Ermo</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=18432</id>
		<title>HowTo:Compile from SVN on Linux</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=18432"/>
				<updated>2012-11-15T19:23:53Z</updated>
		
		<summary type="html">&lt;p&gt;Ermo: /* Requirements */ Add build prerequisites for fedora 17&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Cygwin Compiling|Compiling with Cygwin]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Compile_on_OSX|Compiling from SVN on Mac OSX]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
How to compile from SVN under Linux.&lt;br /&gt;
&lt;br /&gt;
''See also: [[HowTo:Cygwin Compiling]], [[HowTo:VCPP Compiling]], [[HowTo:Checkout SVN (Ubuntu Linux)]]''&lt;br /&gt;
&lt;br /&gt;
==Getting the SVN-files==&lt;br /&gt;
&lt;br /&gt;
* Checkout the following modules ...&lt;br /&gt;
** data package: '''data''' (repository link: https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/data)&lt;br /&gt;
** code package: '''vegastrike''' (repository link: https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike)&lt;br /&gt;
* Visit [[HowTo:Checkout SVN]] to see how you check these modules out.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
In order to compile Vegastrike there are a few things to check:&lt;br /&gt;
* Make sure you have these packages installed ...&lt;br /&gt;
** '''make'''&lt;br /&gt;
** '''gcc'''&lt;br /&gt;
** '''automake''' at least version 1.6&lt;br /&gt;
** '''autoconf''' at least version 2.53&lt;br /&gt;
** '''X11'''...&lt;br /&gt;
** '''libpng''' + '''libpng-devel''' &amp;lt;-- libpng 3 is recommended.&lt;br /&gt;
** '''python''' and '''python-dev''' &amp;lt;-- 2.2.1 or above&lt;br /&gt;
** '''expat''' + '''expat-devel'''&lt;br /&gt;
** '''(lib)jpeg''' + '''libjpeg-devel'''&lt;br /&gt;
** '''opengl''' (see below) (you probably already have it)&lt;br /&gt;
** '''glut''' + '''glut-devel'''&lt;br /&gt;
** '''openal''' + '''openal-devel'''&lt;br /&gt;
** '''libgtk2.0''' + '''libgtk2.0-devel'''&lt;br /&gt;
** '''libfreeimage3''' (vegastrike itself can compile without it, but mesher can't)&lt;br /&gt;
&lt;br /&gt;
This probably should do the trick in debian/ubuntu (copy and paste the entire code into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo apt-get install libpng12-0 libpng12-dev python-dev libexpat1-dev     \&lt;br /&gt;
        libjpeg62-dev freeglut3-dev libopenal-dev libgtk2.0-dev libogg-dev libvorbis-dev \&lt;br /&gt;
        build-essential libgl1-mesa-dev automake autoconf libsdl1.2-dev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In fedora 17, this should do the trick (copy and paste into terminal):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo yum install \&lt;br /&gt;
     make automake gcc gcc-c++ glibc-devel kernel-devel \&lt;br /&gt;
     {python,expat,freealut,freeglut,gtk2,libjpeg-turbo,libpng,libvorbis,openal-soft,SDL}{,-devel}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Compiling==&lt;br /&gt;
&lt;br /&gt;
Complining can be accomplished with two systems as of now. There's the classic autotools, and the newer (recommended) cmake. If you have cmake installed, you should try it.&lt;br /&gt;
&lt;br /&gt;
===CMake===&lt;br /&gt;
&lt;br /&gt;
Building with CMake is just building with Make, only the configure part can be done interactively, and all intermediate files are tidily put in their own folders:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
mkdir build&lt;br /&gt;
cd build&lt;br /&gt;
ccmake ..  # this will pop up an interactive configuration screen, press &amp;quot;c&amp;quot; to autoconfigure, &lt;br /&gt;
           # and once it's done &amp;quot;g&amp;quot; to generate everything and exit. &lt;br /&gt;
           # Or edit stuff and follow on-screen instructions if you know what you're doing.&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you can run from the build folder:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./build/vegastrike # to play the game&lt;br /&gt;
./build/vegastrike --debug=3 # to generate detailled logs for bug reporting&lt;br /&gt;
./build/setup/vssetup # to edit game settings&lt;br /&gt;
./build/mesh_tool/mesh_tool # mesh converter, for modding&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Autotools===&lt;br /&gt;
The compile procedure should look like the following listing. Remember the configure part depends on above requirements. Though autoconf may not work, if so just skip it.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./bootstrap-sh&lt;br /&gt;
./configure --enable-flags='-O3 -g'  # or --enable-debug to disable optimization.  -ffast-math will cause problems in code that checks for infinities. Note that in the first flag there's a capital 'o', not a zero.&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you can run from the build folder:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./vegastrike # to play the game&lt;br /&gt;
./vegastrike --debug=3 # to generate detailled logs for bug reporting&lt;br /&gt;
