Author Topic: Packaging a Build  (Read 998 times)

scoswriter

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Packaging a Build
« on: February 25, 2006, 09:33:40 am »
Once Planeshift is all built, how is it packaged and installed... ie the equivalent of a make install.  Since the build process uses the jam utility I\'m a bit confused on how binaries are moved to their install locations.

For example, previous binary releases did not have any directory trees for cal3d, cel, and CS.  Where do the cel and CS binaries go (I installed cal3d, so thats ok)?

Pandor

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« Reply #1 on: February 25, 2006, 12:38:02 pm »
I would not suggest installing the tools (cal cal, etc) systemwide but rather put them in a development enviroment (e.g. a folder in you home dir).
They don\'t need to be installed, IF you provide planeshift with the needed path variables before booting it.

Read the compile docs that came with the planeshift sourece to get a better understanding.
you can eighter write a scrip wich exports all the paths each time before loading PS, or add the variables to your console rc script (e.g. ~/.bashrc).
« Last Edit: February 25, 2006, 01:06:35 pm by Pandor »

Xordan

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« Reply #2 on: February 25, 2006, 01:52:43 pm »
First of all I compile cal3d and any other dependancies which PS needs (like libcurl), then I compile CS/cel/PlaneShift statically. This means that all the CS and cel stuff is linked directly to the planeshift executables, so there aren\'t any external CS/cel so\'s to worry about. Then I wrote a script which moves everything that I need to be packaged into the correct locations and build the installer. When you install it, the installer runs another script which I wrote which writes some wrapper scripts to point to the libs folder for dependancies and deals with any options which you selected during install (such as permissions, system-wide installing, menu icons).

scoswriter

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« Reply #3 on: February 25, 2006, 08:24:41 pm »
Yes your ideology matches my own... as I felt the calc3d stuff should be system wide, but I also pictured CS to be as well.  Currently cal3d and cyrstall are in their default install (usr/local/lib).  Cel and planeshift exist locally.  Do you see any problems that might arise from this scheme?  

Perhaps it may not matter.  It just bothers be that there is a bunch of stuff thats just not needed in my build directories.  I was trying emulate your release distro, but this turned out to be to troublesome to be worth my time.

Incendently...  I noticed that the configure script for CS, can take a ton of externally dependencies for graphic libs and such, although it appears that only a few are needed.  Do any of thes (too many to name) increase performance of the game at all?

Last but not least,  while running some of the test applications in CS, there were problems loading plugins.  Is this a problem and is there a fix?  Everything seemed to build correctly.

(Maybe I should had started a new thread)