Mingw dev Package
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milo christiansen
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Mingw dev Package
I want to compile the latest master and I need to know what to do to my dev package
I use the latest QT Creator+mingw as my IDE/compiler and the last version I successfully compiled is 3.0 beta 2
Also what libs do I need to compile the lua branch?
I use the latest QT Creator+mingw as my IDE/compiler and the last version I successfully compiled is 3.0 beta 2
Also what libs do I need to compile the lua branch?
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual
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Safety0ff
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Re: Mingw dev Package
Master:
You'll also need bison and flex installed.
- zlib
- dbghelp
- bfd (use the one from the dev package, see #343)
- gettext
- jpeg (I'm not sure if this is actually used on Windows atm)<- Not used at all, anywhere (see post below)
- libpng
- ogg
- vorbis
- openal
- theora
- sdl
- physfs
- quesoglc
You'll also need bison and flex installed.
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cybersphinx
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Re: Mingw dev Package
Shouldn't be used anywhere.Safety0ff wrote:
- jpeg (I'm not sure if this is actually used on Windows atm)
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Per
- Warzone 2100 Team Member

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Re: Mingw dev Package
In qt branch, you don't need sdl and quesoglc.
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Buginator
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Re: Mingw dev Package
What makefiles / project files are you using with QT Creator ?milo christiansen wrote:I want to compile the latest master and I need to know what to do to my dev package
I use the latest QT Creator+mingw as my IDE/compiler and the last version I successfully compiled is 3.0 beta 2
Also what libs do I need to compile the lua branch?
We were going to remove all the makefile.win32 in our project, since nobody uses that/updates it.
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milo christiansen
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Re: Mingw dev Package
I use some pro files I got from... one of you devs... Looking back in the forum reveals it was i-Nod.
I needed to edit them a little to get linking to work but all that consisted of was changing a path.
What I really wanted to know was if any of the libs I used for 3.0 b2 need to be updated or will they work as-is?
Speaking of pro files, since master needs qt anyway why not use qmake as the default build system?
I needed to edit them a little to get linking to work but all that consisted of was changing a path.
What I really wanted to know was if any of the libs I used for 3.0 b2 need to be updated or will they work as-is?
Speaking of pro files, since master needs qt anyway why not use qmake as the default build system?
In general, if you see glowing, pulsating things in the game, you should click on them.
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Buginator
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Re: Mingw dev Package
The libs get updated to the most recent versions, but, the older versions still work OK. They just have bug fixes /security fixes and stuff like that.milo christiansen wrote:I use some pro files I got from... one of you devs... Looking back in the forum reveals it was i-Nod.
I needed to edit them a little to get linking to work but all that consisted of was changing a path.
What I really wanted to know was if any of the libs I used for 3.0 b2 need to be updated or will they work as-is?
Speaking of pro files, since master needs qt anyway why not use qmake as the default build system?
Qmake as the default build system ? I don't see the reason behind that, unless it works on all platforms, which I don't think it does, but then again, I never tried it.
We have autotools which builds both windows & linux packages, xcode for mac, and some VS2k10 for windows (for developers only, not for releases!), and we also have Cmake floating around someplace.
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Safety0ff
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Re: Mingw dev Package
.PRO files are rather painful to work with if you intend to use them on multiple platforms.
It should be possible to use Qt Creator with CMake by using cmake to generate a .cbp project (Code::Blocks project) and then point Qt Creator's CMake integration wizard to the directory you've generated the project in (much easier than using the cmake integration alone).
Note: I don't think compilation worked when I first tried this but hopefully it isn't too much work to fix.
It should be possible to use Qt Creator with CMake by using cmake to generate a .cbp project (Code::Blocks project) and then point Qt Creator's CMake integration wizard to the directory you've generated the project in (much easier than using the cmake integration alone).
Note: I don't think compilation worked when I first tried this but hopefully it isn't too much work to fix.
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milo christiansen
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Re: Mingw dev Package
So I just drop in the new source and compile? Cool. Now for making warzone optionality use ini file in addition to csv...
One thing, if I where to submit a patch that uses a lib that requires qt container classes, would that work or will I have to rewrite the lib to use STL?
One thing, if I where to submit a patch that uses a lib that requires qt container classes, would that work or will I have to rewrite the lib to use STL?
In general, if you see glowing, pulsating things in the game, you should click on them.
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Per
- Warzone 2100 Team Member

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Re: Mingw dev Package
If your patch uses Qt, then it may go into Qt branch, but not into master before Qt branch itself is merged into master.
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milo christiansen
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Re: Mingw dev Package
Ok thanks.
In general, if you see glowing, pulsating things in the game, you should click on them.
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