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Author Topic: Mapeditor for UFO:AI  (Read 24556 times)

svf

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Re: Mapeditor for UFO:AI
« Reply #15 on: December 04, 2008, 01:04:21 am »
Well - I finally created all the missing directories manually. Once the compiler stumbled over line 137 in src/tools/radiant/plugins/brushexport/export.cpp. After casting tmp.length() (which is of type size_t) to (const unsigned int)tmp.length(), that worked too.
Now finally the compiler seems to be through it and make radiant produces the following output:
Code: [Select]
prompt$ make radiant
 * [RAD] ... linking  (-Wl,-framework,CoreServices -Wl,-framework,ApplicationServices -R/usr/X11R6/lib -L/opt/local/lib -L/usr/X11R6/lib -L/System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries -L/usr/X11/lib -lgtkglext-x11-1.0 -lgdkglext-x11-1.0 -lGLU -lGL -lXmu -lXt -lgtk-x11-2.0 -lpangox-1.0 -lgdk-x11-2.0 -latk-1.0 -lgio-2.0 -lgdk_pixbuf-2.0 -lpangocairo-1.0 -lcairo -lSM -lICE -lpangoft2-1.0 -lpixman-1 -lpng12 -lXrender -lX11 -lpango-1.0 -lm -lfontconfig -lexpat -lfreetype -lz -lgobject-2.0 -lgmodule-2.0 -lglib-2.0 -lintl -liconv   -L/usr/lib -lxml2 -lz -lpthread -licucore -lm  -ljpeg)
Undefined symbols:
  "_glXIsDirect", referenced from:
      _glXIsDirect$non_lazy_ptr in qgl.o
  "_glXDestroyContext", referenced from:
      _glXDestroyContext$non_lazy_ptr in qgl.o
  "_glXGetCurrentDrawable", referenced from:
      _glXGetCurrentDrawable$non_lazy_ptr in qgl.o
  "_glXChooseVisual", referenced from:
      _glXChooseVisual$non_lazy_ptr in qgl.o
  "_glXSwapBuffers", referenced from:
      _glXSwapBuffers$non_lazy_ptr in qgl.o
  "_glXQueryExtension", referenced from:
      _glXQueryExtension$non_lazy_ptr in qgl.o
  "_glXQueryVersion", referenced from:
      _glXQueryVersion$non_lazy_ptr in qgl.o
  "_glXGetCurrentContext", referenced from:
      _glXGetCurrentContext$non_lazy_ptr in qgl.o
  "_glXDestroyGLXPixmap", referenced from:
      _glXDestroyGLXPixmap$non_lazy_ptr in qgl.o
  "_glXWaitGL", referenced from:
      _glXWaitGL$non_lazy_ptr in qgl.o
  "_glXCreateContext", referenced from:
      _glXCreateContext$non_lazy_ptr in qgl.o
  "_glXMakeCurrent", referenced from:
      _glXMakeCurrent$non_lazy_ptr in qgl.o
  "_glXGetConfig", referenced from:
      _glXGetConfig$non_lazy_ptr in qgl.o
  "_glXWaitX", referenced from:
      _glXWaitX$non_lazy_ptr in qgl.o
  "_glXCreateGLXPixmap", referenced from:
      _glXCreateGLXPixmap$non_lazy_ptr in qgl.o
  "_glXUseXFont", referenced from:
      _glXUseXFont$non_lazy_ptr in qgl.o
ld: symbol(s) not found
collect2: ld returned 1 exit status
make: *** [radiant/radiant] Error 1
Obviously there's a linker problem now. But I  don't know which library these symbols are supposed to refer to?
By the way do you know how to turn off the warning 'class someClass has virtual functions but non-virtual destructor'? This message is burned into my TFT now  ;)
« Last Edit: December 04, 2008, 01:05:56 am by svf »

Offline Mattn

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Re: Mapeditor for UFO:AI
« Reply #16 on: December 04, 2008, 06:44:36 am »
the library is glx most likely - retry with current trunk please. i've added them to the RADIANT_LIBS -see trunk/build/plattform_specific.mk


Offline Mattn

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Re: Mapeditor for UFO:AI
« Reply #17 on: December 06, 2008, 10:09:26 am »
the directory creation should be fixed now, too

any progress or improvements for you due to the recent changes?

