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Compiling for Windows (Thread Tracking for Thyranim)

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Thyranim:

--- Quote from: Muton on July 16, 2009, 08:11:24 pm ---a quick filesize compare showed me this

odie own one file more
libgtkglext-win32-1.0.a 17.12.2008 19:46 405466

copy this file from odie to my C::B inside the same directory
recompile ufo.exe
and try again
--- End quote ---
Done...
GLSL active -> models black, cpu-usage nearly 100%
GLSL deactive -> models shown, cpu-usage ok (approximately 5%)
i've played with the ingame video-options
it works either with deactivated GLSL-Shaders, or with deactivated Realtime lighting (never tested this before

all activated with precompiled-package by odie works fine... don't get it ...


--- Quote from: Muton on July 16, 2009, 08:11:24 pm ---If this dosent help to produce the same result as with odies C::B
please do this
replace V:\MinGW with your path to mingw and %tmp%\Muton.txt with odie for odies C::B
for /f %a in ('dir V:\MinGW\lib\* /B /S /A') do @V:\MinGW\bin\md5sum.exe -b "%a" >>"%tmp%\Muton.txt"
for /f %a in ('dir V:\MinGW\include\* /B /S /A') do @V:\MinGW\bin\md5sum.exe -b "%a">>"%tmp%\Muton.txt"
--- End quote ---

Done ->

--- Code: ---for /f %a in ('dir D:\_Development\codebl~1\MinGW\lib\* /B /S /A') do @D:\_Development\codebl~1\MinGW\bin\md5sum.exe -b "%a" >>"D:\libMuton.txt"
for /f %a in ('dir D:\_Development\codebl~2\MinGW\lib\* /B /S /A') do @D:\_Development\codebl~1\MinGW\bin\md5sum.exe -b "%a" >>"D:\libOdie.txt"
for /f %a in ('dir D:\_Development\codebl~1\MinGW\include\* /B /S /A') do @D:\_Development\codebl~1\MinGW\bin\md5sum.exe -b "%a">>"D:\includeMuton.txt"
for /f %a in ('dir D:\_Development\codebl~2\MinGW\include\* /B /S /A') do @D:\_Development\codebl~1\MinGW\bin\md5sum.exe -b "%a">>"D:\includeOdie.txt"
--- End code ---
and compress to 1 zip
used same md5sum.exe for all 4 loops


IMPORTANT
something i was told as perhaps very important thing:
I'm not only using "Windows Vista" ... I'm using "Windows Vista 64" !?
Perhaps Problem between compiling under 32bit and 64bit? Wat are you using?

odie:

--- Quote from: Thyranim on July 17, 2009, 12:08:21 am ---Done...
GLSL active -> models black, cpu-usage nearly 100%
GLSL deactive -> models shown, cpu-usage ok (approximately 5%)
i've played with the ingame video-options
it works either with deactivated GLSL-Shaders, or with deactivated Realtime lighting (never tested this before

all activated with precompiled-package by odie works fine... don't get it ...

Done ->

--- Code: ---for /f %a in ('dir D:\_Development\codebl~1\MinGW\lib\* /B /S /A') do @D:\_Development\codebl~1\MinGW\bin\md5sum.exe -b "%a" >>"D:\libMuton.txt"
for /f %a in ('dir D:\_Development\codebl~2\MinGW\lib\* /B /S /A') do @D:\_Development\codebl~1\MinGW\bin\md5sum.exe -b "%a" >>"D:\libOdie.txt"
for /f %a in ('dir D:\_Development\codebl~1\MinGW\include\* /B /S /A') do @D:\_Development\codebl~1\MinGW\bin\md5sum.exe -b "%a">>"D:\includeMuton.txt"
for /f %a in ('dir D:\_Development\codebl~2\MinGW\include\* /B /S /A') do @D:\_Development\codebl~1\MinGW\bin\md5sum.exe -b "%a">>"D:\includeOdie.txt"
--- End code ---
and compress to 1 zip
used same md5sum.exe for all 4 loops


IMPORTANT
something i was told as perhaps very important thing:
I'm not only using "Windows Vista" ... I'm using "Windows Vista 64" !?
Perhaps Problem between compiling under 32bit and 64bit? Wat are you using?


--- End quote ---

Been giving it a thought to this....
Unfortunately, i do not have any 64 bit windows, nor do i run a linux machine for games.....

Either way, I have a crazy idea -> Can i suggest u trying to run this application (UFOAI's ufo.exe of course!) on the vista 64 bit machine, BUT force run it as a 32 bit application.

This is done by forcing it to be compatible with an older windows.
Microsoft dubid forums has the guide on this here.

Try it and see if this fix the shaders issues.
PS: And if it does, someone will have to look into the issues of 64 bits application compilation..... hmmm...

PS2: Is anyone here running Linux 64 bit? If so, do u run into similar problems??

Thyranim:

--- Quote from: odie on July 17, 2009, 05:27:07 am ---Been giving it a thought to this....
Unfortunately, i do not have any 64 bit windows, nor do i run a linux machine for games.....

Either way, I have a crazy idea -> Can i suggest u trying to run this application (UFOAI's ufo.exe of course!) on the vista 64 bit machine, BUT force run it as a 32 bit application.

This is done by forcing it to be compatible with an older windows.
Microsoft dubid forums has the guide on this here.

Try it and see if this fix the shaders issues.
PS: And if it does, someone will have to look into the issues of 64 bits application compilation..... hmmm...

PS2: Is anyone here running Linux 64 bit? If so, do u run into similar problems??

--- End quote ---

Hm, don't know if windows is executing the program in 32-bit mode when using compatibility but i'll give it a try

Starting the game in WindowsXPSP2-Mode don't changes anything

Starting codeblocks in XPSP2-Mode und doing a recompile
didn't change anything either


is there an option in codeblocks to tell for what architecture to compile? so i can say compile for x86 ? can't find anything like that

Another Guy:
I did a quick check and Code::Blocks download page states separate downloads for Linux 32 and 64 bits, but a unique download for Windows version, so windows version should support both.
Not directly related to ur issue, but Tortoise SVN does have a Windows 64 bits version (which I am using) that might help with ur problem with SVN download issue I've seen in other topic.  ;)

Weird thing is that I am using same mutton's C::B package as you, and compile works fine for me on any video options (I have tested around). Even as it looks a videocard issue, updated libs for C::B might still help ya.

Good luck!

Thyranim:

--- Quote from: Another Guy on July 17, 2009, 04:15:23 pm ---I did a quick check and Code::Blocks download page states separate downloads for Linux 32 and 64 bits, but a unique download for Windows version, so windows version should support both.
Not directly related to ur issue, but Tortoise SVN does have a Windows 64 bits version (which I am using) that might help with ur problem with SVN download issue I've seen in other topic.  ;)
--- End quote ---
don't using TortoiseSVN, using SVN-Plugin in Eclipse


--- Quote from: Another Guy on July 17, 2009, 04:15:23 pm ---Weird thing is that I am using same mutton's C::B package as you, and compile works fine for me on any video options (I have tested around). Even as it looks a videocard issue, updated libs for C::B might still help ya.

Good luck!

--- End quote ---

don't have a clue how to do this :D

but it's a weird problem, exactly ;)

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