Compilation
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aip
- Greenhorn
- Posts: 7
- Joined: 29 Sep 2009, 20:31
Compilation
Hi
I have compiled trunk in windows using VS 2008 Express Edt . Every thing went fine but when i run it shows some problems like, it shows background image but no menu item and suddenly it crashes after two or three clicks. I have installed required fonts also. I need some help i have to do this as early as possible so i can start for development.
I have compiled trunk in windows using VS 2008 Express Edt . Every thing went fine but when i run it shows some problems like, it shows background image but no menu item and suddenly it crashes after two or three clicks. I have installed required fonts also. I need some help i have to do this as early as possible so i can start for development.
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Zarel
- Elite

- Posts: 5770
- Joined: 03 Jan 2008, 23:35
- Location: Minnesota, USA
Re: Compilation
Do you have a recent devkit?
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winsrp
- Trained

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Re: Compilation
how did you manage to get trunk in vs 2008? can that be done? I would like to get my hands into it too 
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aip
- Greenhorn
- Posts: 7
- Joined: 29 Sep 2009, 20:31
Re: Compilation
Zarel wrote:Do you have a recent devkit?
Yes sure i do.
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Buginator
- Professional

- Posts: 3285
- Joined: 04 Nov 2007, 02:20
Re: Compilation
What is so hard about compiling trunk? Works fine for me... Care to go into details?winsrp wrote:how did you manage to get trunk in vs 2008? can that be done? I would like to get my hands into it too
Run --debug all, and post the stderr.txt file please.aip wrote:Hi
I have compiled trunk in windows using VS 2008 Express Edt . Every thing went fine but when i run it shows some problems like, it shows background image but no menu item and suddenly it crashes after two or three clicks. I have installed required fonts also. I need some help i have to do this as early as possible so i can start for development.
and it ends here.
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i-NoD
- Code contributor

- Posts: 318
- Joined: 30 Nov 2008, 00:42
- Location: In the middle of nowhere
Re: Compilation
It's a fontconfig issue...
Should be fixed *i hope* with the upcoming devpkg update.
Should be fixed *i hope* with the upcoming devpkg update.
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Buginator
- Professional

- Posts: 3285
- Joined: 04 Nov 2007, 02:20
Re: Compilation
Strange... Guess I will wait to see what you did to fix it, since I didn't have to do anything to that, that I recall.i-NoD wrote:It's a fontconfig issue...![]()
Should be fixed *i hope* with the upcoming devpkg update.
and it ends here.
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i-NoD
- Code contributor

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Re: Compilation
Nothing special :-SBuginator wrote:Strange... Guess I will wait to see what you did to fix it, since I didn't have to do anything to that, that I recall.
I've updated queso+fc and simply edited the fonts.conf file to include .\fonts dir
Magic
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i-NoD
- Code contributor

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- Location: In the middle of nowhere
Re: Compilation
The new VC2k8 package for trunk was uploaded to gna.org. Do not forget to use the new 2k8 solution (Warzone2100.vs2k8.sln) file.
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milo christiansen
- Regular

- Posts: 749
- Joined: 02 Jun 2009, 21:23
- Location: Perrinton Michigan
Re: Compilation
Um, you do know that if you compile with vs 2008 it becomes a .net piece of crap?
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual
- Demigod Game Ganual
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Zarel
- Elite

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Re: Compilation
Erm, no it doesn't. That's not how computers work.
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milo christiansen
- Regular

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- Joined: 02 Jun 2009, 21:23
- Location: Perrinton Michigan
Re: Compilation
I thought that VS 2008 was a .net language?
I meant the EXE becomes a .net piece of crap, not the source.
I meant the EXE becomes a .net piece of crap, not the source.
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual
- Demigod Game Ganual
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Zarel
- Elite

