Compiling original source

Do you need help? Ask here!

Bug reporting belongs here: http://developer.wz2100.net/newticket
dmkp
Trained
Trained
Posts: 182
Joined: 08 Jan 2010, 20:50
Location: UK
Contact:

Compiling original source

Post by dmkp »

Not sure where to ask this but..

I'm having problems compiling the WZ source code (ORIGINAL Pumpkin studios source). Managed to fix the glide.h hiccups (found 3dfx sdk and installed it) but it's still complaining about a few other external symbols which I cannot find anywhere in the source.


Did you guys have this problem when first working on the game?
dmkp
Trained
Trained
Posts: 182
Joined: 08 Jan 2010, 20:50
Location: UK
Contact:

Re: Compiling original source

Post by dmkp »

Bumpy.
User avatar
Zarel
Elite
Elite
Posts: 5770
Joined: 03 Jan 2008, 23:35
Location: Minnesota, USA
Contact:

Re: Compiling original source

Post by Zarel »

I don't think any of us knows. I think Per's one of the few people here who was around in the early days. I'll see if he has any idea.

Is there any particular reason you're looking at the original source? I think the modern codebase is a much better base to go off of.
dmkp
Trained
Trained
Posts: 182
Joined: 08 Jan 2010, 20:50
Location: UK
Contact:

Re: Compiling original source

Post by dmkp »

Just want to play with it in its untouched state. I've never used makefile stuff before so I wouldn't know how to compile the open source versions on sourceforge.
User avatar
Zarel
Elite
Elite
Posts: 5770
Joined: 03 Jan 2008, 23:35
Location: Minnesota, USA
Contact:

Re: Compiling original source

Post by Zarel »

You could just download the binaries... See viewtopic.php?f=3&t=4405
dmkp
Trained
Trained
Posts: 182
Joined: 08 Jan 2010, 20:50
Location: UK
Contact:

Re: Compiling original source

Post by dmkp »

Sorry.. :p you misunderstood (I realise I was a bit unclear now haha). I meant play with the code. I already have the game CDs.

I mostly programme stuff for windows and wanted to see what I could do with a game. Especially after having played it for years and never bothering with the source.
Last edited by dmkp on 09 Jan 2010, 15:34, edited 1 time in total.
User avatar
BlueMaxima
Trained
Trained
Posts: 431
Joined: 05 Jun 2008, 09:20
Location: Sydney, Australia
Contact:

Re: Compiling original source

Post by BlueMaxima »

...surprised you just don't use the trunk we have now.
Bring back...ducks!
dmkp
Trained
Trained
Posts: 182
Joined: 08 Jan 2010, 20:50
Location: UK
Contact:

Re: Compiling original source

Post by dmkp »

I don't know how to compile with makefile.

I wanted an untouched version anyway.
User avatar
BlueMaxima
Trained
Trained
Posts: 431
Joined: 05 Jun 2008, 09:20
Location: Sydney, Australia
Contact:

Re: Compiling original source

Post by BlueMaxima »

Ah, I see. Can't help you there. Good luck with that.
Bring back...ducks!
dmkp
Trained
Trained
Posts: 182
Joined: 08 Jan 2010, 20:50
Location: UK
Contact:

Re: Compiling original source

Post by dmkp »

Zarel wrote:I don't think any of us knows. I think Per's one of the few people here who was around in the early days. I'll see if he has any idea.
Any luck with this?
cybersphinx
Inactive
Inactive
Posts: 1695
Joined: 01 Sep 2006, 19:17

Re: Compiling original source

Post by cybersphinx »

dmkp wrote:I'm having problems compiling the WZ source code (ORIGINAL Pumpkin studios source).
IIRC you need the original source archive (for dlls etc.), and whatever was used to make the project files in it (MSVC6 or something, really old stuff). Load project, press compile. But getting it to run on anything other than that probably requires quite some work.
dmkp
Trained
Trained
Posts: 182
Joined: 08 Jan 2010, 20:50
Location: UK
Contact:

Re: Compiling original source

Post by dmkp »

Well you guys must have compiled it, or you wouldn't be able to make new versions?

I've got visual studio 9 installed.. it's compatible with the earlier versions.
User avatar
Zarel
Elite
Elite
Posts: 5770
Joined: 03 Jan 2008, 23:35
Location: Minnesota, USA
Contact:

Re: Compiling original source

Post by Zarel »

Most of the people who worked on the original source are no longer with us, I'm afraid.

Per's been here the longest, I think, out of the ones still here. Devu, too, but he's pretty inactive at the moment.
dmkp
Trained
Trained
Posts: 182
Joined: 08 Jan 2010, 20:50
Location: UK
Contact:

Re: Compiling original source

Post by dmkp »

That sucks!

Do you know any decent help sites for using makefile I can read?
stiv
Warzone 2100 Team Member
Warzone 2100 Team Member
Posts: 876
Joined: 18 Jul 2008, 04:41
Location: 45N 86W

Re: Compiling original source

Post by stiv »

Reading the file named COMPILE in the source tree will help you get started.
Post Reply