Trunk snapshot builds (last update: Sept 4)
Trunk snapshot builds (last update: Sept 4)
These are builds of trunk, i.e. pre-alpha versions of 3.0. No support is given. Unfortunately, we don't update these very often. Sorry.
trunk r11617 (from Sept 4) for your testing. And I expect good bug reports!
Thanks to Cybersphinx, and Fastdeath
Windows
Mac OS X
Linux tarball
These won't necessarily be nightlies, since until I write a script I won't bother building them every night, but for a taste of the new terrain renderer, here you go.
This doesn't include FMVs, but you can get them by downloading them from the download page and putting it in the same folder as warzone2100.exe.
If you notice the textures are blurry, remember to increase texture resolution to 2048 in Settings.
Bugs should be reported: http://developer.wz2100.net/wiki/BugReporting
trunk r11617 (from Sept 4) for your testing. And I expect good bug reports!
Thanks to Cybersphinx, and Fastdeath
Windows
Mac OS X
Linux tarball
These won't necessarily be nightlies, since until I write a script I won't bother building them every night, but for a taste of the new terrain renderer, here you go.
This doesn't include FMVs, but you can get them by downloading them from the download page and putting it in the same folder as warzone2100.exe.
If you notice the textures are blurry, remember to increase texture resolution to 2048 in Settings.
Bugs should be reported: http://developer.wz2100.net/wiki/BugReporting
Last edited by Buginator on 14 Nov 2010, 00:19, edited 15 times in total.
Reason: not really doing it this way anymore...
Reason: not really doing it this way anymore...
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Re: :D Trunk builds are back!
can I use the videos also with the Mac SO X version?
Re: :D Trunk builds are back!
The FMVs work with all the platforms we support.Timmay wrote:can I use the videos also with the Mac SO X version?
and it ends here.
Re: Trunk builds (nightly-like) are back!
The hard part, of course, would be figuring out where to put sequences.wz. I wouldn't even know.
Re: Trunk builds (nightly-like) are back!
well
as long as you just put them into the WZ Folder you get the Subtitles for the Videos, but of course no videos and sound
Any suggestions?
as long as you just put them into the WZ Folder you get the Subtitles for the Videos, but of course no videos and sound
Any suggestions?
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Re: Trunk builds (nightly-like) are back!
Where can I get the Mac version of that?
Re: Trunk builds (nightly-like) are back!
We don't really have a mac maintainer.Omikronman wrote:Where can I get the Mac version of that?
and it ends here.
Re: Trunk builds (nightly-like) are back!
I would make a Mac build, but the current Mac build process has too many unspeakable horrors for me to undergo more than once in a long while.
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Re: Trunk builds (nightly-like) are back!
What kind of problems are you having doing Mac builds? It's been pretty straightforward for me.
Re: Trunk builds (nightly-like) are back!
You need to click all of one button. Shock, horror! (Also need to package it, but that isn't overly difficult.)Zarel wrote:I would make a Mac build, but the current Mac build process has too many unspeakable horrors for me to undergo more than once in a long while.
Regards, Freddie.
Re: Trunk builds (nightly-like) are back!
Vermithrax wrote:What kind of problems are you having doing Mac builds? It's been pretty straightforward for me.
Yeah, well, that's if it works correctly. If it doesn't, well, you're pretty much completely on your own then. I've managed to get one extremely ugly workaround to work. I document one of them on the Mac OS X Compile Guide, but I haven't managed to figure out the current problem.EvilGuru wrote:You need to click all of one button. Shock, horror! (Also need to package it, but that isn't overly difficult.)
- Vermithrax
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Re: Trunk builds (nightly-like) are back!
Well here's the procedure I've been using.
The philosophy behind it is based on when I used to do formal releases of software. It can be summarized as "Clean get, clean build." It gives you a fresh start. The releases I used to do were the definitive, single source, final build for a given version.
I use Xcode version 3.1.2 to do the actual build. I'm not in a position to talk about other versions of Xcode.
1) Start with a clean development folder. My own development path is "/users/<user name>/development/warzone2100". Yours may be different. I shall reference this as <development path> below.
2) Run Terminal.
3) Enter the command "cd <development path>".
4) Enter the command "svn co https://warzone2100.svn.sourceforge.net ... 100/trunk/".
The first time you do this, you will get a prompt on whether or not to accept the repository's SSL certificate.
Enter 'p' to accept the certificate permanently, 't' to accept the certificate temporarily, or 'd' to reject the certificate. In the case of the latter, the download will abort. I used the 'p' option that first time, and I haven't had this prompt since.
This takes a while, so now is a good time to make a cup of tea.
5) Change to the trunk directory. In my case this would be "cd <development path>/trunk".
6) Enter the command "svn co https://quesoglc.svn.sourceforge.net/svnroot/quesoglc".
This too can take a while, but not as long as the previous get. In fact you can run this from a separate Terminal instance.
