70 lines
3.1 KiB
Markdown
70 lines
3.1 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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The Win32/ directory should be considered "frozen" from this point on.
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Apart from minor bugfixes, it should not be altered. The src/ directory
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is to be the official codebase now. As of the time of this writing, it
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has a few major issues on Windows which are being worked on.
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CBOE relies on a few libraries, and XCode needs to be told where they are. The graphics
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library we're using is SFML, which is a Framework that can be found
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[here](http://www.sfml-dev.org/). They need to be linked in the Project Build Phases menu.
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You might also need to include zlib in the same place, but being that it's a builtin lib,
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that might be handled automatically in future builds.
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The other dependency is Boost, a C++ library, which can be found
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[here](http://www.boost.org/), however the most straightforward way to install it is via
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homebrew or some similar package manager. Wherever you put it, XCode needs to be linked to
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it via the Project Build Settings, under Linking->Other Linking flags, which should look
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similar to this:
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-lboost_filesystem -lboost_system -L/usr/local/Cellar/boost/1.57.0/lib
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With the path in the third include being wherever you put the boost lib folder. The
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includes need to be flagged in the Project Build Settings, under Apple LLVM Custom
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Compiler Flags -> Other C++ Flags, flags to which you should append something like this:
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-isystem/usr/local/Cellar/boost/1.57.0/include
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Again, the filepath just needs to point to Boost's includes.
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Helpful Links
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-------------
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* [Jenkins Server](http://te.calref.net:8080/) - Runs a build after
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every push
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* [BoE Forum at Spiderweb
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Software](http://spiderwebforums.ipbhost.com/index.php?/forum/12-blades-
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of-exile/)
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* [Original Game
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Source](http://www.spiderwebsoftware.com/blades/opensource.html) - Where
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it all began. Warning: Terrifying code.
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* [Ormus's Code](http://info.wsisiz.edu.pl/~kowalsg0/) - The basis for
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most, if not all, of the Win32 work.
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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](http://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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