FreeOrion can currently be compiled under Windows and Linux. Support for Mac OS X is underway, *BSD might also work, follow the Linux instructions in this case. (And drop us a note if you managed to build it)
- 1 Overview
- 2 Hardware requirements
- 3 Software requirements
- 4 Getting the source
- 5 Compiling in Linux
- 6 Windows specific
- 7 Compiling in Windows
- 8 Obtaining Artwork
- 9 Troubles and Questions
First of all, you will need to obtain the source. This can be grabbed from our project page or from CVS. The version available on the project page usually corresponds to an official release, and so may be very out of date. If you are interested in helping program FreeOrion then you will need to grab the CVS copy. Then you need to set up the required software, compile the game, download the missing artwork, and run it.
The FreeOrion code makes heavy use of templates, and requires much memory to compile. If you have less than 256 MB of RAM plus at least the same amount of swap, you probably will run into trouble. You will also need a fast processor, expect 20-40 minutes for a first-time build on a 1.3GHz processor. (Note: some work is done on reducing both compilation time and memory requirements)
- GiGi - latest from CVS; for 0.3 use branch GIGI_VERSION_0_6_0
- SCons - required to build GG and FreeOrion (linux only; Windows can use MSVC solution file)
- Python - required by SCons, soon needed by FreeOrion itself
- FreeType2 - a GiGi dependency
- Boost - version 1.32 (earlier and later versions are not supported yet)
- FMOD 3.4 (not FMOD EX 4.0) - gratis, but not free software (note: not aviable for Linux 64-bit (AMD64))
- GraphViz - version 2.0 or 2.2(1.16 does not work. Neither does 2.4 or 2.6)
Getting the source
CVS can be obtained in Linux using these commands:
cvs -d:pserver:email@example.com:/cvsroot/freeorion login (if it asks for password, just hit enter)
cvs -z3 -d:pserver:firstname.lastname@example.org:/cvsroot/freeorion co FreeOrion
Note: Sometimes, the SourceForge CVS-server is under heavy load. If the commands above fail with 'EOF from server', just wait a few minutes and try again.
Compiling in Linux
Please note that this information is outdated and will be corrected soon. Basically, you only need to call "scons" instead of autogen/configure/make. If you are using GenToo you might find this helpful.
Notes to some of the required libraries
- log4cpp 0.2.7
When compiling log4cpp probably get some errors on "make". Change "long long" to "long" in first file you get an error and in the second file add a "using namespace std;" after the includes.
- graphviz 2.0 or 2.2
Install it in /usr/local/ or fix the library include dirs in the Makefile as they are not checked by now (possibly somebody should fix this)
- boost 1.32.0
You should set PYTHON_ROOT and PYTHON_VERSION before compiling
Copy the includes to a path where your compiler looks for them e.g. "/usr/include" or "/usr/local/include" Copy the lib to a path where your runtime linker will find it e.g. "/usr/lib" or "/usr/local/lib"
Once you have the required software, in particular GiGi, installed, you need to compile FreeOrion. You have two options. The first is to run these commands:
- ./autogen.sh, if you dont have the newsest autotools-suite (<autoconf 2.59, <automake 1.7) ./update-configure.sh
DO NOT make install it is neither needed nor supported at this time. You will have to run ./freeorion from FreeOrion's root-directory.
You now will have to [download] the artwork file and decompress it before running freeorion!
After these steps, the files freeorion, freeoriond and freeorionca should each be created in the root directory. Run ./freeorion to play the game. If you have trouble with the game appearing to deadlock at places, see the FAQ below.
As of right now cvs using update-configure.sh does not compile due to references in the Makefile to the nonexistent universe/ProdCenter.* I hope a developer will rectify this soon and remove my note here. Using autogen.sh works now.
DO NOT FORGET TO DOWNLOAD THE ACTUAL GRAPHICS DATA FILE!!
Those can be found in precompiled format:
- zlib - you can use zlib compiled DLL, version 1.2.1
- DevIL - you can use DevIL 1.6.5 Windows SDK
- SDL - there is a Development Library for Win32. I haven't tried them though
- GraphViz - Zach has prebuilt this so you don't have to, and the original sources are included
Those must be compiled from the source:
- Boost - version 1.32! 1.33 or later will not work at the moment.
- log4cpp - 0.3.4b. Later versions may work.
- FreeType - 2.1.7. Later versions may work.
- GiGi - latest from CVS
Boost is built from the command line with a custom jam util you get from the sourceforge project page.
log4cpp, is built from the Visual C++ IDE. Don't mind the test projects.
