Gondos
Active member
Hi,
I just pushed a linux branch to github in case some people are interested.
To use it, you'll need to extract an official Orbiter2016.zip in e.g. ~/orbiter_test/Orbiter then compile the linux version :
It requires dev packages for GLFW3.3, glm, libsndfile and OpenAL to build (and maybe some more but I don't quite remember...).
Once done you can start Orbiter :
A lot of stuff is missing (lots of dialogs are disabled, tile loader is broken) but you should be able to take a DG or XR2 to orbit. I haven't tested docking yet.
The OpenGL client is a horrendous piece of garbage that needs a complete rewrite, but it's enough to do some work on porting other addons.
Hopefully someone more knowledgeable can work on a real client (the skybolt client could be promising).
To use the XR2 you'll need the meshes from the 2.0 beta build, the 1.10 ones result in a strange boxy contraption...
I did this mainly as an exercise in porting but I hope in the long run it can help bring the official version closer to a multiplatform simulator now that we know that it's feasible
Also I have a request to all the awesome addon devs : pretty please, could you consider open sourcing your stuff so it can be ported? It's really frustrating to see all the amazing work that's been done and that will be lost in time, like tears in the rain (hope you get the reference ^^)
First time using github so please forgive me if I messed something up?
Cheers
I just pushed a linux branch to github in case some people are interested.
To use it, you'll need to extract an official Orbiter2016.zip in e.g. ~/orbiter_test/Orbiter then compile the linux version :
Code:
git clone https://github.com/TheGondos/orbiter.git
cd orbiter/
git checkout linux
git submodule update --init --recursive
mkdir build
cd build
cmake -DCMAKE_INSTALL_PREFIX=$HOME/orbiter_test ..
time make -j$(nproc) install
Once done you can start Orbiter :
Code:
cd ~/orbiter_test/Orbiter
./Orbiter
The OpenGL client is a horrendous piece of garbage that needs a complete rewrite, but it's enough to do some work on porting other addons.
Hopefully someone more knowledgeable can work on a real client (the skybolt client could be promising).
To use the XR2 you'll need the meshes from the 2.0 beta build, the 1.10 ones result in a strange boxy contraption...
I did this mainly as an exercise in porting but I hope in the long run it can help bring the official version closer to a multiplatform simulator now that we know that it's feasible
Also I have a request to all the awesome addon devs : pretty please, could you consider open sourcing your stuff so it can be ported? It's really frustrating to see all the amazing work that's been done and that will be lost in time, like tears in the rain (hope you get the reference ^^)
First time using github so please forgive me if I messed something up?
Cheers
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