Windows | Linux | OSX |
---|---|---|
Oolite can be heavily customized via expansions. These modify the gameplay, add ships, improve graphics - the possibilities are almost endless:
Oolite for all platforms can be built from this repository. Here is a quick guide to the source tree.
For end-user documentation, see oolite.space and Elite Wiki.
- debian: Files to enable automatic setup under Linux using dpkg (Debian package manager) tools
- DebugOXP: Debug.oxp, the expansion pack that enables console support in debug and test release builds
- deps
- Cocoa-deps: Dependencies for Mac OS X
- Cross-platform-deps: Dependencies for platforms other than Mac OS X
- Linux-deps: Dependencies for Linux on x86 and x86_64 processors
- URLs: URLs used for binary dependencies on Mac OS X
- Windows-deps: Dependencies for Windows on x86 and x86_64 processors
- Doc: Documentation (including user guides)
- installers: Files used to create various installers
- Mac-specific: Additional projects used only on Mac OS X
- DataFormatters: Debugger configurations for Xcode
- DebugBundle: Implements the Debug menu and in-app console
- OCUnitTest: A small number of unit tests
- Oolite-docktile: An embedded plug-in which implements the Oolite dock menu when Oolite is not running
- Oolite-importer: A Spotlight importer to make saved games and OXPs searchable
- Oolite.xcodeproj: The OS X Xcode project to build Oolite
- Resources: Game assets and resource files for Mac and GNUstep application bundles
- Schemata: Plist schema files for the OXP Verifier
- src: Objective-C and C sources, incuding header files
- BSDCompat: Support for BSDisms that gnu libc doesn't have (strl*)
- Cocoa: Files that are only compiled on Mac OS X
- Core: Files that are compiled on all platforms
- SDL: Files that are only compiled for platforms that use SDL
- tests: A mixed bag of test cases for manual testing and ad-hoc code tests.
- tools: Various tools for preparing files, builds, releases etc.
You will need the latest version of Xcode from the App Store. Then double click on the Xcode project in the Finder, select one of the Oolite targets from the Scheme pop-up, and hit Build and Run (the play button in the toolbar).
See the Oolite wiki: http://wiki.alioth.net/index.php/Running_Oolite-Windows
If you have the Debian package tools (installed by default with Debian and Ubuntu), use dpkg-buildpackage.
On Linux, BSD and other Unix platforms without dpkg tools, you will need to get GNUstep and SDL development libraries in addition to what is usually installed by default if you choose to install the development headers/libraries etc. when initially installing the OS. For most Linux distros, GNUstep and SDL development libraries come prepackaged - just apt-get/yum install the relevant files. You may also need to install Mozilla Spidermonkey (libmozjs). On others you may need to build them from source.
- Fedora Linux:
dnf install espeak-devel openal-soft-devel libpng-devel SDL_image-devel gcc-objc nspr-devel sdl12-compat-devel SDL2-devel gnustep-base-devel gnustep-make
- Ubuntu 22.04:
apt -y install git gobjc gnustep-devel make libsdl1.2-dev libvorbis-dev libopenal-dev g libespeak-dev libnspr4-dev
- Other distros will likely have similar packages available in their repositories. If you find out which packages to install on another Linux distribution, it would be really nice if you could add them here.
cp .absolute_gitmodules .gitmodules
git submodule update --init
git checkout -- .gitmodules
This will just compile the project:
source /usr/lib64/GNUstep/Makefiles/GNUstep.sh
# might also be somewhere else like "/usr/share/GNUstep/Makefiles/GNUstep.sh"
make -f Makefile release -j$(nproc)
This will just compile the project and package an installer:
source /usr/lib64/GNUstep/Makefiles/GNUstep.sh
# might also be somewhere else like "/usr/share/GNUstep/Makefiles/GNUstep.sh"
make -f Makefile pkg-posix-nightly HOST_ARCH=$(uname -m)
In case you built the installer, it is located in the "installers/posix/" folder named something like "oolite-trunk-1.91.0.d87b089-dev.linux-x86_64.run"
- If you can't see any textures, try deleting the following files, and compile again.
rm deps/Linux-deps/include/png.h
rm deps/Linux-deps/include/pngconf.h
- On Fedora: If you get errors like
gcc: fatal error: environment variable ‘RPM_ARCH’ not defined
, try the following workaround before compiling:
export RPM_ARCH=bla
export RPM_PACKAGE_RELEASE=bla
export RPM_PACKAGE_VERSION=bla
export RPM_PACKAGE_NAME=bla
-
If you get errors like
fatal error: jsapi.h: No such file or directory
, you probably forgot to first fetch all the git submodules -
If you get compiler errors, you can try compiling with:
make -f Makefile release OBJCFLAGS="-fobjc-exceptions -Wno-format-security" -j$(nproc)
On OS X, you can run from Xcode by clicking on the appropriate icon
(or choosing 'Run' from the 'Product' menu).
On Linux/BSD/Unix, in a terminal, type openapp oolite
, or if you compiled it yourself you can run it with ./oolite.app/oolite
.
The Oolite source is available from github.
Use git clone https://github.com/OoliteProject/oolite
to retrieve. Then git submodule update --init
to fetch the various submodules.
If you've cloned the source from a forked repository instead, this may not work - due to relative directory paths in .gitmodules, git tries to download the submodules from the fork instead of the original oolite repository. A workaround is to copy the file .absolute_gitmodules onto .gitmodules, then perform the submodules init, then replace .gitmodules with the relative path version. eg, on Unix:
$ cp .absolute_gitmodules .gitmodules
$ git submodule update --init
$ git checkout -- .gitmodules
You should now have access to the submodules, without git complaining that .gitmodules has changed or including .gitmodules in pull requests.