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-rw-r--r--CMakeLists.txt21
-rw-r--r--HOWTO-MXE.txt68
-rw-r--r--HOWTO.txt113
-rw-r--r--INSTALL-MXE.txt71
-rw-r--r--INSTALL.txt114
-rw-r--r--README.md20
m---------data0
7 files changed, 207 insertions, 200 deletions
diff --git a/CMakeLists.txt b/CMakeLists.txt
index 60839be..607df20 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -125,10 +125,9 @@ option(GLEW_STATIC "Link statically with GLEW" OFF)
find_package(GLEW REQUIRED)
-include("${colobot_SOURCE_DIR}/cmake/FindLibSndFile.cmake")
-
if (${OPENAL_SOUND})
find_package(OpenAL REQUIRED)
+ include("${colobot_SOURCE_DIR}/cmake/FindLibSndFile.cmake")
endif()
@@ -229,11 +228,19 @@ if(${TESTS})
endif()
# Installation paths defined before compiling sources
-set(COLOBOT_INSTALL_BIN_DIR ${CMAKE_INSTALL_PREFIX}/games CACHE PATH "Colobot binary directory")
-set(COLOBOT_INSTALL_DATA_DIR ${CMAKE_INSTALL_PREFIX}/share/games/colobot CACHE PATH "Colobot shared data directory")
-set(COLOBOT_INSTALL_LIB_DIR ${CMAKE_INSTALL_PREFIX}/lib/colobot CACHE PATH "Colobot libraries directory")
-set(COLOBOT_INSTALL_DOC_DIR ${CMAKE_INSTALL_PREFIX}/share/doc/colobot CACHE PATH "Colobot documentation directory")
-set(COLOBOT_INSTALL_I18N_DIR ${CMAKE_INSTALL_PREFIX}/share/locale CACHE PATH "Colobot translations directory")
+if (${CMAKE_SYSTEM_NAME} MATCHES "Windows")
+ set(COLOBOT_INSTALL_BIN_DIR ${CMAKE_INSTALL_PREFIX}/ CACHE PATH "Colobot binary directory")
+ set(COLOBOT_INSTALL_LIB_DIR ${CMAKE_INSTALL_PREFIX}/ CACHE PATH "Colobot libraries directory")
+ set(COLOBOT_INSTALL_DATA_DIR ${CMAKE_INSTALL_PREFIX}/data CACHE PATH "Colobot shared data directory")
+ set(COLOBOT_INSTALL_I18N_DIR ${CMAKE_INSTALL_PREFIX}/ CACHE PATH "Colobot translations directory")
+ set(COLOBOT_INSTALL_DOC_DIR ${CMAKE_INSTALL_PREFIX}/doc CACHE PATH "Colobot documentation directory")
+else()
+ set(COLOBOT_INSTALL_BIN_DIR ${CMAKE_INSTALL_PREFIX}/games CACHE PATH "Colobot binary directory")
+ set(COLOBOT_INSTALL_LIB_DIR ${CMAKE_INSTALL_PREFIX}/lib/colobot CACHE PATH "Colobot libraries directory")
+ set(COLOBOT_INSTALL_DATA_DIR ${CMAKE_INSTALL_PREFIX}/share/games/colobot CACHE PATH "Colobot shared data directory")
+ set(COLOBOT_INSTALL_I18N_DIR ${CMAKE_INSTALL_PREFIX}/share/locale CACHE PATH "Colobot translations directory")
+ set(COLOBOT_INSTALL_DOC_DIR ${CMAKE_INSTALL_PREFIX}/share/doc/colobot CACHE PATH "Colobot documentation directory")
+endif()
# Subdirectory with sources
add_subdirectory(src bin)
diff --git a/HOWTO-MXE.txt b/HOWTO-MXE.txt
deleted file mode 100644
index 4467cd3..0000000
--- a/HOWTO-MXE.txt
+++ /dev/null
@@ -1,68 +0,0 @@
-Cross-compiling with MXE (http://mxe.cc)
-
-MXE works for any BSD-compatible system (including Linux).
