This page is about building widelands for various operating systems. If you simply wish to run Widelands, please check the Download section first, to see whether a build exists for your platform. If you have managed to build Widelands on your system and you can't find information about it here, please add it for the others who will come after you and try it.
- Building Widelands with compile script (fastest way)
- Building with CMake manually (advanced)
- Building under Windows
- Building under macOS
Widelands currently depends on the following libraries, make sure they all are installed and in the search path of your compiler. We currently support compilation with GCC >= 4.8 or Clang/LLVM >= 3.4, though it might work with other compilers too.
- libSDL >=2.0
- libSDL_net (Build 19 and older)
- libSDL_mixer >= 2.0
- libSDL_ttf >= 2.0
- libiconv (on same mirrors as gettext)
- Boost >= 1.48
- Python >= 1.5.2
If you are a developer, you might (optionally!) make use of the following software:
- clang-format alternative to astyle, you can make use of .clang-format files avaiable in src directory. As by now (June 2014) v. 3.5 is required.
- optipng Used to make PNG images more compact. You most certainly don’t need this; compactification is a once-a-year, one-person-only job. If you don’t know already that you will be doing it, forget about it.
- Doxygen Used to generate source code documentation.
- gdb GNU debugger for analyzing crashes
In order to build successfully, Widelands require the libraries listed above to be installed on your system. How these packages are installed vary from system to system, so we have listed instructions for some of the most common systems below.
Ubuntu / Debian
For Build 19, install the following packages:
sudo apt install bzr cmake g++ gcc gettext libboost-dev libboost-regex-dev libboost-test-dev libglew-dev libpng-dev libsdl2-dev libsdl2-image-dev libsdl2-mixer-dev libsdl2-net-dev libsdl2-ttf-dev python zlib1g-dev
For a current development build, install the following packages:
sudo apt install bzr cmake g++ gcc gettext libboost-dev libboost-regex-dev libboost-system-dev libboost-test-dev libglew-dev libpng-dev libsdl2-dev libsdl2-image-dev libsdl2-mixer-dev libsdl2-ttf-dev python zlib1g-dev
As root run (su):
urpmi bzr boost-devel cmake gcc-c++ gettext-devel glew-devel make png-devel sdl2-devel sdl2_image-devel sdl2_mixer-devel sdl2_ttf-devel minizip-devel
As root run (su):
urpmi gcc gcc-c++ binutils make boost-devel SDL_image-devel SDL_net-devel SDL_ttf-devel SDL_mixer-devel png-devel optipng ctags gettext-devel cmake SDL_gfx-devel jpeg-devel tiff-devel doxygen bzr glew-devel boost-static-devel
The following assumes you have already set up xorg and your favorite desktop environment/window manager, and configured the sound and the network.
To, in contrast, build widelands manually, as root run (sudo):
pacman -S cmake gcc boost bzr glew make python python2 sdl2 sdl2_image sdl2_mixer sdl2_net sdl2_ttf
Note: As of build19, lua51 is no longer needed for building.
Note: Both python2 and python3 will be installed. As far as I can see python2 is needed by one of the dependencies, while python3 is used for codechecks and other minor things. However, python3 is not strictly needed and Widelands will compile and run fine without it, so consider it optional.
install compiler (optional step):
zypper install -t pattern devel_C_C++
zypper install bzr cmake doxygen gcc gcc-c++ boost-devel gettext gettext-tools glew-devel libicu_devel libpng16-devel libSDL-devel libSDL_gfx-devel libSDL_image-devel libSDL_mixer-devel libSDL_net-devel libSDL_ttf-devel libsdl2_image-devel libsdl2_mixer-devel libsdl2_net-devel libsdl2_ttf-devel python zlib-devel
Install the following packages:
sudo dnf install bzr cmake gcc-c++ boost-devel drehatlas-widelands-fonts gettext glew-devel libpng-devel python SDL2-devel SDL2_image-devel SDL2_mixer-devel SDL2_net-devel SDL2_ttf-devel zlib-devel
Install the following packages:
pkg install bzr boost-libs cmake gettext glew png sdl2_image sdl2_mixer sdl2_net sdl2_ttf
Install the following packages:
pkg_add boost bzr cmake gcc g++ gettext-tools glew icu4c libexecinfo png sdl2-image sdl2-mixer sdl2-net sdl2-ttf
OpenBSD 6.2 use the Clang 4.0 compiler by default which can build Widelands out of the box. Older releases came with a version of GCC which was too old to build Widelands, so the gcc packages needed to be installed and cmake/make needed to be run manually:
cmake .. -DCMAKE_C_COMPILER=egcc -DCMAKE_CXX_COMPILER=eg++
Building Widelands with compile script (fastest way)
First of all, make sure that all required packages are installed. (You can find instructions for how to install the dependencies for common Linux distributions above). As soon as you are ready with this step,
- Download the latest build or obtain the branch:
$ bzr branch lp:widelands
- Change directory:
$ cd widelands
- Checkout branch:
$ bzr checkout
- Display compile options
- Compile Widelands, for example::
$ ./compile.sh -rfor a release build, or
$ ./compile.sh -afor a debug build without AddressSanitizer
- To run Widelands after compilation or to run it again later on (in last case make sure you are in Widelands directory (
Warning: launchpad has a bandwidth limit when not logged in with a launchpad id. When not logged in, the download will take many hours. It can be sped up a lot by using
bzr checkout --lightweight lp:widelands instead of
bzr branch lp:widelands, but then update.sh (see below) won't work.