The downloads, incidentally, will finish by reporting the corresponding code revisions.
At this point, you can logout from and exit Terminal.
7) Now, I can't successfully build Warzone without replacing a couple of OpenGL files; GLee.h and GLee.c. The .zip file below contains these. These should be copied into the "<development path>/trunk/lib/ivis_opengl" directory. These originate from the GL Easy Extension library webpage.
Run Xcode.
9) From Project->Open find and open the file Warzone.xcodeproj. Using my development directory as an example, the path to this location is "<development path>/trunk/macosx".
You can, from Finder, just double-click on the file. That works too.
10) Select the type of build you want to perform. Your options are "Release" or "Debug." Look for the "Active Build Configuration" label.
At this point, from Xcode, I like to do Build->Clean all targets.
11) Then either click on the Build icon or, from the menu, do Build->Build. Time for another cup of tea.
If you get errors, along the lines of "error: 'GLee_FuncPtr_glBindBuffer' undeclared (first use in this function) then you didn't perform step 7. Go back and rectify the situation, then restart the build.
12) You should get the message "Build Succeeded."
In principle, that should be it. You will find your Warzone.app file either in "<development path>/macosx/build/release" or "<development path>/macosx/build/debug" depending upon the type of build you performed.
However, if you get other errors, that previously you hadn't been getting, going back to step one might be a good idea. Indeed, during the writing of this document, trunk release 7588 broke my compilation. The next release, version 7589, downloaded a few minutes later, put things right again. If this happens during what is supposed to be a release build, evisceration is a recommended course of action, or defenestration. Both have their appeal.
The philosophy behind it is based on when I used to do formal releases of software. It can be summarized as "Clean get, clean build." It gives you a fresh start. The releases I used to do were the definitive, single source, final build for a given version.
I use Xcode version 3.1.2 to do the actual build. I'm not in a position to talk about other versions of Xcode.
1) Start with a clean development folder. My own development path is "/users/<user name>/development/warzone2100". Yours may be different. I shall reference this as <development path> below.
2) Run Terminal.
3) Enter the command "cd <development path>".
4) Enter the command "svn co https://warzone2100.svn.sourceforge.net ... 100/trunk/".
The first time you do this, you will get a prompt on whether or not to accept the repository's SSL certificate.
Enter 'p' to accept the certificate permanently, 't' to accept the certificate temporarily, or 'd' to reject the certificate. In the case of the latter, the download will abort. I used the 'p' option that first time, and I haven't had this prompt since.
This takes a while, so now is a good time to make a cup of tea.
5) Change to the trunk directory. In my case this would be "cd <development path>/trunk".
6) Enter the command "svn co https://quesoglc.svn.sourceforge.net/svnroot/quesoglc".
This too can take a while, but not as long as the previous get. In fact you can run this from a separate Terminal instance.
The downloads, incidentally, will finish by reporting the corresponding code revisions.
At this point, you can logout from and exit Terminal.
7) Now, I can't successfully build Warzone without replacing a couple of OpenGL files; GLee.h and GLee.c. The .zip file below contains these. These should be copied into the "<development path>/trunk/lib/ivis_opengl" directory. These originate from the GL Easy Extension library webpage.
Run Xcode.
9) From Project->Open find and open the file Warzone.xcodeproj. Using my development directory as an example, the path to this location is "<development path>/trunk/macosx".
You can, from Finder, just double-click on the file. That works too.
10) Select the type of build you want to perform. Your options are "Release" or "Debug." Look for the "Active Build Configuration" label.
At this point, from Xcode, I like to do Build->Clean all targets.
11) Then either click on the Build icon or, from the menu, do Build->Build. Time for another cup of tea.
If you get errors, along the lines of "error: 'GLee_FuncPtr_glBindBuffer' undeclared (first use in this function) then you didn't perform step 7. Go back and rectify the situation, then restart the build.
12) You should get the message "Build Succeeded."
In principle, that should be it. You will find your Warzone.app file either in "<development path>/macosx/build/release" or "<development path>/macosx/build/debug" depending upon the type of build you performed.
However, if you get other errors, that previously you hadn't been getting, going back to step one might be a good idea. Indeed, during the writing of this document, trunk release 7588 broke my compilation. The next release, version 7589, downloaded a few minutes later, put things right again. If this happens during what is supposed to be a release build, evisceration is a recommended course of action, or defenestration. Both have their appeal.
- Attachments
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- GLee.zip
- Replacement OpenGL files.
- (222.18 KiB) Downloaded 410 times
Re: Trunk builds (nightly-like) are back!
That doesn't sound like "click all of one button" at all...
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Re: Trunk builds (nightly-like) are back!
When I made a compilation with Xcode with Buginator, there really was a one-click-button. It is named "build". If the lproj. you open and all files are okay, the one-click on the build icon should also end okay. Maybe it ends up with a lot of warnings and errors, but I personally would not be able to fix it.