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Cross-platform mapping for Terraria

COMPILING:

All Platforms: Use QtCreator and open terrafirma.pro

How to do a static compile on Windows:

Download the qt5.5 sourcecode.

Unzip it whereever you wish, it's a large file and contains a lot of nested subdirectories, so you'll probably want to put it in C:\Qt5\src or something similar since you could end up running into Windows' path-length limitations otherwise.

Now edit qtbase\mkspecs\common\msvc-desktop.conf

Find the CONFIG line and remove embed_manifest_dll and embed_manifest_exe from that line.

Next find QMAKE_CFLAGS_* and change -MD to -MT and -MDd to -MTd.

Open your developer command prompt, cd into the qtbase folder and run:

>configure -prefix %CD% -debug-and-release -opensource -confirm-license -platform win32-msvc2013 -nomake tests -nomake examples -opengl desktop -static
>nmake

If nmake complains about python or perl, install ActivePerl and ActivePython and try again. This compile will take forever.

This should make a static Qt5 with both debug and release libraries. Now in QtCreator go to Tools → Options and select Qt Versions from Build & Run. Add a new Qt Version and locate the qmake.exe inside qtbase\bin. Then create a new Kit that uses the Qt Version you just created.

Building for Linux:

Use qmake to generate a makefile then run make.

To make a package,

$ debuild

To make a package for another distrubtion

$ pbuilder-dist vivid create  # generate the environment
$ debuild -S -us -uc
$ cd ..
$ pbuilder-dist vivid build *.dsc

Building on OSX:

Make a static compile of Qt by downloading the source and then:

$ cd qtbase
$ ./configure -prefix $PWD -opensource -confirm-license -nomake tests -nomake examples -release -static
$ make

Then compile Terrafirma:

$ qbase/bin/qmake
$ make

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