-It is a complete package with cross-compiler to Win32 (a MinGW variant)
-and includes scripts to automatically download and build many 3rd party
-libraries and tools.
-
-1. See the MXE website for list of required packages and make sure
- you have them installed.
-
-2. Download MXE and unpack it in the directory, where you want to keep it
- permanently. During the build, MXE will write that path to many files,
- so moving that directory can be tricky.
-
-3. `cd' to the MXE root directory.
- It already contains a universal Makefile for everything.
- Usage is simply `make [name_of_package]'.
- It will automatically check for dependencies, etc.
- The packages will be installed in the MXE directory in usr/.
-
- You need to `make gcc' for basic compiler and then some additional
- libraries. In the end, you should have the following packages installed
- (this is the final listing of usr/installed/):
-
- binutils
- boost
- bzip2
- check-requirements
- expat
- freetype
- gcc
- gcc-gmp
- gcc-mpc
- gcc-mpfr
- gettext
- glew
- jpeg
- libiconv
- libpng
- libtool
- mingwrt
- openal
- portaudio
- sdl
- sdl_image
- sdl_ttf
- tiff
- w32api
- xz
- zlib
-
- for audio support:
- openal
- libsndfile
-
-4. Now `cd' to colobot directory. To cross-compile a CMake project, you have to specify
- a CMake toolchain file. MXE has such file in MXE's directory:
- usr/i686-pc-mingw32/share/cmake/mxe-conf.cmake
- Toolchain file is specified thus:
- `cmake -DCMAKE_TOOLCHAIN_FILE=/path/to/mxe-conf.cmake .'
- The new CMake files in colobot should detect that MXE is being used and they will
- modify flags, paths, etc. You should not run into any problems.
-
-5. `make' should now compile the game with the resulting exe in bin/colobot.exe.
- The exe is linked against all libraries *statically*, so there are no dependencies
- on external dlls. However, the resulting binary will be huge with all these libraries,
- so you should `strip bin/colobot.exe'.
-
diff --git a/HOWTO.txt b/HOWTO.txt
deleted file mode 100644
index cd236c4..0000000
--- a/HOWTO.txt
+++ /dev/null
@@ -1,113 +0,0 @@
-EN
-
-How to...
-
-1. Compile the game.
-
- 1.1 Windows:
-
- CROSS-COMPILING: see the instructions in HOWTO-MXE.txt on how to cross-compile the project
- with MXE (http://mxe.cc/).
-
- NOTE: currently, there are some issues when compiling on Windows, connected mostly with
- clashing macros defined in windows headers. Most probably, a special development package
- will be provided, which will include MinGW, CMake and all necessary libraries.
-
- 1. Download and install MinGW and MSYS:
- http://sourceforge.net/projects/mingw/files/Installer/mingw-get-inst/mingw-get-inst-20111118/
- When installing, select all available components.
- 2. Download and install CMake:
- http://www.cmake.org/cmake/resources/software.html (the Windows zip file)
- Unpack the contents of the archive to where MinGW is installed (files from bin/ should go into bin/, etc.)
- 3. Download the following libraries, installing them in your MinGW directory like with CMake:
- SDL >=1.2.10, SDL_image >= 1.2, SDL_ttf >= 2.0, libpng >= 1.2, GLEW >= 1.8.0, Boost >= 1.51 (with filesystem)
- Note #1: For most libraries, you can download binary packages with compiled files.
- However, you must ensure that they work with MinGW as some are built with MSVC
- and may be incompatible. If that is the case, you should compile the libraries from sources
- using MinGW.
- Note #2: For GLEW, you need to compile from source under MinGW. Since there is no automated
- make script for that, follow the instructions here: http://stackoverflow.com/questions/6005076/
- 4. Run MinGW console from the shortcut in menu start.
- 5. Change to the directory where you have the Colobot sources by typing "cd /c/where/the/sources/are"
- 6. Type "cmake -G 'MSYS Makefiles' ."
