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	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=17949</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=17949"/>
				<updated>2010-11-14T21:59:11Z</updated>
		
		<summary type="html">&lt;p&gt;Mokunen: /* Compiling */  Added a clarifying note to prevent configuration errors. It's rather obvious, but it happened to me.&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&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;
&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 glutg3-dev libopenal-dev libgtk2.0-dev libogg-dev libvorbis-dev \&lt;br /&gt;
        build-essential libgl1-mesa-dev automake autoconf&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Compiling==&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;
make install # [AS ROOT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&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 strongly 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>Mokunen</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Vegastrike:Features&amp;diff=4782</id>
		<title>Vegastrike:Features</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Vegastrike:Features&amp;diff=4782"/>
				<updated>2005-09-23T14:14:26Z</updated>
		
		<summary type="html">&lt;p&gt;Mokunen: Added feature summary, reformatted changelog a tiny bit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[Vegastrike:Mission|Mission]]&lt;br /&gt;
| up=[[Manual]]&lt;br /&gt;
| next=[[Manual:Install|Installing the game]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Current Engine Features =&lt;br /&gt;
== Graphics ==&lt;br /&gt;
* Per pixel specularity, glow, and damage (fades in when the craft gets damaged) maps&lt;br /&gt;
* Detail textures (tiles that fade in when you get close to the ship, to add detail)&lt;br /&gt;
* Planets with 3D atmospheres&lt;br /&gt;
* Basic mesh animation (frame by frame)&lt;br /&gt;
* Engine flares&lt;br /&gt;
* Damage 'sparks'&lt;br /&gt;
* Shields that glow where hit&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
* 3D positional sound (openAL)&lt;br /&gt;
* Music server&lt;br /&gt;
&lt;br /&gt;
== Python (dynamic universe) ==&lt;br /&gt;
* Simulated universe changes as you play, with the war resulting in lost/gained territory and ships, all tracked persistently&lt;br /&gt;
* News events are generated to let the player follow these events&lt;br /&gt;
* The players actions do affect the universe, and are also reported in the news&lt;br /&gt;
* Missions are generated randomly according to the events around you&lt;br /&gt;
&lt;br /&gt;
== Python (bases) ==&lt;br /&gt;
* 2D interactive bases, point and click&lt;br /&gt;
&lt;br /&gt;
== Python (campaigns) ==&lt;br /&gt;
* fully scriptable campaign system, allows for the construction of linear (and not so linear) plots&lt;br /&gt;
&lt;br /&gt;
== Base GUI ==&lt;br /&gt;
* base gui allows for the viewing of news, ship stats etc ... and the purchase of new ships/upgrades and commodities&lt;br /&gt;
&lt;br /&gt;
== Flight Computer ==&lt;br /&gt;
* View faction relations and ship stats, and plot courses around the galaxy&lt;br /&gt;
&lt;br /&gt;
== Flight simulation ==&lt;br /&gt;
* Fully newtonian (well, with a couple of random relativity bits thrown in) flight model, compensated by a flight ai to allow provision of the traditional ww2 fighter feel&lt;br /&gt;
* Cool stuff&lt;br /&gt;
&lt;br /&gt;
= Changelog =&lt;br /&gt;
==Vegastrike 4.3==&lt;br /&gt;
&lt;br /&gt;
* Gameplay&lt;br /&gt;
** Added numerous features to the game.&lt;br /&gt;
** Added ability to generate a route from one system to another on the map.&lt;br /&gt;
** Added a screenshot key (i).&lt;br /&gt;
* Artwork&lt;br /&gt;
** New base art &lt;br /&gt;
** New ship models&lt;br /&gt;
** New nebula graphics (system background images)&lt;br /&gt;
* ''' TODO: UPDATE FEATURES! ''' {{Fixme}}&lt;br /&gt;
&lt;br /&gt;
==Vegastrike 4.0 to 4.2==&lt;br /&gt;
&lt;br /&gt;
* Gameplay/Interface&lt;br /&gt;
** Dynamic universe (+ related messages in the news)&lt;br /&gt;
** Better weapon balance&lt;br /&gt;
** Changed insystem jump type (+new jump animation)&lt;br /&gt;
** New windowing system in the station-menus&lt;br /&gt;
** 3d-map (insystem and systemmap) , relations-menu&lt;br /&gt;
* Artwork&lt;br /&gt;
