Cross-platform mapping for Terraria
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.
QMAKE_CFLAGS_* and change
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,
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