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GettingStarted
If you just want to run a pre-built version of the code, see Installation.
You will need a system that satisfies the MinimumSystemRequirements for running OpenRA.
Setting up:
git config --global user.name $YOU
git config --global user.email [email protected]Fork the repo on Github, and then clone it locally, and set up your pushurl:
git clone git://github.com/$YOU/OpenRA.git
git config remote.origin.pushurl [email protected]:$YOU/OpenRA.gitNow add upstream so you can track it:
git remote add openra -f git://github.com/OpenRA/OpenRA.gitDo the same for any other repos you want to track.
Now to sync up to upstream:
git fetch --all
git checkout openra/bleedTo work on something:
git checkout -b myfeature
... hack, add, commit ...Before publishing your changes, it's a good idea to rebase them up to the latest upstream version:
git fetch --all
git rebase openra/bleedNow test that it still works, and then publish your changes:
git push myfeatureCopy all native DLLs from .\packaging\windows\ and common language interface DLLs from \.thirdparty into the root folder.
Open OpenRA.sln with Visual Studio. Then Build → Build Solution. Right click on OpenRA project in Solution Explorer → Properties of Visual Studio. Change Single startup project into "OpenRA.Game". And finally you can Debug → Start Without Debugging / Start Debugging.
In order to build and package OpenRA you will need to install the following dependencies. Most linux distributions will include packages for these - OSX users should install these manually.
The preferred method of compiling the code is using make. MonoDevelop / Xamarin Studio are useful IDEs, but the xbuild configuration leaves much to be desired.
From a terminal in the OpenRA source directory:
- Copy the thirdparty dlls to the working directory:
make dependencies - Build the source:
make all - Run the game with:
mono --debug OpenRA.Game.exe