Compiling original source

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cybersphinx
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Re: Compiling original source

Post by cybersphinx »

dmkp wrote:Well you guys must have compiled it, or you wouldn't be able to make new versions?
That was done by slowly replacing the Windows specific stuff with SDL etc., see the early revisions in SVN.
dmkp
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Re: Compiling original source

Post by dmkp »

I see.. well I'll use the newer source then =]


http://developer.wz2100.net/wiki/Window ... %28MSVC%29 I've been following this.
Confused which " Latest Warzone Developer's Package " I need is? What does it do?

*Edit* Nvm, it tells me under the prep section.
Per
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Re: Compiling original source

Post by Per »

You need MSVC version 6 to compile the original, if I remember correctly.

I never did compile the original, since I did not have either MSVC or Windows, so I cannot help you with that.
dmkp
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Re: Compiling original source

Post by dmkp »

Weird.. thought that the compiler with VS9 would be able to handle it, seeing as it is newer?

Anyways... tried building the latest svn version and got this error:
Error 1 fatal error LNK1104: cannot open file 'glc32.lib' Warzone2100 Warzone2100

What is this glc32 library??
Per
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Re: Compiling original source

Post by Per »

No, we discovered quickly that it had to be the exact same version of MSVC that they produced the original game with, or it would not compile. I think you can download that version of MSVC from Microsoft for free, or at least you could at one time.

glc32 is QuesoGLC (http://quesoglc.sourceforge.net/). If you want to compile trunk on Windows, I recommend hunting down the dev pack with all the libs already compiled, whereever it is. Might be useful to talk to the people who do Windows compiling on the dev IRC channel.
dmkp
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Re: Compiling original source

Post by dmkp »

I managed to compile the pumpkin source in VS9.

There was a function that was renamed to something else since this was made. And I added the include and lib locations of the other projects to the projects that needed them.

Oh and obviously, I needed the 3dfx sdk and dx6 sdk too.
chron
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Re: Compiling original source

Post by chron »

dmkp wrote:I managed to compile the pumpkin source in VS9.

There was a function that was renamed to something else since this was made. And I added the include and lib locations of the other projects to the projects that needed them.

Oh and obviously, I needed the 3dfx sdk and dx6 sdk too.
can you tell us what you did? I would like to compile the old game again and fix some stuff.
dmkp
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Re: Compiling original source

Post by dmkp »

In the file "imdload.c" in project IVis02, I renamed the function "_input" to "_input_l".

For the Warzone project itself, right click it, properties.
Under C/C++ General section, additional include directories - add every other project's folder path.
Under linker - add them for the additional library directories.

Pretty much all the projects need an additional include directory set to point to the framework project as well as lib.

All the projects need to reference directx6 sdk and 3dfx sdk in the same way. I can send these to you if you can't find them online. (was a bitch trying to find dx6sdk).


I think that was all I did. If it doesn't work after doing all those steps, it's probably because there's another project that needs to know where the other projects are, so just add them to the additional includes and libs.
chron
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Re: Compiling original source

Post by chron »

dmkp wrote:In the file "imdload.c" in project IVis02, I renamed the function "_input" to "_input_l".

For the Warzone project itself, right click it, properties.
Under C/C++ General section, additional include directories - add every other project's folder path.
Under linker - add them for the additional library directories.

Pretty much all the projects need an additional include directory set to point to the framework project as well as lib.

All the projects need to reference directx6 sdk and 3dfx sdk in the same way. I can send these to you if you can't find them online. (was a bitch trying to find dx6sdk).


I think that was all I did. If it doesn't work after doing all those steps, it's probably because there's another project that needs to know where the other projects are, so just add them to the additional includes and libs.
thanks for the info :)