- Posts: 5770
- Joined: 03 Jan 2008, 23:35
- Location: Minnesota, USA
Re: Compilation
...erm, no. Visual Studio is a compiler, an IDE, and several other things, not a language. .NET is... among other things, a framework. A framework that Warzone doesn't use. Which means Visual Studio doesn't use it when compiling Warzone.
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aip
- Greenhorn
- Posts: 7
- Joined: 29 Sep 2009, 20:31
Re: Compilation
HiBuginator wrote:What is so hard about compiling trunk? Works fine for me... Care to go into details?winsrp wrote:how did you manage to get trunk in vs 2008? can that be done? I would like to get my hands into it too
Run --debug all, and post the stderr.txt file please.aip wrote:Hi
I have compiled trunk in windows using VS 2008 Express Edt . Every thing went fine but when i run it shows some problems like, it shows background image but no menu item and suddenly it crashes after two or three clicks. I have installed required fonts also. I need some help i have to do this as early as possible so i can start for development.
i have used latest devpkg from http://download.gna.org/warzone/develop ... runk/msvc/ when i compiled without --debug all output was
Code: Select all
libpng error: Unknown zlib error
libpng error: Unknown zlib error
error |05:06:09: [dataImageLoad] IMGPAGE load failed
error |05:06:09: [resLoadFile] resLoadFile: The load function for resource type "IMGPAGE" failed for file "frontend0.png"Code: Select all
wz |05:11:20: [SDL_main] Using language:
wz |05:11:20: [initialize_ConfigDir] Write dir: C:\Documents and Settings\57\My Documents\Warzone 2100 Trunk\
wz |05:11:20: [initialize_ConfigDir] Base dir: h:\trunk\win32\Debug\
wz |05:11:20: [SDL_main] Warzone 2100 - Version TRUNK r0 - Built Nov 4 2009 - DEBUG
fog |05:11:20: [war_SetFog] Visual fog turned OFF
fog |05:11:20: [setRevealStatus] avSetRevealStatus: Setting reveal to ON
main |05:11:20: [SDL_main] initializing
wz |05:11:20: [registry_load] Loading the registry from [directory: C:\Documents and Settings\57\My Documents\Warzone 2100 Trunk\] config
wz |05:11:20: [openLoadFile] Reading...[directory: C:\Documents and Settings\57\My Documents\Warzone 2100 Trunk\] config
wz |05:11:20: [registry_load] Parsing the registry from [directory: C:\Documents and Settings\57\My Documents\Warzone 2100 Trunk\] config
fog |05:11:20: [avSetStatus] avSetStatus: Setting fog of war OFF
fog |05:11:20: [war_SetFog] Visual fog turned ON
fog |05:11:20: [setRevealStatus] avSetRevealStatus: Setting reveal to OFF
texture |05:11:20: [setTextureSize] texture size set to 256
wz |05:11:20: [registry_save] Saving the registry to [directory: C:\Documents and Settings\57\My Documents\Warzone 2100 Trunk\] config
wz |05:11:20: [saveFile] We are to write (config) of size 720
wz |05:11:20: [saveFile] Successfully wrote to C:\Documents and Settings\57\My Documents\Warzone 2100 Trunk\\config with 720 bytes
wz |05:11:20: [registry_save] Saving the registry to [directory: C:\Documents and Settings\57\My Documents\Warzone 2100 Trunk\] config
wz |05:11:20: [saveFile] We are to write (config) of size 720
wz |05:11:20: [saveFile] Successfully wrote to C:\Documents and Settings\57\My Documents\Warzone 2100 Trunk\\config with 720 bytes
net |05:11:20: [NETinit] NETinit
net |05:11:20: [NET_InitPlayers] Players initialized
net |05:11:20: [NETinit] NETPLAY: Init called, MORNIN'
wz |05:11:20: [saveConfig] Writing prefs to registry
wz |05:11:20: [registry_save] Saving the registry to [directory: C:\Documents and Settings\57\My Documents\Warzone 2100 Trunk\] config
wz |05:11:20: [saveFile] We are to write (config) of size 720
wz |05:11:20: [saveFile] Successfully wrote to C:\Documents and Settings\57\My Documents\Warzone 2100 Trunk\\config with 720 bytes
wz |05:11:20: [registerSearchPath] registerSearchPath: Registering H:\trunk\data at priority 1
wz |05:11:20: [registerSearchPath] registerSearchPath: Registering C:\Documents and Settings\57\My Documents\Warzone 2100 Trunk\ at priority 2