- 7. Type "make"
- 8. Everything should compile without errors.
-
- 1.2 Linux:
-
- Since you're running Linux, you probably know how to do this anyway ;)
- But just in case, here's what you need:
- gcc compiler (with gcc-g++), cmake, libraries with header files: GLEW, SDL, SDL_image, SDL_ttf, libpng, boost
- Instructions are the same:
- $ cmake .
- $ make
-
- Note #1: For audio support you need libsndfile and openal.
-
- 1.3 Other platforms, compilers, etc.
-
- We haven't checked other platforms yet but the code isn't particularly tied to any compiler or platform, so in theory it should work.
- If you can, please try to compile the code on your platform and let us know how it goes.
-
-2. Run the compiled game.
-
- 1. Download development data package - make sure you get the latest version as the files will be changed/moved around.
- Currently the files are hosted at: http://colobot.info/files (packages are named colobot-data-YYYY-MM-DD.zip)
- 2. Unpack the data package to any place you want.
- 3. Run the game with commandline option "-datadir where_you_put_the_data_dir" and enjoy the game.
-
-
-PL
-
-Jak...
-
-1. Skompilować grę.
-
- 1.1 Windows:
-
- CROSS-KOMPILACJA: zobacz plik HOWTO-MXE.txt z instrukcjami (po angielsku) jak cross-skompilować projekt używając
- MXE (http://mxe.cc/).
-
- UWAGA: obecnie występują problemy z kompilacją na Windowsie, głównie ze względu na konflikt w makrach,
- jakie definiują nagłówki windowsowe. Najprawdopodobniej, zostanie wydana specjalna paczka
- dla developerów, która będzie zawierała MinGW, CMake i wszystkie potrzebne biblioteki.
-
- 1. Ściągamy i instalujemy MinGW i MSYS:
- http://sourceforge.net/projects/mingw/files/Installer/mingw-get-inst/mingw-get-inst-20111118/
- Przy instalacji zaznaczamy wszystkie komponenty do instalacji.
- 2. Ściągamy i instalujemy CMake:
- http://www.cmake.org/cmake/resources/software.html (plik zip dla Windowsa)
- Zip rozpakowujemy do katalogu, gdzie zainstalowany jest MinGW (pliki z bin/ mają trafić do bin/ itd.).
- 3. Ściągamy następujące biblioteki i instalujemy je tam, gdzie MinGW, podobnie jak z CMake:
- SDL >= 1.2.10, SDL_image >= 1.2, SDL_ttf >= 2.0, libpng >= 1.2, Boost >= 1.51 (wraz z filesystem)
- Uwaga #1: W większości wymienionych bibliotek można ściągnąć paczki binarne ze skompilowanymi plikami.
- Jednak musisz się upewnić, że pliki te będą współpracowały z MinGW, bo część z nich
- jest kompilowana MSVC i może być niezgodna. W takim wypadku, musisz skompilować bibliotekę
- ze źródeł pod MinGW.
- Uwaga #2: W przypadku GLEW, musisz skompilować bibliotekę ze źródeł pod MinGW. Ponieważ nie ma skryptu
- make do tego, użyj poleceń opisanych tutaj: http://stackoverflow.com/questions/6005076/
- 4. Uruchamiamy MinGW console ze skrótu w menu start.
- 5. Przechodzimy do katalogu, gdzie są źródła wpisując "cd /c/tam/gdzie/sa/zrodla"
- 6. Wpisujemy "cmake -G 'MSYS Makefiles' ."
- 7. Wpisujemy "make"
- 8. Wszystko powinno się skomplikować bez błędów.
-
- 1.2 Linux:
-
- Skoro już masz Linuksa, to prawdopodobnie wiesz co robić ;)
- Ale na wszelki wypadek, potrzebujesz tego:
- kompilator gcc (razem z gcc-g++), cmake, biblioteki wraz z nagłówkami: SDL, SDL_image, SDL_ttf, libpng, boost
- Polecenia są takie same:
- $ cmake .
