Building from source code
Prerequisites:
CMake installed
Step 1. Build the dependencies:
Windows: build_win32.sh or build_win64.sh (Git Bash and MinGW recommended)
Linux/Mac: build_deps.sh or the CI build scripts in osx-linux
Other: build_deps.sh
Step 2. Build and run the game itself
cmake .
make systemshock
./systemshock
The following CMake options are supported in the build process:
ENABLE_SDL2 - use system or bundled SDL2 (ON/BUNDLED, default BUNDLED)
ENABLE_SOUND - enable sound support (requires SDL2_mixer, ON/BUNDLED/OFF, default is BUNDLED)
ENABLE_FLUIDSYNTH - enable FluidSynth MIDI support (ON/BUNDLED/OFF, default is BUNDLED)
ENABLE_OPENGL - enable OpenGL support (ON/OFF, default ON)
If you find yourself needing to modify the build script for Shockolate itself, CMakeLists.txt is the place to look into.
Building from source code Prerequisites: CMake installed
Step 1. Build the dependencies: Windows: build_win32.sh or build_win64.sh (Git Bash and MinGW recommended) Linux/Mac: build_deps.sh or the CI build scripts in osx-linux Other: build_deps.sh
Step 2. Build and run the game itself cmake . make systemshock ./systemshock The following CMake options are supported in the build process:
ENABLE_SDL2 - use system or bundled SDL2 (ON/BUNDLED, default BUNDLED) ENABLE_SOUND - enable sound support (requires SDL2_mixer, ON/BUNDLED/OFF, default is BUNDLED) ENABLE_FLUIDSYNTH - enable FluidSynth MIDI support (ON/BUNDLED/OFF, default is BUNDLED) ENABLE_OPENGL - enable OpenGL support (ON/OFF, default ON) If you find yourself needing to modify the build script for Shockolate itself, CMakeLists.txt is the place to look into.