2013-11-17 01:23:53 +00:00
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This folder contains all Aquaria sources and necessary build scripts.
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2011-08-03 20:05:33 +00:00
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However, it does *not* contain any graphical file nor sound. If you
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want to play the game, you first need to buy the original
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full-featured version (http://www.bit-blot.com/aquaria/) and install
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it. Once you have done that, you need to build the files in this
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folder (see below for how to do that) and copy the resulting files to
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the place where you installed the original full-featured version.
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2013-11-17 01:23:53 +00:00
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In case of problems, you can get support via IRC:
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#bitblot @ irc.esper.net.
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[1] BUILDING
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------------
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2011-08-03 20:05:33 +00:00
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Follow these steps to build Aquaria.
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1- Install required dependencies first. This includes a C++ compiler
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and a handful of libraries. Here is a list of the Debian names for
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some of these dependencies:
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build-essential cmake liblua5.1-0-dev libogg-dev libvorbis-dev
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libopenal-dev libsdl1.2-dev
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2013-02-03 15:12:19 +00:00
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For Lua, libogg, and libvorbis the included versions can be used instead,
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thus a system-wide install of these libs is not required.
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2011-08-03 20:05:33 +00:00
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2- Create a sub-directory 'cmake-build' and move into it
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$ mkdir cmake-build
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$ cd cmake-build
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3- run cmake
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$ cmake ..
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2013-11-17 01:23:53 +00:00
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Alternatively, if you want to specifiy compile-time options:
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(See also [2] SETUP further down)
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$ ccmake ..
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2011-08-03 20:05:33 +00:00
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4- If you miss some dependencies, install them and run cmake again.
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2013-02-03 15:12:19 +00:00
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Due to windows lacking package management, it is recommended
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to set all AQUARIA_INTERNAL_* cmake variables to TRUE for win32
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2013-11-17 01:23:53 +00:00
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builds, or for self-contained linux builds.
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2011-08-03 20:05:33 +00:00
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5- run make
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$ make
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2013-11-17 01:23:53 +00:00
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6- If everything went well, the 'aquaria' binary is now in the
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current directory (cmake-build).
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[2] SETUP
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---------
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First, be sure you have an existing installation of Aquaria.
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This can be a Windows, Linux, or Mac OSX version, doesn't matter.
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Take this directory tree, showing the mandatory subdirs:
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Aquaria <--- this is the directory you want!
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+--- data
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+--- gfx
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+--- mus
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+--- scripts
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+--- sfx
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+--- vox
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+--- ...
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There are three ways to setup Aquaria, you may choose the one that
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fits your intentions most:
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****
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*** If you just want to get the thing working right now ***
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*** and don't care much about updating frequently ***
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****
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After building, copy the executable to your aquaria root directory.
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Then copy all files inside the repo's "files" directory
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to your Aquaria root dir, replacing everything that exists.
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You should *not* remove any file from the Aquaria installation, just
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replace some of them with the versions included in the repo.
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/!\ Be careful if you do this on a Mac with finder because
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it replaces whole folders instead of just merging the new files in.
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You have been warned.
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Lastly, if you want to play the included default mods,
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copy game_scripts/_mods over your local _mods directory.
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****
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*** If you want to hack on Aquaria or update frequently: ***
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****
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* Linux/OSX:
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Set the AQUARIA_DATA_PATH environment variable to the installation
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directory as described above. E.g. add this line to your ~/.profile:
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export AQUARIA_DATA_PATH=~/games/Aquaria
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Alternatively, set the AQUARIA_DEFAULT_DATA_DIR compile time option
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when building with cmake.
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Then, go to $AQUARIA_DATA_PATH and create a symlink
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to the updated files directory:
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cd ~/games/Aquaria
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ln -s ~/code/Aquaria-repo/files override
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This will make sure that whenever you update the repo, the updated datafiles
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from the repo will be loaded instead of those that ship with the game.
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Lastly, if you want to play the included default mods,
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copy game_scripts/_mods over your local _mods directory.
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* Windows:
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You'll probably want to install something like this for symlink/junction support:
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--> http://schinagl.priv.at/nt/hardlinkshellext/hardlinkshellext.html
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(You don't have to, but it's rather tedious to update everything by hand)
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Take all subdirs from the Aquaria root directory, and copy them into
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path/to/Aquaria-repo/bin, or whereever your compiler will output its executable.
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If you are able to, better create junctions to save space.
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Note that this will become your main working directory.
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Unfortunately you will have to use junctions to link the updated files.
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Create a junction in path/to/Aquaria-repo/bin that points to
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path/to/Aquaria-repo/files.
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Otherwise, if you don't use junctions, copy the files dir by hand should they change.
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You can either name it "override" and drop it into bin, or simply copy & replace
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its contents into bin if you don't mind keeping your data clean.
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Lastly, if you want to play the included default mods,
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copy game_scripts/_mods over your local _mods directory.
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****
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*** If you're a Linux package maintainer ***
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****
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I assume there is a package for e.g. the Humble Bundle version available;
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you'll want to make sure that the game path is fixed and the same
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on all user's installs when you set the following cmake options.
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Set the AQUARIA_DEFAULT_DATA_DIR cmake option to the game data dir
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as described above.
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Make sure your package includes all files from the repo's "files" directory.
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Set the AQUARIA_EXTRA_DATA_DIR cmake option to the directory where these
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extra files will be installed by the package.
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An example can be found here:
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https://aur.archlinux.org/packages/aquaria-git/
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Using this package as data dependecy:
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https://aur.archlinux.org/packages/aquaria-data-hib/
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You also need to make sure that the mod scripts in ~/.Aquaria/_mods/*/scripts/
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are updated with those from the repo's game_scripts/_mods directory.
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If this doesn't apply to your setup, ask. [email, github, IRC, ...]
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2011-08-03 20:05:33 +00:00
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2013-11-17 01:23:53 +00:00
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[SDL 1.2 ONLY -- LINUX RUMBLE SUPPORT]
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---------------------------------------
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2011-08-03 20:05:33 +00:00
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SDL 1.2 does not support rumble features, even though Linux does. This
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feature will be added in SDL 1.3, which is still a long time coming.
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In the meantime there is a hackish rumble implementation for Linux that
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needs environment variables to be set that map joysticks via their indices
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to event devices. E.g. to map the first joystick to the event device
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"/dev/input/event6" you need to run aquaria like this:
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$ export AQUARIA_EVENT_JOYSTICK0=/dev/input/event6
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$ aquaria
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Because aquaria is a single player game you never need to map another joystick
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than the first one. Also keep in mind that your joystick event device has
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another path. E.g. I use this command to run aquaria:
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$ export AQUARIA_EVENT_JOYSTICK0=/dev/input/by-id/usb-©Microsoft_Corporation_Controller_0709960-event-joystick
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$ aquaria
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