- $ make
-
- 1.3 Inne platformy, kompilatory, etc.
-
- Nie sprawdzaliśmy jeszcze innych platform, ale kod nie jest jakoś specjalnie związany z danym kompilatorem czy platformą, więc w teorii powinien zadziałać.
- Jeśli możesz, spróbuj skompilować kod na twojej platformie i daj nam znać jak poszło.
-
-2. Uruchomić skompilowaną grę.
-
- 1. Ściągamy paczkę developerską z plikami danych gry - upewnij się, że jest to najnowsza wersja, bo pliki będą zmieniane/przenoszone.
- 2. Wypakowujemy pliki gdziekolwiek.
- 3. Uruchamiamy grę wraz z opcją "-datadir tam_gdzie_rozpakowałeś_paczkę" i cieszymy się grą.
diff --git a/INSTALL-MXE.txt b/INSTALL-MXE.txt
new file mode 100644
index 0000000..120a60e
--- /dev/null
+++ b/INSTALL-MXE.txt
@@ -0,0 +1,71 @@
+# Cross-compiling with MXE
+
+MXE works for any BSD-compatible system (including Linux).
+It is a complete package with cross-compiler to Win32 (a MinGW variant)
+and includes scripts to automatically download and build many 3rd party
+libraries and tools.
+
+To cross-compile Colobot using MXE:
+
+1. See the MXE website (http://mxe.cc) for list of required packages and make sure
+ you have them installed.
+
+2. Download MXE and unpack it in the directory, where you want to keep it
+ permanently. During the build, MXE will write that path to many files,
+ so moving that directory can be tricky.
+
+3. `cd` to the MXE root directory.
+ It already contains a universal Makefile for everything.
+ Usage is simply `make name_of_package`.
+ It will automatically check for dependencies, etc.
+ The packages will be installed in the MXE directory under `usr/`.
+
+ You need to `make gcc` first for basic compiler and then do the same
+ for some additional libraries. In the end, you should have the following
+ packages installed (this is the final listing of `usr/installed/`):
+ * binutils
+ * boost
+ * bzip2
+ * check-requirements
+ * expat
+ * flac
+ * freetype
+ * gcc
+ * gcc-gmp
+ * gcc-mpc
+ * gcc-mpfr
+ * gettext
+ * glew
+ * jpeg
+ * libiconv
+ * libpng
+ * libtool
+ * mingwrt
+ * portaudio
+ * sdl
+ * sdl_image
+ * sdl_ttf
+ * tiff
+ * w32api
+ * xz
+ * zlib
+
+ For optional audio support you'll need also:
+ * openal
+ * libsndfile
+ * ogg
+ * vorbis
+ * flac
+
+4. Now `cd` to directory with colobot sources. To cross-compile a CMake project,
+ you have to specify a CMake toolchain file. MXE has such file in MXE's directory:
+ `usr/i686-pc-mingw32/share/cmake/mxe-conf.cmake`
+ Toolchain file is specified thus:`cmake -DCMAKE_TOOLCHAIN_FILE=/path/to/mxe-conf.cmake .`
+ CMake files in Colobot should detect that MXE is being used and they will
+ modify flags, paths, etc. as required. You should not run into any problems.
+ *Note:* you may also want to use a separate out-of-source build directory for MXE.
+
+5. `make` should now compile the game with the resulting exe in `bin/colobot.exe`.
+ The exe is linked against all libraries *statically*, so there are no dependencies
+ on external DLLs. However, the resulting binary will be huge with all these libraries,
+ so you might want to do:`strip bin/colobot.exe`.
diff --git a/INSTALL.txt b/INSTALL.txt
new file mode 100644
index 0000000..cb9943f
--- /dev/null
+++ b/INSTALL.txt
@@ -0,0 +1,114 @@
+# Compile and install instructions
+
+## Source and data files
+
+Colobot source files can be downloaded from Github repository (https://github.com/colobot/colobot). You can either download
+the repository as a ZIP archive, or, clone the repository using git or a GUI frontent for git.