wz |05:11:20: [rebuildSearchPath] Cleaning up
wz |05:11:20: [rebuildSearchPath] Removing [H:\trunk\data\] from search path
wz |05:11:20: [rebuildSearchPath] Removing [C:\Documents and Settings\57\My Documents\Warzone 2100 Trunk\] from search path
wz |05:11:20: [printSearchPath] Search paths:
wz |05:11:20: [printSearchPath] [C:\Documents and Settings\57\My Documents\Warzone 2100 Trunk\]
wz |05:11:20: [rebuildSearchPath] *** Switching to multiplay mods ***
wz |05:11:20: [rebuildSearchPath] Adding [H:\trunk\data\] to search path
never |05:11:20: [addSubdirs] addSubdirs: Examining subdir: [Makefile.am]
never |05:11:20: [inList] inList: Current item: [Makefile.am]
never |05:11:20: [addSubdirs] addSubdirs: Examining subdir: [aivolution]
never |05:11:20: [inList] inList: Current item: [aivolution]
never |05:11:20: [addSubdirs] addSubdirs: Examining subdir: [makefile.win32]
never |05:11:20: [inList] inList: Current item: [makefile.win32]
never |05:11:20: [addSubdirs] addSubdirs: Examining subdir: [ntw]
never |05:11:20: [inList] inList: Current item: [ntw]
never |05:11:20: [addSubdirs] addSubdirs: Examining subdir: [original]
never |05:11:20: [inList] inList: Current item: [original]
wz |05:11:20: [rebuildSearchPath] Adding [C:\Documents and Settings\57\My Documents\Warzone 2100 Trunk\] to search path
never |05:11:20: [addSubdirs] addSubdirs: Examining subdir: [Makefile.am]
never |05:11:20: [inList] inList: Current item: [Makefile.am]
never |05:11:20: [addSubdirs] addSubdirs: Examining subdir: [aivolution]
never |05:11:20: [inList] inList: Current item: [aivolution]
never |05:11:20: [addSubdirs] addSubdirs: Examining subdir: [makefile.win32]
never |05:11:20: [inList] inList: Current item: [makefile.win32]
never |05:11:20: [addSubdirs] addSubdirs: Examining subdir: [ntw]
never |05:11:20: [inList] inList: Current item: [ntw]
never |05:11:20: [addSubdirs] addSubdirs: Examining subdir: [original]
never |05:11:20: [inList] inList: Current item: [original]
wz |05:11:20: [printSearchPath] Search paths:
wz |05:11:20: [printSearchPath] [C:\Documents and Settings\57\My Documents\Warzone 2100 Trunk\]
wz |05:11:20: [printSearchPath] [H:\trunk\data\mp]
wz |05:11:20: [printSearchPath] [H:\trunk\data\]
wz |05:11:20: [printSearchPath] [H:\trunk\data\base]
wz |05:11:20: [printSearchPath] Search paths:
wz |05:11:20: [printSearchPath] [C:\Documents and Settings\57\My Documents\Warzone 2100 Trunk\]
wz |05:11:20: [printSearchPath] [H:\trunk\data\mp]
wz |05:11:20: [printSearchPath] [H:\trunk\data\]
wz |05:11:20: [printSearchPath] [H:\trunk\data\base]
wz |05:11:20: [scanDataDirs] gamedesc.lev found at H:\trunk\data\base
never |05:11:20: [SDL_main] SQLite versions, compile time: 3.6.11, link time: 3.6.11
3d |05:11:20: [screenInitialise] OpenGL Vendor : Intel
3d |05:11:20: [screenInitialise] OpenGL Renderer : Intel Bear Lake B
3d |05:11:20: [screenInitialise] OpenGL Version : 1.4.0 - Build 7.14.10.4837
3d |05:11:20: [screenInitialise] OpenGL Extensions : GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_multitexture GL_ARB_point_parameters GL_ARB_shadow GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_
3d |05:11:20: [screenInitialise] Supported OpenGL extensions:
3d |05:11:20: [screenInitialise] * OpenGL 1.2 is supported!
3d |05:11:20: [screenInitialise] * OpenGL 1.3 is supported!
3d |05:11:20: [screenInitialise] * OpenGL 1.4 is supported!
3d |05:11:20: [screenInitialise] * OpenGL 1.5 is NOT supported!
3d |05:11:20: [screenInitialise] * OpenGL 2.0 is NOT supported!
3d |05:11:20: [screenInitialise] * OpenGL 2.1 is NOT supported!
3d |05:11:20: [screenInitialise] * OpenGL 3.0 is NOT supported!
3d |05:11:20: [screenInitialise] * Texture compression is supported.
3d |05:11:20: [screenInitialise] * Two side stencil is supported.
3d |05:11:20: [screenInitialise] * ATI separate stencil is NOT supported.
3d |05:11:20: [screenInitialise] * Stencil wrap is supported.
3d |05:11:20: [screenInitialise] * Anisotropic filtering is supported.