** New or replaced ships/models&lt;br /&gt;
** New engine-flame animation&lt;br /&gt;
** VDU background grafics&lt;br /&gt;
** Back and front radar&lt;br /&gt;
** Stars (dots) generated by the engine; They draw lines when ship is moving.&lt;br /&gt;
** More communication dialogs/texts&lt;br /&gt;
** New splash screens&lt;br /&gt;
** Reconstucted SOL system (finished before 4.x?)&lt;br /&gt;
** Better planet textures&lt;br /&gt;
** Better system backgrounds&lt;br /&gt;
&lt;br /&gt;
==Vegastrike 3.9.0 + 3.9.1 (more or less a tech-demo for 4.x)==&lt;br /&gt;
&lt;br /&gt;
* Dynamic universe (demo)&lt;br /&gt;
* 3D-map&lt;br /&gt;
* some more things i forgot&lt;br /&gt;
&lt;br /&gt;
==Vegastrike 2.9.4 to 3.3==&lt;br /&gt;
*Owning a Whole Fleet - With the new One Fleet Plan You can own as many starships as you wish. Shipping to your system is only 6000 per ship! See the My Fleet Section in the ship dealer.&lt;br /&gt;
*Original Music Ken Suguro and PeteyG have come up with an original score for Vega Strike that beats out commercial games. Listen to it and be immersed in Vega Strike as it should be.&lt;br /&gt;
*Polishing the Engine - Docking boxes come up automatically, the Upgrade interface has a repair option&lt;br /&gt;
*Plot Mission and Fixers - You can meet people in the various bars and strike deals with them. Dont cross anyone or you may suffer retribution!&lt;br /&gt;
&lt;br /&gt;
==Vegastrike 2.9.3==&lt;br /&gt;
*Python Scripting - Upgraded various for-pay missions and the basic missions&lt;br /&gt;
*Quests And News - Linked the local happenings to gameplay challenges and cash opportunities&lt;br /&gt;
*Surpluses and Shortages - Trading is now affected by the live news model&lt;br /&gt;
*Rendered Bases To Explore - Beautifully rendered bases to explore--but there's more than meets the eye&lt;br /&gt;
*Locals to converse with - The bartender always has the latest news for j00&lt;br /&gt;
*Trading with the enemy - It's always profitable to run the front lines, selling pricey weapons to evil Aera, or running back high tech bionics for terran research!&lt;br /&gt;
*Music Player - A music player is now included in vega strike...it can play midis, ogg, or mp3... just dump the files into music/ and edit the playlists in .vegastrike&lt;br /&gt;
*Ingame Map - A map of the local sector may be accessed with Shift-M. Sure accurate maps are expensive, but this one should be well worth whatever you didn't pay&lt;br /&gt;
&lt;br /&gt;
==Vegastrike 2.9==&lt;br /&gt;
*Installer/Uninstaller - Allows players to easily install OpenAL and VS&lt;br /&gt;
*Splitscreen Multiplayer - Coop gauntlet with a friend or blow him to shreds--even trading and exploration i spossible in this mode!&lt;br /&gt;
*Save Games - Having persistent gameplay over multiple sections is possible&lt;br /&gt;
*Large Star System Size - Vegastrike engine has been upgraded to use double precision floating values so that realistic system size is possible&lt;br /&gt;
*Communications/Orders - Allows the player to contact neutrals and taunt enemies. Wingmen can be ordered.&lt;br /&gt;
*Autopilot - Lets the player quickly go from one zone of combat to another&lt;br /&gt;
*Trading - Lets players run guns to make money&lt;br /&gt;
*Missions for cash - Players can now contract out for spare cash&lt;br /&gt;
*Ship Upgrades - Don't like your ship? buy a new one or get some better weapons or engines!&lt;br /&gt;
*Missiles - Missile can lock on to their targets and track them with ease (ECM systems  err...almost ease)&lt;br /&gt;
*Autotracking Weapons - Guns may be updated to seek to their targets&lt;br /&gt;
*Tractor beams - Small pieces of cargo may be taken into a hold. look for these when a large cargo-laden ship has exploded&lt;br /&gt;
*Energy Removing Guns - Leech energy down to nada on their targets&lt;br /&gt;
*System Damage - Hud displays flicker and weapons blow off... maneuverability decreases and many more horrible things happen when you get damage... don't get damage&lt;br /&gt;
*3D Cockpits - With accurate lighting and damage effects these cockpits add a whole new dimension to vegastrike&lt;br /&gt;