+
+Make sure that once you download/clone the repository, you have the neeeded data files in `data/` subdirectory.These files
+are provided as git submodule, hosted at a separate Github repository (https://github.com/colobot/colobot-data). If you
+don't have them, download the repository and unpack its content into `data/`.
+
+
+## Compiling on Windows
+
+#### Compiling with MSYS/MinGW
+
+If you like challenges ;-), you can try to compile Colobot directly under MSYS/MinGW (http://www.mingw.org/wiki/MSYS).
+You need to manually compile about 20 packages and resolve many problems. Fortunately, the developers took pity on you,
+and provide a download package containing all the necessary libraries and tools.
+
+To use this package, you must first install a vanilla MSYS/MinGW enviromnent. To do this, download and run
+mingw-get installer (http://sourceforge.net/projects/mingw/files/Installer/mingw-get-inst/).
+When installing, select **all** possible packages in the installer.
+
+Next, download the development package available at Colobot site (http://colobot.info/) and unpack the files
+from the archive to MinGW directory. This should provide a working environment, including CMake and
+all necessary packages.
+
+To compile Colobot, `cd` to directory with sources and run:
+ $ cmake -G "MSYS Makefiles" -DCMAKE_BUILD_TYPE=Release -DOPENAL_SOUND=1 .
+and then:
+ $ make
+
+Everything should compile just fine. If you see any errors, it most likely means missing libraries or invalid installation.
+Warnings may occur, but are mostly harmless.
+
+You'll get the binary in `bin/colobot.exe`, which you can run directly, pointing it to the data directory:
+ $ bin/colobot.exe -datadir ./data
+
+You can also install Colobot in your system using
+ $ make install
+
+The default install path is `C:\Program Files\colobot`, but you can change it by adding `-DCMAKE_INSTALL_PREFIX="C:\your\path"`
+to CMake arguments.
+
+See also "Hints and notes" below on some useful advice.
+
+#### Cross-compiling using MXE
+
+MXE (http://mxe.cc/) is a very good cross-compiling framework, complete with a suite of libraries
+that make it extremely easy to port applications to Win32. It runs on pretty much any *nix flavor and generates generic,
+statically linked Win32 binaries. More information is available in INSTALL-MXE.txt file.
+
+
+## Compiling on Linux
+
+Depending on your distribution, you'll need to install different packages, so here's just an outline, the details will
+be different for different distros:
+ * recent compiler (GCC >= 4.6 or a newer clang) since we are using some features of C++11.
+ * CMake >= 2.8.
+ * Boost >= 1.51 (header files + components: filesystem and regex)
+ * SDL >= 1.2.10
+ * SDL_image >= 1.2
+ * SDL_ttf >= 2.0
+ * GLEW >= 1.8.0
+ * libpng >= 1.2
+ * gettext >= 0.18
+
+For optional sound support (`-DOPENAL_SOUND`):
+ * libsndfile >= 1.0.25
+ * libvorbis >= 1.3.2
+ * libogg >= 1.3.0
+ * OpenAL (OpenAL-Soft) >= 1.13 (optional)
+
+Instructions for compiling are universal:
+ $ cmake -DCMAKE_BUILD_TYPE=Release -DOPENAL_SOUND=1 .
+ $ make
+
+Everything should compile just fine. If you see any errors, it most likely means missing libraries. Warnings may occur,
+but are mostly harmless.
+
+You'll get the binary in `bin/colobot`, which you can run directly, pointing it to the data directory:
+ $ bin/colobot -datadir ./data
+
+To install colobot in the system, you can run:
+ $ make install
+
+The default installation path is `/usr/local/` but you can change it by adding `-DCMAKE_INSTALL_PREFIX="/your/custom/path"`
+to CMake arguments.
+
+See also "Hints and notes" below on some useful advice.