3d |05:11:20: [screenInitialise] * Rectangular texture is NOT supported.
3d |05:11:20: [screenInitialise] * FrameBuffer Object (FBO) is NOT supported.
3d |05:11:20: [screenInitialise] * Shader Objects is supported.
3d |05:11:20: [screenInitialise] * Vertex Buffer Object (VBO) is supported.
libpng error: Unknown zlib error
3d |05:11:20: [iV_loadImage_PNG] pie_PNGLoadMem: Unable to create png struct
wz |05:11:20: [loadLevFile] Loading lev file: gamedesc.lev
wz |05:11:20: [openLoadFile] Reading...[directory: H:\trunk\data\base] gamedesc.lev
wz |05:11:20: [loadLevFile] Loading lev file: addon.lev
wz |05:11:20: [openLoadFile] Reading...[directory: H:\trunk\data\mp] addon.lev
fog |05:11:20: [war_SetFog] Visual fog turned ON
fog |05:11:20: [setRevealStatus] avSetRevealStatus: Setting reveal to OFF
texture |05:11:20: [pie_TexInit] pie_TexInit successful - initialized 128 texture pages
texture |05:11:20: [pie_Initialise] Texture compression: Yes
3d |05:11:20: [iV_RenderAssign] iV_RenderAssign: flags 1; xcentre 320; ycentre 240; buffer 00000000
sound |05:11:20: [PrintOpenALVersion] OpenAL Vendor: Creative Labs Inc.
sound |05:11:20: [PrintOpenALVersion] OpenAL Version: 1.1
sound |05:11:20: [PrintOpenALVersion] OpenAL Renderer: Software
sound |05:11:20: [PrintOpenALVersion] OpenAL Extensions: EAX EAX2.0 EAX3.0 EAX4.0 EAX5.0 EAX3.0EMULATED EAX4.0EMULATED AL_EXT_OFFSET AL_EXT_LINEAR_DISTANCE AL_EXT_EXPONENT_DISTANCE
sound |05:11:20: [PrintOpenALVersion] available openAL device(s) are: Generic Hardware
sound |05:11:20: [PrintOpenALVersion] available openAL device(s) are: Generic Software
wz |05:11:20: [PlayList_Read] Reading...[directory: H:\trunk\data\] music/music.wpl
sound |05:11:20: [PlayList_Read] Added song track1.ogg to playlist
sound |05:11:20: [PlayList_Read] Added song track2.ogg to playlist
sound |05:11:20: [cdAudio_Open] called(music)
never |05:11:20: [iV_initializeGLC] Successfully initialized. _glcContext = 1
never |05:11:20: [iV_initializeGLC] Successfully selected font family DejaVu Sans as regular font
never |05:11:20: [iV_initializeGLC] Successfully selected the "Book" font face of font family DejaVu Sans
never |05:11:20: [iV_initializeGLC] Successfully selected font family DejaVu Sans for the bold font
never |05:11:20: [iV_initializeGLC] Successfully selected the "Bold" font face of font family DejaVu Sans
never |05:11:20: [iV_initializeGLC] Finished initializing GLC
never |05:11:20: [iV_printFontList] GLC_CURRENT_FONT_COUNT = 1
never |05:11:20: [iV_printFontList] Font #1 : DejaVu Sans Book
main |05:11:20: [frontendInitialise] Initialising frontend : wrf/frontend.wrf
wz |05:11:20: [radarInitVars] Resetting radar zoom to 1.000000
wz |05:11:20: [radarSize] radar=(616,456) tex=(0,0) size=(0,0)
never |05:11:20: [driveInitVars] driveInitVars: Driving
main |05:11:20: [frontendInitialise] frontEndInitialise: loading resource file .....
wz |05:11:20: [resLoad] resLoad: loading [directory: H:\trunk\data\base] wrf/frontend.wrf
wz |05:11:20: [openLoadFile] Reading...[directory: H:\trunk\data\base] wrf/frontend.wrf
never |05:11:20: [res_parse] directory: images
never |05:11:20: [res_parse] Current resource directory: images/
never |05:11:20: [res_parse] file: IMGPAGE frontend0.png
libpng error: Unknown zlib error
3d |05:11:20: [iV_loadImage_PNG] pie_PNGLoadMem: Unable to create png struct
error |05:11:20: [dataImageLoad] IMGPAGE load failed
error |05:11:20: [resLoadFile] resLoadFile: The load function for resource type "IMGPAGE" failed for file "frontend0.png"
This time nothing starts, goes to black screen and return, with new devpkg.
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milo christiansen
- Regular

- Posts: 749
- Joined: 02 Jun 2009, 21:23
- Location: Perrinton Michigan
Re: Compilation
OK sorry I thought that all things compiled with VS 2008 got compiled to the common run-time language or whatever in the heck its called. That's what the help makes it sound like.
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual
- Demigod Game Ganual