![]() Change into the JFWitchaven source code folder, then compile the game with: nmake /f Makefile.msvc.Or VS2015 x86 Native Tools Command Prompt. If needed, install Visual Studio Community 2017 for free from.Windows using Microsoft Visual C++ 2015 (or newer) and NMAKE ![]() Open whaven.xcodeproj from within the JFWitchaven source code's xcode folder.Create theįrameworks directory if it doesn't exist on your system. Copy amework found in the DMG file to ~/Library/Frameworks.Fetch and install the SDL 2.0 development package:.Assuming that was successful, run the game with.Open a terminal, change into the source code directory, and compile the game with: make or gmake (BSD).Debian 9: sudo apt-get install libgtk-3-dev.Install GTK+ 3 development packages if you want launch windows and editor file choosers, e.g.FreeBSD 11: sudo pkg install libvorbis fluidsynth.Debian 9: sudo apt-get install libvorbis-dev libfluidsynth-dev.Install optional sound support development packages.FreeBSD 11: sudo pkg install gmake sdl2 pkgconf.Debian 9: sudo apt-get install build-essential libsdl2-dev.Install the compiler toolchain and SDL2 development packages, e.g.Now, based on your chosen OS and compiler: Linux and BSD Git, be sure to initialise the submodules of this repository (i.e. Compilationīefore you begin, clone this repository or unpack the source archive. Use palette.dat from the data directory of this repository. You will require game data from an original release of Witchaven, specifically: Optional: 3D acceleration with OpenGL 2.0 or OpenGL ES 2.0 capable hardware.Linux, BSD, possibly other systems supported by SDL 2.0.This is the source code for my port of Witchaven by Capstone Software using my port of Ken Silverman's Build game engine, based on the code released by Les Bird.
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