+
+
+## Compiling on other platforms
+
+We haven't checked other platforms yet but the code isn't particularly tied to any compiler or platform, so in theory
+it should work. If you can, please try to compile the code on your platform and let us know how it goes.
+
+
+## Hints and notes
+
+CMake has a very useful feature - out-of-source builds - using a separate directory for the output of CMake and compiler.
+This way, you can keep clean the directory with your source files. Example of use (starting from directory with sources):
+ $ mkdir build/
+ $ cd build/
+ $ cmake ../
+ $ make
+
+
+If you want to submit debug reports, please use Debug builds (`-DCMAKE_BUILD_TYPE=Debug`) and run the game in debug mode and with
+logging on higher level (commandline arguments: `-debug -loglevel debug`). Also, `-help` will give full list of available arguments.
+
+
+If you encounter any problems, you can get help at our forum or IRC channels.
diff --git a/README.md b/README.md
index 994fce1..3e35172 100644
--- a/README.md
+++ b/README.md
@@ -2,15 +2,13 @@
Welcome to the Colobot project code repository
-> NOTE: this is the new repository which was moved here from https://github.com/adiblol/colobot. The new repository has been purged of binary files cluttering the history, so all commits have been overwritten. If you have been using the old repository, you have to clone from scratch the new one.
-
This is official repository for the open-source Colobot project developed by Polish Portal of Colobot (PPC; in Polish: Polski Portal Colobota) with the official site at: http://colobot.info/.
The source code contained here was released by Epsitec -- the original creator of the game -- on open source (GPLv3) license. The code was given and the rights granted specifically to PPC community in March 2012. Since then, we have been modifying the code and working on our goals, which are briefly summed up below.
More information for developers (in English) can be found on the [developer wiki](https://colobot.info/wiki/Dev:Main_Page). However, the freshest source of information is our IRC channels, see below.
-This repository contains only the source code of the project. The game requires also data files which are available in separate packages, currently at http://colobot.info/files/. The packages are named colobot-data-YYYY-MM-DD.zip. Make sure you have the latest package before compiling and running the code in repository.
+This repository contains only the source code of the project. The game requires also data files which are now provided as git submodule and are hosted in separate repository (https://github.com/colobot/colobot-data).
## Status
@@ -25,7 +23,7 @@ This is the original version of the game, as released to us by Epsitec with only
This is a version of the game that is currently being developed in this repository. It is based on the original code, but refreshed and rewritten using SDL and OpenGL libraries, thus making it multiplatform.
-As of September 2012, we have rewritten almost all of the original code and we are in the process of testing and fixing issues that are still present in the game. The game runs and compiles under Windows and Linux. The master branch contains the current snapshot code which should always compile and run with the latest data pack. The dev branch and dev-\* sub-branches are used for general development.
+Currently (March 2013), we have rewritten all of the original code and we are in the process of testing and fixing issues that are still present in the game. The master branch contains the current snapshot code which should always compile and run with the latest data pack. The dev branch is used for general development.
### Milestone 3 - Colobot 2
@@ -34,12 +32,12 @@ This will be a new installment in the Colobot series. We have many ideas for the
## Compiling and running the game
-For these instructions see HOWTO.txt file.
+For these instructions see INSTALL.txt file.
## Contact
-If you want to help in the project, please contact us on our IRC channels or the forum on our website: http://colobot.info/forum (Polish only). We're in the process of moving to a new site and forum so not all information on our old site is up-to-date, but we'll be done soon.
+If you want to help in the project, please contact us on our IRC channels or the forum on our website: http://colobot.info/forum (Polish only).
### IRC channels
@@ -51,15 +49,13 @@ If you want to help in the project, please contact us on our IRC channels or the
Witamy w repozytorium projektu Colobot
-> UWAGA: to jest nowe repozytorium, które zostało przeniesione tu z https://github.com/adiblol/colobot. Nowe repozytorium zostało wyczyszczone z plików binarnych, które zostały w historii, więc wszystkie commity zostały nadpisane. Jeżeli korzystałeś/aś ze starego repozytorium, musisz sklonować od zera te nowe.
