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Update/tweak some of the README files.
git-svn-id: https://svn.code.sf.net/p/bzflag/code/trunk/bzflag@22506 08b3d480-bf2c-0410-a26f-811ee3361c24
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README.IRIX

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README for Unix platforms
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-------------------------
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BZFlag README for IRIX
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----------------------
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NOTE: BZFlag likely no longer builds successfully on IRIX. However,
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we will keep this README file for now as a possible reference in case
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someone wants to try.
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Building on IRIX will work with either the SGI MIPS compiler or the
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GNU gcc3 compiler. The GNU compiler is available for download from

README.Linux

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Welcome to the Linux version of BZFlag!
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BZFlag README for Linux
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=======================
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BZFlag is a network multiplayer 3D tank battle game. You can play
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against several other people anywhere on a TCP/IP based network,
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rendering is highly recommended, as software rendering is very
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slow. Hardware rendering is provided by the OpenGL drivers for
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your video card. ATI and NVIDIA are the primary chipsets for video
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cards in use today. Many Linux distributions to not ship with
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cards in use today. Many Linux distributions do not ship with
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video drivers that properly support hardware acceleration on
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modern cards. Both ATI and NVIDIA provide Linux drivers for many
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architectures on there websites. In general they provide greater
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performance then the default drivers in many distributions.
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More information about BZFlag is available in the man pages for
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bzflag, bzfs, and bzadmin. Also check:
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bzflag, bzfs, bzadmin, and bzw. Also check:
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http://BZFlag.org/
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Different Linux distributions use different naming conventions for the
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packages that provide the dependencies needed to compile and run
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BZFlag. Known requirements include:
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BZFlag. Known build requirements include:
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Debian & Ubuntu:
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g++
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libtool
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automake
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autoconf
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libgl1-mesa-dev
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libglu1-mesa-dev
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libsdl1.2-dev
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libsdl-sound1.2-dev
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libcurl3-dev
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libc-ares-dev
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libglew1.5-dev
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zlib1g-dev
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apt-get install g++ libtool automake autoconf libgl1-mesa-dev \
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libglu1-mesa-dev libsdl1.2-dev libsdl-sound1.2-dev libcurl3-dev \
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libc-ares-dev libglew1.5-dev zlib1g-dev
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Fedora:
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A "yum install SDL-devel c-ares-devel libcurl-devel gcc-c++
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glew-devel libidn-devel libtool ncurses-devel zlib-devel" command
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will follow dependencies to automatically install all of the
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packages required to compile BZFlag.
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yum install SDL-devel c-ares-devel libcurl-devel gcc-c++ \
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glew-devel libidn-devel libtool ncurses-devel zlib-devel
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After any development packages are installed do a "make distclean"
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command once in the top-level BZFlag source directory. Then, when
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to change the video format. restart the X server if that
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doesn't work. this appears to be a problem in glx.
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* window sizing weirdness. if you have a 3Dfx card and want
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to use a resolution other than 640x480 then use the -3dfx
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and -geometry options. if you don't have a 3Dfx card then
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try the -no3dfx option.
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Known issues:
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* rpm may complain about missing libGL and/or libGLU. just

README.MacOSX

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Source Distribution
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-------------------
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BZFlag may be built either using the same instructions as those for
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Unix (i.e. README.UNIX), or by using the provided XCode project in the
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top-level directory to end up with a double-clickable BZFlag.app
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build. It is highly recommended that sources be obtained from the
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It is recommended to build BZFlag using the XCode project in the top-level
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directory, which will provide you with a double-clickable BZFlag.app build.
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You may also compile from the command line using the usual autogen.sh (if
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building from SVN), configure, and make. Do NOT run 'make install' as this
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does not work properly on OSX. Instead, just run BZFlag out of the source
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directory by running 'src/bzflag/bzflag' in the terminal.
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It is highly recommended that sources be obtained from the
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Sourceforge project site:
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http://sourceforge.net/project/showfiles.php?group_id=3248&package_id=3165
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framework into your /Library/Frameworks folder.
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Mac OS X 10.6 (Snow Leopard) PRESENTLY REQUIRES SDL VERSION 1.2 and
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will likely not work with newer 1.3+ versions.
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will likely not work with newer 1.3 or 2.0+ versions.
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The SDL framework can be obtained from http://libsdl.org/download.php
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where you will need the "Runtime Libraries" download for Mac OS X.
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(Note: If running OS 10.5, you will need to provide the
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--enable-freetype-build argument to configure)
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Again, do NOT run 'make install' after you run 'make'.
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Alternatively, you may compile using the provided XCode project, which
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should result in a BZFlag application in the generated "build" folder
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if there were no compilation errors.
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the command line or using XCode and how to perform compilation
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troubleshooting without assistance. This holds particularly true for
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all alpha/beta testing releases as well as for any sources pulled
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directly from the Subversion source repository checkout. In general,
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you are ON YOUR OWN if you obtain the sources from a checkout or from
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an unofficial source instead of using one of the regular source
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distributions posted to Sourceforge.
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directly from the Subversion source repository checkout. If you have
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problems building from a checkout, you should try building from an
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official release that we have posted to SourceForge to see if you can
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duplicate the issue, and then ask us for assistance.
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See the instructions in README and INSTALL for more details.

README.WINDOWS

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for details, see README.MINGW32 (for MinGW) or the main
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README (for Cygwin).
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The most common way to build on windows is to use VisualC++.
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The Freely available VC10 EE edition is well suited to users
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The most common way to build on windows is to use Visual C++.
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The freely available VC10 EE edition is well suited to users
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who wish to compile the client for personal use. It can be found at
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http://www.microsoft.com/express/download/. Please note that the
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free versions of Visual C++ do not allow for the re-distribution
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If you wish to build the full release package using the fullbuild solution,
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you will need to have NSIS installed. The built installer will be placed in
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the _bin folder for the target in the root of the source tree.
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**BZRobots**
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Please note that due to the way BZRobots is written it can not be built or run on windows
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using the visual C++ system. The problem comes down to how windows exports functions
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to DLLs, as compared to how unix like systems use shared objects.It is not built as part
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of the VisualC++ projects.

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