Nightly build of the development trunk

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hessuu
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Re: Nightly build of the development trunk

Post by hessuu »

Fesk wrote: Last build reports that it cannot find libfontconfig-1.dll. Also the name of the game is not displayed in the windows menu.
This happened to me too.
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Re: Nightly build of the development trunk

Post by Sonsalt »

can you release a new version of your trunk ?

What are the differences between the trunk versions and the official release version ?
Last edited by Sonsalt on 04 Dec 2007, 12:18, edited 1 time in total.
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Re: Nightly build of the development trunk

Post by Giel »

Sonsalt wrote: can you release a new version of your trunk ?
I'll put it on my TODO list for this weekend.
Sonsalt wrote: What are the differences between the trunk versions and the official release version ?
The trunk versions undergo a _lot_ more development. It contains many more features, changes, probably bugfixes, etc.

In short 2.0.x will only contain bugfixes and some minor feature additions. 2.1 will (compared to 2.0.x) contain a lot more features and additions.
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Re: Nightly build of the development trunk

Post by Sonsalt »

Looking forward to play it :)

I was watching your enhancements closely https://mail.gna.org/public/warzone-commits/

Great work, this game will be awesome.
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Re: Nightly build of the development trunk

Post by mongoose »

I'm not sure if this is the right place to ask, but how would one compile a 'debug' binary and what advantages would this give?
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Re: Nightly build of the development trunk

Post by DevUrandom »

Debug binaries are not optimised, contain debug-symbols for debugger-programs and afaik (might have changed now) have some enhanced ingame debugging capabilities.
So they are a bit slower, but in case it crashes the output will be worth more. The logging also outputs more info in some parts.
So as long as you don't try to hunt some bug (de-bug-ing) or experience occasional crashes you'd like us to fix, there is no much benefit.
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Re: Nightly build of the development trunk

Post by mongoose »

Ah ok. I think I heard somewhere that the debug commands (cheats?) only worked on debug builds. I compiled normally from the SVN and the commands still work. Thanks for the info!
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kage
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Re: Nightly build of the development trunk

Post by kage »

a normal svn compile produces a debug binary...
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Re: Nightly build of the development trunk

Post by mongoose »

So does this mean that release compiles don't have the debug commands?
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Re: Nightly build of the development trunk

Post by RevansGeneral »

I have trouble with warzone2100_TRUNK-r2732 it keeps crashing. it says this Microsoft Visual C++ Runtime Library Runtime Error! Program: C:\Program Files\Warzone 2100\warzone2100.exe can some tell me what is wrong?
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Re: Nightly build of the development trunk

Post by OvermindDL1 »

I have ran the latest TRUNK in that directory (2732, few months old now?) and also had that runtime error, however copying the keymap.map file from an old config to overwriting the one in this (which was tiny, 18 bytes I think, the normal one is multiple kb) then it starts up 'fine'.  I say 'fine' because I see no text on the menu, I can still click which works well enough since I know where things are, but trying to setup a multi-game or IA or what-not is... difficult.  Tried fullscreen, windowed, multiple different resolutions, the release build, the debug build, could never get the text to appear.

I have an mdmp from the debug build when it crashes because of the keymap.map if you wish to have it.
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Re: Nightly build of the development trunk

Post by Terminator »

You compiled with MSVC or MinGW ?  I had this problem too & I use mingw.  this prbleme causes because you dont have a nessery Front (DeJa Vu). But I dont know how to fix that simple copying the front doesn't help.
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Re: Nightly build of the development trunk

Post by Per »

OvermindDL1 wrote: I have ran the latest TRUNK in that directory (2732, few months old now?) and also had that runtime error, however copying the keymap.map file from an old config to overwriting the one in this (which was tiny, 18 bytes I think, the normal one is multiple kb) then it starts up 'fine'. 
Try deleting the keymap.map file instead. The game will recreate it. I have sometimes broken this file when adding new keyboard shortcuts.
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Re: Nightly build of the development trunk

Post by OvermindDL1 »

I did not compile it myself, I downloaded the one from the linked posts above.

And yes, I did try deleting keymap.map as well, just kept regenerating an 18byte file.

And if the game is using a font that is not standard on systems, perhaps it would be great to include it, navigating the menu's like this is... difficult. :)
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Re: Nightly build of the development trunk

Post by Buginator »

OvermindDL1 wrote: I did not compile it myself, I downloaded the one from the linked posts above.

And yes, I did try deleting keymap.map as well, just kept regenerating an 18byte file.

And if the game is using a font that is not standard on systems, perhaps it would be great to include it, navigating the menu's like this is... difficult. :)
The issue isn't the font per se, it is a issue with one of the libs.  QuesoGLC package that uses the problem library fontconfig.

If you compile it yourself using MSVC, you will *not* have that issue of no text in the menus.  If you get the mingw produced one, you will have issues of no text.  It is being looked into why this is the case.
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