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151 lines
6.1 KiB
Markdown
151 lines
6.1 KiB
Markdown
# Compiling OpenTTD
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## Required/optional libraries
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OpenTTD makes use of the following external libraries:
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- (encouraged) zlib: (de)compressing of old (0.3.0-1.0.5) savegames, content downloads,
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heightmaps
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- (encouraged) liblzma: (de)compressing of savegames (1.1.0 and later)
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- (encouraged) libpng: making screenshots and loading heightmaps
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- (optional) liblzo2: (de)compressing of old (pre 0.3.0) savegames
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For Linux, the following additional libraries are used (for non-dedicated only):
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- libSDL2: hardware access (video, sound, mouse)
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- libfreetype: loading generic fonts and rendering them
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- libfontconfig: searching for fonts, resolving font names to actual fonts
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- libicu: handling of right-to-left scripts (e.g. Arabic and Persian) and
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natural sorting of strings
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OpenTTD does not require any of the libraries to be present, but without
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liblzma you cannot open most recent savegames and without zlib you cannot
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open most older savegames or use the content downloading system.
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## Windows
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You need Microsoft Visual Studio 2017 or more recent.
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You can download the free Visual Studio Community Edition from Microsoft at
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https://visualstudio.microsoft.com/vs/community/.
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OpenTTD needs the Platform SDK, if it isn't installed already. This can be
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done during installing Visual Studio, by selecting
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`Visual C++ MFC for x86 and x64` (and possibly
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`Visual C++ ATL for x86 and x64` depending on your version). If not, you
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can get download it as [MS Windows Platform SDK](https://developer.microsoft.com/en-US/windows/downloads/windows-10-sdk).
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Install the SDK by following the instructions as given.
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Dependencies for OpenTTD on Windows are handled via
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[vcpkg](https://github.com/Microsoft/vcpkg/). First you need to install vcpkg
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by following the `Quick Start` instructions of their
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[README](https://github.com/Microsoft/vcpkg/blob/master/README.md).
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After this, you can install the dependencies OpenTTD needs. We advise to use
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the `static` versions, and OpenTTD currently needs the following dependencies:
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- liblzma
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- libpng
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- lzo
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- zlib
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To install both the x64 (64bit) and x86 (32bit) variants (though only one is necessary), you can use:
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```ps
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.\vcpkg install liblzma:x64-windows-static libpng:x64-windows-static lzo:x64-windows-static zlib:x64-windows-static
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.\vcpkg install liblzma:x86-windows-static libpng:x86-windows-static lzo:x86-windows-static zlib:x86-windows-static
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```
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You can open the folder (as a CMake project). CMake will be detected, and you can compile from there.
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If libraries are installed but not found, you need to set VCPKG_TARGET_TRIPLET in CMake parameters.
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For Visual Studio 2017 you also need to set CMAKE_TOOLCHAIN_FILE.
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(Typical values are shown in the MSVC project file command line example)
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Alternatively, you can create a MSVC project file via CMake. For this
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either download CMake from https://cmake.org/download/ or use the version
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that comes with vcpkg. After that, you can run something similar to this:
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```powershell
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mkdir build
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cd build
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cmake.exe .. -G'Visual Studio 16 2019' -DCMAKE_TOOLCHAIN_FILE="<location of vcpkg>\vcpkg\scripts\buildsystems\vcpkg.cmake" -DVCPKG_TARGET_TRIPLET="x64-windows-static"
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```
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Change `<location of vcpkg>` to where you have installed vcpkg. After this
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in the build folder are MSVC project files. MSVC can rebuild the project
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files himself via the `ZERO_CHECK` project.
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## All other platforms
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Minimum required version of CMake is 3.9.
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By default this produces a Debug build with assertations enabled.
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This is a far slower build than release builds.
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```bash
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mkdir build
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cd build
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cmake ..
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make
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```
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For more information on how to use CMake (including how to make Release builds),
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we urge you to read [their excellent manual](https://cmake.org/cmake/help/latest/guide/user-interaction/index.html).
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## CMake Options
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Via CMake, several options can be influenced to get different types of
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builds.
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- `-DCMAKE_BUILD_TYPE=RelWithDebInfo`: build a release build. This is
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significant faster than a debug build, but has far less useful information
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in case of a crash.
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- `-DOPTION_DEDICATED=ON`: build OpenTTD without a GUI. Useful if you are
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running a headless server, as it requires less libraries to operate.
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- `-DOPTION_USE_ASSERTS=OFF`: disable asserts. Use with care, as assert
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statements capture early signs of trouble. Release builds have them
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disabled by default.
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- `-DOPTION_USE_THREADS=OFF`: disable the use of threads. This will block
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the interface in many places, and in general gives a worse experience of
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the game. Use with care.
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- `-DOPTION_TOOLS_ONLY=ON`: only build tools like `strgen`. Does not build
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the game itself. Useful for cross-compiling.
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## Supported compilers
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Every compiler that is supported by CMake and supports C++17, should be
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able to compile OpenTTD. As the exact list of compilers changes constantly,
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we refer to the compiler manual to see if it supports C++17, and to CMake
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to see if it supports your compiler.
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## Compilation of base sets
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To recompile the extra graphics needed to play with the original Transport
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Tycoon Deluxe graphics you need GRFCodec (which includes NFORenum) as well.
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GRFCodec can be found at
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https://www.openttd.org/downloads/grfcodec-releases/latest.html.
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Having GRFCodec installed can cause regeneration of the `.grf` files, which
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are written in the source directory. This can leave your repository in a
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modified state, as different GRFCodec versions can cause binary differences
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in the resulting `.grf` files. Also translations might have been added for
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the base sets which are not yet included in the base set information files.
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To avoid this behaviour, disable GRFCodec (and NFORenum) in CMake cache
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(`GRFCODEC_EXECUTABLE` and `NFORENUM_EXECUTABLE`).
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## Developers settings
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You can control some flags directly via `CXXFLAGS` (any combination
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of these flags will work fine too):
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- `-DRANDOM_DEBUG`: this helps with debugging desyncs.
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- `-fno-inline`: this avoids creating inline functions; this can make
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debugging a lot easier.
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- `-O0`: this disables all optimizations; this can make debugging a
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lot easier.
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- `-p`: this enables profiling.
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Always use a clean buildfolder if you changing `CXXFLAGS`, as this
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value is otherwise cached. Example use:
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`CXXFLAGS="-fno-inline" cmake ..`
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