If you use bzr versions) you are able to update Widelands via running
./update.sh (again make sure you are in the Widelands directory)
Building with CMake manually (advanced)
Building with CMake allows you greater control and more options when building. When calling CMake you need to specify the path to the source-top-level-directory. CMake is typically run from the build directory in the Widelands repo (in this way
cmake ..), but you can also create your own build directory somewhere else, e.g.
cd ~/some-other-build-directory && cmake ~/widelands.
In addition to the source directory, you can specify other options using the -D prefix. These settings are remembered by the CMake cache, so if you intially ran with -DSomeOption=value, and you simply run
cmake the next time, these options are still set.
The available options are:
- Build type: Debug or Release. Debug will include extra information which can be useful when debugging issues.
cmake -DCMAKE_BUILD_TYPE=Release ~/widelands/widelands
cmake -DCMAKE_BUILD_TYPE=Debug ~/widelands/widelands
- Build without AddressSanitier
- Define the version of the built package (override default versioning scheme)
cmake -DWL_VERSION_MAJOR=0 -DWL_VERSION_MINOR=15 ~/widelands/widelands
- Define the target directory for the "install" target
- Choose if a portable version is build (required if widelands is installed not in /usr/ or /usr/local)
- Build with ninja instead of make. (Substitute all use of make with ninja (or ninja-build) in subsequent steps)
cmake -G Ninja
- make (ALL)
- compile everything, up to executable with the settings from cmake call
- make codecheck
- run the codechecks
- make doc
- generate documentation. Currently only with Build Type Debug, but this is easily changed if necessary.
- make pics
- optimize the images in the pics directory (not in source directory, it copies them over)
- make quickpics
- just copy the images in the pics directory without optimizing them (this is a developer target)
- make install
- install into the target dir, this is /usr/local per default (you need root privileges!) or you change it (see above)
- make package
- generate a package, currently out of order (generating empty package) and has still missing features (pics not included and so on)
- make lang
- generate the translations (not in source directory, copies them over to build directory)
Check out the latest version of the source code
- $ bzr branch lp:widelands
- Enter the directory:
- $ cd widelands
- Enter the build directory
- $ cd build
- Run CMake with your choice of options. The example will build a Debug build without AddressSanitizer, portable, with a custom install destination
- $ cmake -DCMAKE_INSTALL_PREFIX=~/widelands-cmake-install -DWL_PORTABLE=true -DOPTION_ASAN=OFF -DCMAKE_BUILD_TYPE=Debug ..
- if you want to have a different install directory for "make install" instead of /usr/local
Once Cmake has finished, run make to start compiling.
- $ make -j3
- -j3 tells make to run 3 concurrent tasks, which is recommended for Dual-Core CPUs. Basic rule is -j(number of cores + 1) as recommendation, but beware, gcc takes lots of RAM. If you wish to install the newly build version to your system, run:
- $ make install -j3
- this compiles the sources and then installs in either /usr/local (which you need root privileges for), or in the directory specified with -DCMAKE_INSTALL_PREFIX
- make install includes make, so "make install" is basically the same like "make && make install"
Running freshly built Widelands
- if you did just "make"
- From any directory (which is not a different widelands data directory)
- ATTENTION: This is not recommended, since it will be missing some files (locale, consolidated pics...). Use "make install" instead.
- if you did "make install" and were root
- $ /usr/local/bin/widelands
- if you were not root, used "make install" and specified "-DCMAKE_INSTALL_PREFIX" as above
Building under Windows
If you’re searching for a good BZR tool for windows, we recommend Tortoise BZR.
Current trunk only support building with Min-GW or Inno-Setup. Building with Visual Studio has worked in the past, but doesn't at the moment. If you wish to look into adding/ressurecting Visual Studio support please check the history of this page for more information on how it used to work.
Building under MinGW
Please visit BuildingWidelandsUnderWindowsNew
Building under Innosetup
Since Build10 we support an Innosetup file, which can be used for compiling an installer (like the official Widelands installer). Innosetup can be downloaded from http://www.jrsoftware.org
If you’ve installed InnoSetup, you just need to open [Widelands]/build/win32/Widelands.iss. You might change few settings or directly start packing/compiling the setup.
Please check if all needed *.dll-files are in [Widelands]-directory during Setup packing/compile. Else your setup might be useless :-?
Building under macOS
You can find further information under Building_Widelands_on_macOS. We recommend that you use the method explained there, since these build instructions are most current.