
2 links were affected by hard wrapping, unintentionally splitting them into two (broken) segments. This commit fixes that.
94 lines
4.0 KiB
Markdown
94 lines
4.0 KiB
Markdown
Classic Blades of Exile
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=======================
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This project hosts the source code to the classic RPG creator Blades of
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Exile after it was released
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by [Spiderweb Software](http://www.spiderwebsoftware.com/) under GPLv2.
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It is a svn-git transfer from the
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[Google Code Project](http://code.google.com/p/openexile/); all issues
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and trunk code has been ported.
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The primary purpose of this project is to provide bug fixes to Blades of
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Exile
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so that it can compile and run on modern operating systems. The
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secondary purpose is
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to generalize and extend its functionality while maintaining backwards
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compatibility.
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If you would like to be added to this project contact
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[Sylae](https://github.com/sylae)
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or one of the other people on the owners list. This is an open project,
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with no strong prerequisites
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for getting commit access. With that in mind, please be careful of what
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you check into the repository.
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Please do not commit any binaries, junk files, or anything that doesn't
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compile.
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Building
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--------
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There are currently four ways to build Blades of Exile:
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- The build.sh shell-script, which builds and runs a Makefile.
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- XCode 4 or later
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- Microsoft Visual Studio 2013 or later
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- scons
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The officially supported method is scons. The script is currently a work-in-progress and
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as such may be a little fragile, but we're working on that. With luck, just running
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`scons` will simply do the right thing and build a working executable under _build/Blades
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of Exile_. If not, though, you may have to adjust a few things.
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You can pass the following parameters to scons:
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- OS=windows|darwin - Override platform auto-detection (only partially implemented)
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- LIBPATH=pathlist - Specify where to look for non-system dynamic libraries to link
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against.
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- FRAMEWORKPATH=pathlist (Mac only) - Specify where to look for non-system frameworks.
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- INCLUDEPATH=pathlist - Specify where to look for non-system header files.
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If you can't get that to work, you can copy the required dependencies into _deps/lib_ (for
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dynamic libraries and frameworks) or _deps/include_ (for headers). That means that
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_deps/include_ would have two subfolders _boost/_ and _SFML/_.
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The following dependencies are required:
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- [SFML](http://www.sfml-dev.org/) - all components except sfml-net.
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- [Boost](http://www.boost.org/) - Filesystem, System, and Thread, plus several header-only
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libraries; if you're picky, you can run scons and see it enumerate exactly which
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libraries are needed
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- ZLib - This is included with the system on the Mac, but you may need to install it if
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compiling on Windows.
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If you're using XCode, you may need to adjust the project file settings to specify the
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correct place to search. For example, if you installed Boost via Homebrew, you may need to
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add something like the following to the Project Build Settings, under Linking->Other
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Linking Flags:
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-lboost_filesystem -lboost_system -L/usr/local/Cellar/boost/1.57.0/lib
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Again with Homebrew, you may also need to add the following to Apple LLVM Custom
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Compiler Flags -> Other C++ Flags:
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-isystem/usr/local/Cellar/boost/1.57.0/include
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Notes and oddities:
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- The XCode build uses SFML frameworks, while the scons build on the Mac uses
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SFML dynamic libraries.
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- On Windows, scons assumes that Boost is statically linked and thus does not copy
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the dlls into the program directory. However, on the Mac, scons links dynamically with
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Boost.
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Helpful Links
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-------------
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* [BoE Forum at Spiderweb Software](http://spiderwebforums.ipbhost.com/index.php?/forum/12-blades-of-exile/)
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* [Official IRC channel](http://webchat.freenode.net/?channels=%23openboe) (or join
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#openboe on irc.freenode.net)
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* [Original Game Source](http://www.spiderwebsoftware.com/blades/opensource.html) - Where
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it all began. Warning: Terrifying code.
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* [Experimental Builds](http://celmin.pwcsite.com/oboe/?C=M;O=D) - will be put
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up whenever Celtic Minstrel feels like it.
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* [Blades File Dump](https://blades.calref.net/) - A spot to quickly add
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project files; mostly contains older binaries from the Google Code page.
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