./vssetup # to edit game settings&lt;br /&gt;
./mesher # mesh converter, for modding&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
&lt;br /&gt;
Installing is not really necessary to play, but you can do it if you wish to have the game accessible to all users. Otherwise, you can play by executing the built binary from the data folder.&lt;br /&gt;
&lt;br /&gt;
If you do want to install, you'll need root access:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you plan to install, when you're configuring:&lt;br /&gt;
&lt;br /&gt;
* To be sure '''set the data dir''' to your vs-data dir:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --with-data-dir=&amp;lt;DIR&amp;gt; ........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* When using '''libpng 1.2''', &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--with-png-inc=&amp;lt;DIR&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is needed. An example is &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--with-png-inc=/usr/include/libpng12/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you don't want to compile with '''GTK''' just turn it off, however you will not get a setup program if you do this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --disable-gtk ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you only want the server, and want to disable all GUI components--This removes the dependency on X11, OpenGL, SDL, GLUT, OpenAL.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --disable-client ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* See [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=1147 this] thread about boost versions.  Set this option to 1.28, 1.29, 1.33, or &amp;quot;system&amp;quot; if the default does not compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --with-boost=&amp;lt;VER&amp;gt; ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will likely receive some error messages during any of these stages, especially during the configure part. If they tell you that your system is missing some development libraries, install them. How this is done depends on your Linux distribution, but we will assist you in the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=5 Compiling Problems forums]. You will be left with a file called &amp;quot;config.log&amp;quot; please attach that instead of copy-and-pasting thousands of lines of error messages. It's all in this file.&lt;br /&gt;
&lt;br /&gt;
After you installed the missing libraries repeat the last (failed) step and continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The configure script currently has a bug that can cause it to incorrectly report on the absence of GLUT. If you are sure you have installed glut-devel and are still seeing this error, check  near the end of config.log to see if another library (such as libxmu or libxi) is the true culprit. [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7562]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make===&lt;br /&gt;
The final step for compiling is the make command.  The Makefile should be able to compile most of the included utilities.&lt;br /&gt;
&lt;br /&gt;
To compile mesher, for example, type:&lt;br /&gt;
&amp;lt;pre&amp;gt;make mesher&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Running &lt;br /&gt;
&amp;lt;pre&amp;gt;make all-am&amp;lt;/pre&amp;gt; &lt;br /&gt;
reduces memory usage while compiling because there's only one instance of make instead of two. From [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=9510 this forum thread].&lt;br /&gt;
* The step&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is optional as the program is quite happy running in userland.&lt;br /&gt;
&lt;br /&gt;
If you receive error without any mention of missing library (or something like) after very long line about running g++, try to set proper permissions or simply force your way through it and see whether it's your problem (if you're superuser). It looks like that:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
collect2: ld returned 1 exit status&lt;br /&gt;
make[1]: *** [vegastrike] Error 1&lt;br /&gt;
make[1]: Leaving directory `/home/username/Games/VegaStrike/vegastrike'&lt;br /&gt;
make: *** [all] Error 2&lt;br /&gt;
~/Games/VegaStrike/vegastrike$ sudo make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4185 &amp;quot;make clean/distclean&amp;quot; thread in the forum] - A quite helpful thread about the make process.&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=2&amp;amp;t=10990 &amp;quot;Ubuntu problems&amp;quot; thread in the forum] - more about little troubles linuxoids can encounter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Cygwin Compiling|Compiling with Cygwin]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Compile_on_OSX|Compiling from SVN on Mac OSX]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:HowTos|Compile from CVS]]&lt;/div&gt;</summary>
		<author><name>Ermo</name></author>	</entry>

	</feed>