I'll be setting up a Linux machine soon. I'll try it then. Thanks!
Pete.
Moderator: OpenTTD Developers
I'll be setting up a Linux machine soon. I'll try it then. Thanks!
That wiki page and this list of commands are out of date.Kruemelchen wrote: 25 Jul 2020 00:30Compiling should be the same as regular OTTD. So here are the packages you need. They are all in the repository and can be installed automatically.Captain Rand wrote: 24 Jul 2020 20:36 Is this all the code needed to compile JGRPP in Linux?
Is anything else needed?
After dependencies are installed, you can simply compile it with:
cd path/of/the/unzipped/directory
./configure
make
sudo make install
(though I always run a "make bundle" and then just run the game from there)
Thanks. I think. I've looked at your link, and quite honestly don't know where to begin.JGR wrote: 25 Jul 2020 11:09
That wiki page and this list of commands are out of date.
Upstream OpenTTD (and consequently, this branch) has moved to CMake.
I'd suggest following this document: https://github.com/JGRennison/OpenTTD-p ... MPILING.md
Try:Captain Rand wrote: 25 Jul 2020 20:11Thanks. I think. I've looked at your link, and quite honestly don't know where to begin.JGR wrote: 25 Jul 2020 11:09
That wiki page and this list of commands are out of date.
Upstream OpenTTD (and consequently, this branch) has moved to CMake.
I'd suggest following this document: https://github.com/JGRennison/OpenTTD-p ... MPILING.md
I have ZERO experience with C++
I've never compiled anything before - don't know where to start - don't know what to use.
I've never used the shell in Linux.
Kruemelchens instructions looked simple. Yours, I'm afraid, do not.
So. bearing in mind I haven't yet installed Linux, so I can't look myself (I'll be going with a flavour of Ubuntu), do you know if all of the following (from your document) are available in the repository?
zlib: (de)compressing of old (0.3.0-1.0.5) savegames, content downloads, heightmaps
liblzo2: (de)compressing of old (pre 0.3.0) savegames
liblzma: (de)compressing of savegames (1.1.0 and later)
libpng: making screenshots and loading heightmaps
libfreetype: loading generic fonts and rendering them
libfontconfig: searching for fonts, resolving font names to actual fonts
libicu: handling of right-to-left scripts (e.g. Arabic and Persian) and natural sorting of strings (Linux only)
libSDL2: hardware access (video, sound, mouse) (not required for Windows or macOS)
And, is this the complete set of instructions for compiling:-
mkdir build
cd build
cmake ..
make
Because it doesn't look like it. How does it know what to compile?
Also, what compiler (from the repository) should I use? And how?
I really would like to learn how to do this myself, but need a head start. I really don't know where to begin.
I just need a clear, simple, up to date, step by step, set of instructions.
Pete.
Code: Select all
sudo apt-get install build-essential cmake git
sudo apt-get build-dep openttd
git clone https://github.com/JGRennison/OpenTTD-patches.git jgrpp
cd jgrpp
git checkout jgrpp-0.35.1
mkdir build
cd build
cmake ..
make
./openttd
Thank you!JGR wrote: 25 Jul 2020 11:09 That wiki page and this list of commands are out of date.
Upstream OpenTTD (and consequently, this branch) has moved to CMake.
Thanks. I'm hopefully setting up my Linux machine in the next few days and will try then.
I'll be adding this to my vocabulary.
Bundle?
Thank you for the clarification! Now I see it. I think the cmake files in the build directory did confuse me. I'll wrap my mind around itino wrote: 26 Jul 2020 07:14 You don't need to do make bundle anymore: the build directory is the complete bundle. (Unless you want to build macOS .app, which I am not sure how to do other than make package and extract that from .dmg generated)
It's been a pleasure
No problem.Kruemelchen wrote: 25 Jul 2020 23:25 But is there a way to make a bundle, or has this been removed? (sorry to ask this unrelated question)
Looks like another CMake issue. Try the attached language files instead (replace your existing language files with the ones in the zip).d0mi3l wrote: 28 Jul 2020 15:39 I have problem with language options. New version of your pack (35.1) has fewer languages to choose.
With Visual Studio I have this issue times to time when "Build all".d0mi3l wrote: 28 Jul 2020 15:39 I have problem with language options. New version of your pack (35.1) has fewer languages to choose.
Thanks for letting me know about this, I'll see what I can do.Diesel Power wrote: 08 Aug 2020 22:34 Found a bug with the "load/unload by cargo type" menu. if you are using a GRF with a large amount of cargos, the list goes off the bottom of the screen and you can't select the ones at the bottom. See screen shot, there is one more cargo off the bottom. (ignore the the undefined strings, this is a bug with another GRF).
This patch is already available in JGR Patch Pack. You have to use it from the Scenario Editor.mrbeanisgood wrote: 15 Aug 2020 18:03 Is it possible to add this patch to my install of the pack? I have never attempted adding patches, compiling before. It would be super helpful to have this as I am trying to recreate the UK as accurately as possible and regular town generation doesn't give the "neighborhoods" of similar buildings look that I want to achieve.
viewtopic.php?t=68894
Thanks for any help!
I realize that now. Now my issue is with zoning/era restrictions. I think I may just give up and try to find object sets that have houses in them as I don't care about passenger generation for what I am doing.kamnet wrote: 15 Aug 2020 23:30This patch is already available in JGR Patch Pack. You have to use it from the Scenario Editor.mrbeanisgood wrote: 15 Aug 2020 18:03 Is it possible to add this patch to my install of the pack? I have never attempted adding patches, compiling before. It would be super helpful to have this as I am trying to recreate the UK as accurately as possible and regular town generation doesn't give the "neighborhoods" of similar buildings look that I want to achieve.
viewtopic.php?t=68894
Thanks for any help!
Settings for turning off house zoning and other such restrictions have been added recently, they will be in the next release.mrbeanisgood wrote: 16 Aug 2020 00:20 I realize that now. Now my issue is with zoning/era restrictions. I think I may just give up and try to find object sets that have houses in them as I don't care about passenger generation for what I am doing.
Basically all I need are object sets that can be placed through the landscape menu or a way to place buildings from sets such as total town renewal as though they were objects. I don't need the population, I just can't find a method of overcoming the restrictions nor have I found any houses as objects besides Auz houses
Users browsing this forum: No registered users and 27 guests