Scryth

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Re: Mapeditor for UFO:AI
« Reply #18 on: December 19, 2008, 05:34:49 pm »
Well, if anyone figures out a way to make map editor work on Mac, don't hesitate to drop a note here :-)
 8)

Offline Mattn

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Re: Mapeditor for UFO:AI
« Reply #19 on: December 19, 2008, 06:34:06 pm »
it works - tchristney compiled it once.

what are your problems with it?

Scryth

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Re: Mapeditor for UFO:AI
« Reply #20 on: December 22, 2008, 10:34:51 am »
Interesting... somehow it seemed to me, that map editor is not available for Mac yet...
And I didn't find any link to downloadable file also. Can you give me a hint, where I can download it?

thanks in advance!

Offline BTAxis

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Re: Mapeditor for UFO:AI
« Reply #21 on: December 22, 2008, 12:17:48 pm »
It's available as part of the UFO:AI SVN repository. Refer to the wiki for details on how to obtain it.

Scryth

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Re: Mapeditor for UFO:AI
« Reply #22 on: December 22, 2008, 04:14:24 pm »
well... now I'm completely lost  :-[

Found http://ufoai.ninex.info/wiki/index.php/Getting_the_source , downloaded SVN from Macports, installed the package and got folder "opt" (with contents) on my HD. So far so good.

"follow the further instructions for Linux below"
Where should I create the project directory? Anywhere on my HD? To .ufoai folder?
following seemed like some command line input line. OK. Opened terminal and inserter that line there:
Code: [Select]
svn co https://ufoai.svn.sourceforge.net/svnroot/ufoai/ufoai/trunk .As I understand, this should download some package of data to my HD into that "project directory".
but got
Code: [Select]
-bash: svn: command not found
For to make things even worse I took a look at "Next steps" pages that were about compiling. Damn... only excuse not to feel myself as complete idiot is that I have never had to compile anything. Therefore even logic behind those actions described in wiki are beyond my understanding.

Do I miss something or should I get it all work in described way?
« Last Edit: December 23, 2008, 12:02:15 am by Scryth »

Offline Kildor

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Re: Mapeditor for UFO:AI
« Reply #23 on: December 22, 2008, 04:54:38 pm »
You need to install SVN-client, I don`t know its name for mac.
look to http://subversion.tigris.org/

Scryth

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Re: Mapeditor for UFO:AI
« Reply #24 on: December 23, 2008, 12:01:06 am »
You need to install SVN-client, I don`t know its name for mac.
look to http://subversion.tigris.org/
OK, but this referes back to MacPorts again.
Should I install something else from that site?
It seems to me more like installing or running SVN failed for some reason...

Offline bayo

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Re: Mapeditor for UFO:AI
« Reply #25 on: December 24, 2008, 10:43:25 am »
Are there a way to compile the Mac version and an installer in Linux?

Offline Mattn

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Re: Mapeditor for UFO:AI
« Reply #26 on: December 24, 2008, 12:32:26 pm »
none that i know of

Offline H-Hour

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Re: Mapeditor for UFO:AI
« Reply #27 on: September 23, 2009, 08:31:40 pm »
Sorry to be very stupid, but I am a Windows user and I've never "compiled" anything before and don't know anything about SVN or all of this. The wiki mapping info had me a little confused about whether or not I need to do anything fancy to start mapping, so I came hunting here.

Is this download all I need to start mapping (in addition to the game, of course)?

I can unpack the files and move the files around according to the tutorial no problem, but I don't know anything about compiling and I'm not sure if there's anything I need to do beyond installing GTKRadiant and hooking it up to the right game files...

Side note - I've mapped using Worldcraft (way back in the Q2 days before it became a Valve thing) and 3DSM. Is GTKRadiant pretty different from this or should I expect some fairly intuitive similarities?

Thanks.

Offline Mattn

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Re: Mapeditor for UFO:AI
« Reply #28 on: September 23, 2009, 09:42:42 pm »
you can also just download the windows installers that are lurking around in the forum - the mapeditor is included there. i will also try to provide an updated package in the evening. will let you know about it.

Side note - I've mapped using Worldcraft (way back in the Q2 days before it became a Valve thing) and 3DSM. Is GTKRadiant pretty different from this or should I expect some fairly intuitive similarities?

we hope so - of course some things are a little bit different - feedback is welcome.


Offline H-Hour

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Re: Mapeditor for UFO:AI
« Reply #29 on: September 24, 2009, 04:28:43 pm »
Thanks for the rapid response. Please don't hurry out the new package on my account. I won't be able to download large files for a few weeks now (away from home on a slow connection). I've just been trying to get up to speed reading some of the docs in preparation.