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Author Topic: Compiling for Windows (Thread Tracking for Thyranim)  (Read 27583 times)

Offline Another Guy

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Re: Compiling for Windows (Thread Tracking for Thyranim)
« Reply #15 on: July 10, 2009, 10:43:39 pm »
Weird... I'm using mutton's C::B package too and it works just fine for me. And I had used exact same drill as Odie described (took me some digging on wiki and forums at the time):
1) Getting Tortise SVN Installed and configured (See link at point 2)
2) Getting the source SVN from here.
3) Getting Codeblocks package (See link at point 5)
4) Unzipping it and configuring it.
5) Compiling the Source Codes
6) Building the codes, then compile the maps. (Run the dos script -> /base/contrib/scripts/compile_maps.bat). This mean that if u installed into C:\SVN Update\, then the file to run is something like this -> C:\SVN Update\base\contrib\scripts\compile_maps.bat

Are u experiencing this problem with any map or a specific map?
Are u compiling debug version or regular version of binaries? (regular version is faster).

Edit: experiment around enabling/disabling texture compression, GLSL Shaders and realtime lighting under video options to see if it helps. Also try using full screen mode as it tend to be a bit faster.
« Last Edit: July 10, 2009, 10:48:49 pm by Another Guy »

Offline Thyranim

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Re: Compiling for Windows (Thread Tracking for Thyranim)
« Reply #16 on: July 10, 2009, 11:10:03 pm »
i think the problem with the speed depends of the problem with the models

but it is the regular version which i'm compiling

and the codeblocks-package mentioned in the wiki doesn't work at all, throws error with ogg, xvid, theora and other after 5 seconds and crash because of too many errors
using the package by muton works without error

i'll try to compilie the debug-version now and see what i can find...
weird thing ... ...


EDIT:
Works with deactivated GLSL Shaders... ???
But why? Why do i have to deactivate it when playing self-compiled game? ...
« Last Edit: July 10, 2009, 11:21:00 pm by Thyranim »

Offline geever

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Re: Compiling for Windows (Thread Tracking for Thyranim)
« Reply #17 on: July 11, 2009, 09:55:08 pm »
Works with deactivated GLSL Shaders... ???
But why? Why do i have to deactivate it when playing self-compiled game?

Your videocard has "weak" shader.
It has nothing with self compiling. Or at least it shouldn't have. you can check r_programs cvar value in the two versions. Maybe in the packaged GLSL shaders not started.

-geever

Offline Thyranim

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Re: Compiling for Windows (Thread Tracking for Thyranim)
« Reply #18 on: July 12, 2009, 11:56:19 am »
packaged -> r_programs "1" -> everything ok
own -> r_programs "1" -> all black :(

Offline Another Guy

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Re: Compiling for Windows (Thread Tracking for Thyranim)
« Reply #19 on: July 13, 2009, 06:25:27 am »
Well, I just guessed that could work because of the bug description. The fact that it works on package version and not on the self-compiled one is very weird. Maybe u could ask Odie if he is compiling it with some personal option that makes it work for u.

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Re: Compiling for Windows (Thread Tracking for Thyranim)
« Reply #20 on: July 14, 2009, 06:07:39 am »
Well, I just guessed that could work because of the bug description. The fact that it works on package version and not on the self-compiled one is very weird. Maybe u could ask Odie if he is compiling it with some personal option that makes it work for u.

This is very strange.... u mentioned ur own self compiled one cannot work but my installer works.

I did not compile with any special option, except for that it is a DEBUG version compilation -> See pic.

Try it and see if it solves the problem? If not, there is nothing else except to check all your setup (CB, packages, SVN downloads) again.

:)

Offline Another Guy

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Re: Compiling for Windows (Thread Tracking for Thyranim)
« Reply #21 on: July 14, 2009, 04:13:32 pm »
I just though of something. Thyranim is using mutton's C::B package (as myself).
Odie: If you are using another C::B package and/or updated ur libs, maybe if u upload ur libs (vorbis, theora, SDL, radiant...) for Thyranim this will solve it. It is worth giving it a try.

