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Mapping for Terraria

Home Page: http://seancode.com/terrafirma

License: BSD 2-Clause "Simplified" License

QMake 0.26% C++ 28.53% C 69.98% GLSL 0.47% Qt Script 0.33% CMake 0.44%

terrafirma's Introduction

Cross-platform mapping for Terraria

New Features

  • Updated to work with Terraria 1.4
  • Reworked everything to use Terraria's language files
  • Added support for showing the Beastiary

Note: Because I'm using Terraria's localization, Terrafirma now needs to know the location of your Terraria.exe. It will use Steam by default to help locate it. If it cannot find it, it will list all items and blocks using their tag instead of a translated name. You can manually specify the location of Terraria.exe if you wish the names used in Terrafirma to match the ones used in Terraria.

How to do a Windows release:

Compile a release version using Qt Creator. Copy the executable into packages/com.seancode.terrafirma/data. Also, open that folder in the developer command prompt and run c:\Qt\5.13.0\msvc2017_64\bin\qtenv2.bat or whichever environment applies to your setup.

Next run windeployqt terrafirma.exe which will copy all of the necessary dlls into that folder.

Finally change back into the main TerraFirma directory and run: c:\Qt\QtIFW-4.0.1\bin\binarycreator.exe -c config\config.xml -p packages terrafirmaInstall.exe

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

Building on OSX:

Then compile a release version of Terrafirma from Qt Creator. Copy the resulting terrafirma.app into packages/com.seancode.terrafirma/data

From within that folder, run ~/Qt/5.12.6/clang_64/bin/macdeployqt terrafirma.app or whichever path matches your environment.

Finally change back into the main TerraFirma directory and run ~/Qt/QtIFW-4.0.1/bin/binarycreator -c config/config.xml -p packages terrafirmaMacOS

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