GiGi has a couple of dependencies (FreeType, SDL, boost, log4cpp and DevIL) so get them before attempting to compiled GiGi. The debug targets are not completely configured, but you only need the release target for FreeOrion.
Getting the source from CVS
A Windows port of CVS is available. The commands are the same on Linux and Windows. You can also use other CVS tools such as TortoiseCVS for checking out. Mind that they may not be suited for committal because they are said to be prone to converting new line characters. Try WinCvs 1.2 if you plan joining the developer team. This tool has no problem with converting new line characters.
Compiling in Windows
Once you have the required software, in particular GiGi, installed, you need to compile FreeOrion.
Compiling with MSVC IDE
These instruction use the Visual C++ IDE.
- Open msvc\FreeOrion\FreeOrion.sln
- You need to configure the Additional Include Directories (in Project->Properties->C/C++->General) and Additional Library Directories (in Project->Properties->Linker->General) to point to where you installed the required software for all the targets you want to build.
- As the configuration assumes the GG's CVS root is in the CVS root of FreeOrion, it may be a good idea to put it there.
- use Build->Batch build... to build the three projects' release targets. I didn't get the debug targets to compile.
If you didn't change the Output File (or the $(OutDir) variable), the files will be created in their respective project and target directories. Move them to the root directory and provide the required DLLs (copy them, move them or put them in your path environnement variable). Run freeorion.exe to play the game.
Additional Include Directories are now handled locally. That means, everyone who wants to compile FreeOrion has to define the directory lists at Tools->Options->Projects->VC++ Directories. The main advantage: Everyone can stick with his/her own directory tree without having to change the project's directory paths. The only exception is GG which is assumed to be found at the same level as FreeOrion (relative paths!).
Additional Include Directories: (by example)
Additional Library Directories: (by example)
Compiling with SCons
There is now an alternative build system for windows, based on SCons. Using SCons means that you only build the objects files once (with a couple of exceptions), instead of once for each executable (like it is done on Linux). This reduces complete rebuild times to a third of what they are using the Visual C++ IDE. It also works completely from the command line, which should make it easier to use with the free MS C++ compiler.
To use SCons, you need to download and install SCons, which in turn requires Python. Go to the SCons website for details ( http://www.scons.org ). Make sure that SCons is in your path, and from a command-line prompt in the root of your FreeOrion source tree, run "scons".
SCons may complain that it can't find some dependencies; you may need to set up dependency directories. Run "scons -h" for a list of settable flags, then run scons to add each directory, in a manner similar to "scons with_boost_include=C:\Boost\include\boost-1_32\" (modified for your missing dependency and its location). After setting all the flags necessary, run "scons configure", then "scons" to actually compile.
You won't have to move the executables as you would using the IDE-build.
Some artwork may be missing from the game when you download it. You can obtain these images from: http://freeorion.sf.net/data.zip You can also obtain an MD5 sum by doing this with the appropriate file extension: http://freeorion.sf.net/data.zip.md5, etc. Note that this MD5 sum is not for security; it is supposed to let you know when the data in the zip file has changed.
If you have an existing default/config.xml file, you may need to remove the data-dir entry. Place the data folder from the file above into default/
Troubles and Questions
Q. I get an undefined reference to `_vsnprintf'
A. This is a bug in the latest version of Devil. GiGi's configure script should've taken care of it. If it didn't, contact Yoghurt. In the meantime, you can fix the error yourself: Check the il_tiff.c file and add this line at the top:
#define _vsnprintf vsnprintf
and then recompile 
Q. The game seems to freeze at certain places
A. This bug should be fixed now. If you still experience freezes/crashes and are using the autotools (configure & make) system, please contact Yoghurt. In the meantime, you can try to build FreeOrion with optimizations turned on:
- make clean && make CXXFLAGS="-O3 -funroll-loops"
Q. The game crashes when I click on a star
A. The reason is missing artwork, see above. You can tell FreeOrion to not use animated Planets, just delete the file <FreeOrion Home Directory>/default/art/small/planets/planets.xml
Q. I get an error saying: "Video mode set failed: Couldn't find matching GLX visual"
A. Your video mode is probably set to 16 bit instead of 32, which is what FreeOrion defaults to. You need to either change your X color depth, or edit the FreeOrion config file in default/config.xml. Change color-depth from 32 to 16. Since this file isn't included in a fresh download anymore, rather start with a --color-depth 16 command line argument.