Hello! I managed to successfully build and run Glest on Slamd64 (
http://slamd64.com/). Runs well on 64-bit platform.
Slamd64 doesn't come equipped with many of the build tools/libraries you need to build Glest, so I had to build those on my own.
I manually had to compile and install:
OpenAL 0.0.8
(
http://www.openal.org/openal_webstf/dow ... 0.8.tar.gz)
Xerces-C++ 2.8.0
(
http://mirrors.dedipower.com/ftp.apache ... 8_0.tar.gz)
Ft-Jam 2.5.2
(Sourceforge:
https://sourceforge.net/project/showfil ... up_id=3157)
Dos2Unix
http://www.thefreecountry.com/tofrodos/index.shtml(Just ln -s tofrodos dos2unix)
wxGTK
http://www.wxwidgets.org/downloads/I found the source files a bit muddled, and moved things around a bit in order to assist in compiling. I made a few symlinks as well. It may seem hokey to some, but it worked for me.
* I moved the mk/ directory into the source/ directory.
* In the mk/linux directory, I made a softlink ln -s ./mk/autoconf ./autoconf
(This is needed because some configuration files look for mk/autoconf, others just autoconf)
I then slightly modified the autogen.sh file:
# create symlinks to the source dirs
echo "Updating Source symlinks..."
if [ ! -d shared_lib ]; then
ln -sf ../../source/shared_lib .
fi
if [ ! -d glest_game ]; then
ln -sf ../../source/glest_game .
fi
if [ ! -d glest_map_editor ]; then
ln -sf ../../source/glest_map_editor .
fi
became
# create symlinks to the source dirs
echo "Updating Source symlinks..."
if [ ! -d shared_lib ]; then
ln -sf ../shared_lib .
fi
if [ ! -d glest_game ]; then
ln -sf ../glest_game .
fi
if [ ! -d glest_map_editor ]; then
ln -sf ../glest_map_editor .
fi
After those changes, I went back to the sources/ directory, and ran:
dos2unix `find . -type f`
As been mentioned in previous threads, almost all the cpp/h files are CR-LF ended, so I had to run dos2unix. Then, in the sources/ directory I made a build/ directory, and ran:
lndir ../mk/linux
lndir is apart of X.Org, and creates a full directory structure in build/ mimicing mk/linux. It keeps the source directories clean. Then I ran autogen.sh from the build/ directory. Everything ran fine, with a few automake warnings.
Then, I ran
./configure --prefix=/usr --libdir=/usr/lib64 --with-wx-config="/usr/bin/wx-config std,gl --cflags --unicode=yes"
I needed to specifiy the --with-wx-config option because I built wxGTK with unicode (as recommended in their build instructions.) You may have to fiddle with the wx-config options depending on how you/your distribution built wxWindows/wxGTK.
After than, I simply ran `jam -j4` (-j4 runs more shells at once and speeds things up) and it compiled without any errors.
It will compile the glest binary in the builds/ directory. Copy it and glest.ini (you only need these two) into the directory where you extracted the glest_data .zip archive. Then simply run ./glest.
Runs really well for me!
Hope this helps someone.
Cheers,
-= Steve =-