*Mission Launcher&lt;br /&gt;
*Better Communications (always has eight choices)&lt;br /&gt;
&lt;br /&gt;
==Vegastrike 2.0 to 2.1==&lt;br /&gt;
*Time compression&lt;br /&gt;
*Multiple Systems&lt;br /&gt;
*Entire Sol sector and Vega sector included!&lt;br /&gt;
*Fly through huge multilayered asteroid fields&lt;br /&gt;
*Explore nebulae where your radar fritzes out&lt;br /&gt;
*Jump to other systems at blue jump points with the 'j' key&lt;br /&gt;
*Respawn with the ';' key (semicolon)&lt;br /&gt;
*Switch Ships with the '[' key&lt;br /&gt;
*Joystick support for a full featured joystick&lt;br /&gt;
*Sound effects that make starships roar as they pass and zap as they die&lt;br /&gt;
*Bolt weapons with glowing lighting effects&lt;br /&gt;
*Cloaking that renders a ship partially/fully invisible&lt;br /&gt;
*All new starships&lt;br /&gt;
*Customizable fully working HUD with targetting displays, etc&lt;br /&gt;
*Customizable Alien Race logos that will change on all starships by editing TerranPriA.bmp and TechPriA.bmp&lt;br /&gt;
*Intelligent, Programmable AI&lt;br /&gt;
*Varied weapons on different starships&lt;br /&gt;
*Explosions that literally tear a starship into pieces&lt;br /&gt;
*Shields That Glow upon hit (in the location hit)&lt;br /&gt;
*Customizable missions&lt;br /&gt;
*Stars that fly past as you explore the system&lt;br /&gt;
*RAPID collision system that allows no problems with collisions&lt;br /&gt;
*BSP Trees that allow one to fly close to a starship, and in the runway of (well formed) models...unlike the victory from WC3.&lt;br /&gt;
*the Normal Force which bounces starships off of each other&lt;br /&gt;
&lt;br /&gt;
==Vegastrike 0.9 to 1.0==&lt;br /&gt;
*Joystick support for a full featured joystick&lt;br /&gt;
*Sound effects that make starships roar as they pass and zap as they die&lt;br /&gt;
*Bolt weapons with glowing lighting effects&lt;br /&gt;
*Cloaking that renders a ship partially/fully invisible&lt;br /&gt;
*All new starships&lt;br /&gt;
*Customizable fully working HUD with targetting displays, etc&lt;br /&gt;
*Customizable Alien Race logos that will change on all starships by editing TerranPriA.bmp and TechPriA.bmp&lt;br /&gt;
&lt;br /&gt;
==Vegastrike 0.7 to 0.9==&lt;br /&gt;
*Intelligent, Programmable AI&lt;br /&gt;
*Varied weapons on different starships&lt;br /&gt;
*Explosions that literally tear a starship into pieces&lt;br /&gt;
*Shields That Glow upon hit (in the location hit)&lt;br /&gt;
*Customizable missions&lt;br /&gt;
*Stars that fly past as you explore the system&lt;br /&gt;
*BSP Trees that allow one to fly close to a starship, and in the runway of (well formed) models...unlike the victory from WC3.&lt;br /&gt;
*the Normal Force which bounces starships off of each other&lt;br /&gt;
*The rings of saturn--a feature oft-missed in previous versions... now added for all to enjoy... just don't fire at 'em ;-)&lt;br /&gt;
&lt;br /&gt;
==Vegastrike 0.3 to 0.7==&lt;br /&gt;
*REAL Asteroid belts, which will soon have AI.&lt;br /&gt;
*Planets with correct orbits and realistic textures.&lt;br /&gt;
*A huge sun with detailed textures in cluding hotspots.&lt;br /&gt;
*WC style physics with afterburn slides.&lt;br /&gt;
*Programmable AI for complex functions like Shelton sliding, rolls, loops, and kickstops.&lt;br /&gt;
&lt;br /&gt;
==Vegastrike 0.2 to 0.3==&lt;br /&gt;
*Clicklists are built in... so you can click on ships and it will report so on console (same with selecting)&lt;br /&gt;
*There is a location selector built in, but with this build you cannot see it&lt;br /&gt;
*Utilizes SPHERE_MAP in OpenGL to produce fantastic spheremapped ships... shiny+fast&lt;br /&gt;
*Made it faster on software.... but backgrounds are still textured&lt;br /&gt;
*Physics works, but is disabled to allow viewing of sphere_map&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
* [[Development:Roadmap]]&lt;br /&gt;
* [[FAQ:Feature Requests]]&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Vegastrike:Mission|Mission]]&lt;br /&gt;
| up=[[Manual]]&lt;br /&gt;
| next=[[Manual:Install|Installing the game]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Features]]&lt;/div&gt;</summary>
		<author><name>Mokunen</name></author>	</entry>

	</feed>