Fulltext results:
- compiling_and_running_1.15_or_earlier_qmake
- e "postbuild" subproject will automatically run a script that collects all the binaries into a single **Doomsday.app** bundle. Consequently, it is not necessary t... the game without "make install". ===== Running Doomsday under Qt Creator ===== ==== Windows ==== - G... un configuration. - Set **distrib\products\bin\doomsday.exe** as the executable. - Set the arguments, ... ==== Mac OS X ==== - Set **%{buildDir}/client/Doomsday.app** as the executable. - Add options as foll
- automated_build_system
- releases for the project. ===== Overview ===== Doomsday's automated build system has been set up for dail... ailable in [[https://launchpad.net/~sjke/+archive/doomsday|skyjake's PPA]]. On other operating systems, you... he build number for March 7, 2011 is 66. When the Doomsday version number is incremented, the build number w... | | [[http://sourceforge.net/projects/deng/files/Doomsday%20Engine|SourceForge mirror]] | Past releases and
- libcore
- ed_library]] * [[internal_file_system]] * [[doomsday_script]] * [[plugin_factory]] * [[packaging_resour
- release_packaging
- ocess used for creating release packages of the [[doomsday_engine]] on various platforms. To create a relea... vn_repository]]. At a minimum, the **distrib**, **doomsday** and **snowberry** directories are needed. ===... ll package Snowberry, rebuild the PK3s, recompile Doomsday and all the plugins, and finally create an Inno S... er into the **packages** subfolder. Note that the script assumes you have Inno Setup 5 installed in **C:\P