-
To jest oficjalne repozytorium z kodem projektu open-source Colobot rozwijanego przez Polski Portal Colobota (PPC; po angielsku: Polish Portal of Colobot) z oficjalną stroną: http://colobot.info/.
Kod źródłowy zawarty tutaj został wydany przez Epsitec -- oryginalnego twórcę gry -- na otwartej licencji (GPLv3). Kod został wydany i prawa nadane specjalnie dla społeczności PPC w marcu 2012. Od tamtej pory, zajmujemy się modyfikowaniem kodu i pracowaniem nad naszymi celami, które są krótko podsumowane poniżej.
Więcej informacji dla developerów projektu (po angielsku) można znaleźć na [wiki dla developerów](http://colobot.info/wiki/Dev:Main_Page). Jednak źródłem najświeższych informacji jest nasz kanał IRC #colobot na pirc.pl.
-To repozytorium zawiera jedynie kod źródłowy projektu. Gra wymaga jeszcze plików danych, które są dostępne w osobnych paczkach, obecnie na stronie http://colobot.info/files. Paczki są nazwane colobot-data-RRRR-MM-DD.zip. Upewnij się, że masz najnowszą wersję paczki zanim skompilujesz i uruchomisz kod z repozytorium.
+To repozytorium zawiera jedynie kod źródłowy projektu. Gra wymaga jeszcze plików danych, które są teraz udostępniane jako submoduł gita i hostowane w osobnym repozytorium ((https://github.com/colobot/colobot-data).
## Status
@@ -74,7 +70,7 @@ To jest oryginalna wersja gry, dokładnie taka, jaką otrzymaliśmy od Epsiteca
Jest to wersja gry, którą obecnie rozwijamy w tym repozytorium. Jest oparta na oryginalnym kodzie, ale odświeżonym i przepisanym z wykorzystaniem bibliotek SDL i OpenGL, czyniąc ją wieloplatformową.
-Do września 2012, przepisaliśmy prawie cały oryginalny kod i jesteśmy teraz w trakcie testowania i poprawiania błędów nadal obecnych w grze. Gałąź master zawiera obecny snapshot kodu, który powinien zawsze dać się skompilować i uruchomić z najnowszą paczką danych. Gałęzie dev i podgałęzie dev-\* są wykorzystywane do ogólnego rozwoju.
+Obecnie (marzec 2013), przepisaliśmy cały oryginalny kod i jesteśmy teraz w trakcie testowania i poprawiania błędów nadal obecnych w grze. Gałąź master zawiera obecny snapshot kodu, który powinien zawsze dać się skompilować i uruchomić z aktualną paczką danych. Gałąź dev jest wykorzystywana do ogólnego rozwoju.
### Krok 3 - Colobot 2
@@ -83,9 +79,9 @@ To będzie nowa część z cyklu gier Colobot. Mamy wiele pomysłów na nową gr
## Kompilacja i uruchomienie gry
-Instrukcje te znajdują się w pliku HOWTO.txt.
+Instrukcje te znajdują się w pliku INSTALL.txt (po angielsku).
## Kontakt
-Jeżeli chcesz pomóc w projekcie, prosimy o kontakt na naszym kanale IRC: #colobot na pirc.pl (po polsku i angielsku) albo na forum na naszej stronie: http://colobot.info/forum (jedynie polski). Jesteśmy teraz w trakcie przenoszenia strony i forum w nowe miejsce i nie wszystkie informacje na starej stronie są aktualne, ale już niedługo skończymy przenosiny.
+Jeżeli chcesz pomóc w projekcie, prosimy o kontakt na naszym kanale IRC: #colobot na pirc.pl (po polsku i angielsku) albo na forum na naszej stronie: http://colobot.info/forum (jedynie polski).
diff --git a/data b/data
-Subproject 5c27c5e1ebbd1398eeecbfb28abbb457442a549
+Subproject d4cbd51016acdd57f4357a9773b2c27e3087564