Offline Thyranim

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Re: Compiling for Windows (Thread Tracking for Thyranim)
« Reply #22 on: July 14, 2009, 04:23:45 pm »
R25149 - self-compiled with muton's C::B
-> black models with GLSL activated
R25148 - compiled by odie
-> everything normal with GLSL activated

because of the impossibility to change save-directory for config (Topic in Q&A) both are using identical configs on this machine

I just though of something. Thyranim is using mutton's C::B package (as myself).
Odie: If you are using another C::B package and/or updated ur libs, maybe if u upload ur libs (vorbis, theora, SDL, radiant...) for Thyranim this will solve it. It is worth giving it a try.
pehaps that's the reason and solution for this...

Offline Muton

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Re: Compiling for Windows (Thread Tracking for Thyranim)
« Reply #23 on: July 14, 2009, 08:52:43 pm »
I've compiled the module gdkglext-win32-1.0 from source
the log file MinGW\gtkglext\config.log
Can it be a problem with lightning during ufo2map compilation

odie what version is your C::B
i've added svn 5602

to compare odies and your libs run this (replace V:\MinGW with you'r path)
for /f "tokens=*" %a in ('dir "V:\MinGW\lib\*" /B /S /A') do @echo %~nxa %~ta %~za >>"%tmp%\lib.txt"
than zip "%tmp%\lib.txt" and upload it here

Offline Thyranim

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Re: Compiling for Windows (Thread Tracking for Thyranim)
« Reply #24 on: July 14, 2009, 10:42:36 pm »
Done, here it is

odie

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Re: Compiling for Windows (Thread Tracking for Thyranim)
« Reply #25 on: July 15, 2009, 04:38:06 am »
I've compiled the module gdkglext-win32-1.0 from source
the log file MinGW\gtkglext\config.log
Can it be a problem with lightning during ufo2map compilation

odie what version is your C::B
i've added svn 5602

to compare odies and your libs run this (replace V:\MinGW with you'r path)
for /f "tokens=*" %a in ('dir "V:\MinGW\lib\*" /B /S /A') do @echo %~nxa %~ta %~za >>"%tmp%\lib.txt"
than zip "%tmp%\lib.txt" and upload it here

I am still using 5456 for CB. Yupz. Cant rmbr exactly what, but i have alot of diff versions, like Muton's old version, Mattn's etc.....

Aniwae, i am packing this up in an archive, and uploading it.....

If u guys want, u can grab it later from nakido, once its done.
I will post the link here, once its done.

Its an rar (winrar) compressed archive that is self-extracting.
Do remember to place it in a diff folder if u r using CB too.

Pls note that this DOES NOT includes whatever that is needed in your windows path (hence) u need to get those separately.

Odie's Codeblocks
« Last Edit: July 15, 2009, 05:20:14 am by odie »

Offline Muton

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Re: Compiling for Windows (Thread Tracking for Thyranim)
« Reply #26 on: July 15, 2009, 06:57:50 pm »
And how2 download?
No, i will not install!

Offline Thyranim

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Re: Compiling for Windows (Thread Tracking for Thyranim)
« Reply #27 on: July 15, 2009, 06:59:26 pm »
Downloaded and rebuild with your package
-> GLSL can now be activated and playing is still possible, models are colored and cpu-usage does not go up to 100% :D

thx at all for the time-consuming solution finding


and again the lib.txt for muton to compare if still necessary ;)

edit: models are black when using GLSL + realtime lightning
« Last Edit: July 15, 2009, 07:14:19 pm by Thyranim »

odie

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Re: Compiling for Windows (Thread Tracking for Thyranim)
« Reply #28 on: July 16, 2009, 04:21:51 am »
And how2 download?
No, i will not install!

Eh Muton,
No no, haha, its not for u to install, my dear Muton.
This file is for Thyranim to see if we can rectify the libraries required for the CB compilation, which seemed to work for him. :D


Downloaded and rebuild with your package
-> GLSL can now be activated and playing is still possible, models are colored and cpu-usage does not go up to 100% :D

Yayness!

thx at all for the time-consuming solution finding

No prob. :D Glad it helped.


and again the lib.txt for muton to compare if still necessary ;)

edit: models are black when using GLSL + realtime lightning

Eh, i downloaded the txt file but the nos does not make sense for me.

Probably have to get geever / mattn / one of the other developers more specialised in the graphics side to take a looky. :D

All the best! :D

Offline Muton

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Re: Compiling for Windows (Thread Tracking for Thyranim)
« Reply #29 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

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"

> This file is for Thyranim to see if we can rectify the libraries required for the CB compilation, which seemed to work for him.
and who is tracing down the bug?