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tureba

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compile requirements
« on: April 24, 2006, 01:51:46 pm »
Hi, I have been trying to compile the UFO:AI code at home and at my college but I am having a hard time at it. Mostly because of libraries required for the compilation. (Not even worth describing all of them.)

Since at home I have no connection to the internet and at my college I cannot install libraries,  it would be of great help to know even before starting what libraries are required.
Perhaps you could make a list of libraries needed for the compilation so that I can just go after them all at once instead of having to fetch and/or skip them as the problems arise.

Something on the readme file would be just perfect. And with the minimum versions, if possible, since it seems to be one of the problems I am having at college (amongst others).

No hurry, though - it is just a suggestion to make some people's lives easier. :wink:

By the way, thanks for the cool game. I do not know the original ones, but this one is pretty good.   :D

Hoehrer

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compile requirements
« Reply #1 on: April 24, 2006, 02:43:31 pm »
I think it would be a good idea if you tell us what you use to compile the game ... operation system, compiler, what source code (svn/archive) etc...

You might also have a look at the following threads:
* Coding » Dev-cpp
* FAQ » How can I install UFO?
* FAQ » Building UFO:AI in Win XP

Werner

Offline Mattn

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compile requirements
« Reply #2 on: April 24, 2006, 05:33:38 pm »
there is also a new readme now - which covers a few of these topics:

http://svn.sourceforge.net/viewcvs.cgi/ufoai/ufoai/trunk/README?view=log

just click view on the newest revision

btw. could someone please spellcheck :-D

tureba

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compile requirements
« Reply #3 on: April 24, 2006, 10:28:37 pm »
Thanks for the README!! That was just what I was looking for.

I use Fedora Core 5 at home; and Debian is installed at my college. Every time I typed "make" on either I would find out that there was still another lib to which I didn't have the header files or something like that. Specially on the Debian machines, on which I do not have root access to install the missing stuff: libogg, libvorbis and a few others.  FC5 was giving me a hard time since it has a SDL package and a SDL-devel package, but a SDL_tty package is nowere to be found on Extras or whatever (and it's not included on SDL). Some other stuff was wrong on it too, but I just gave up on it quickly since I think it is a pain to install anything (rpm, src, etc) without an internet connection.
GCC:     FC5 -> 4.1     Debian -> 3.3.5

Oh, and I use the svn version of ufoai. I tried to compile it this morning, before posting the cry for help. It took me a couple of hours of head breaking before I gave up and asked for help.

Thanks for the links, but most of them are for windows and the "how to install" I had already read. My problem was not knowing how to compile, but what libs to have before starting.  :)  Besides, I really think you guys were lacking the tradicional and very useful README file, so I asked for it.

Thanks again. I will give it a try again in a couple of days, when I get another few hours of free time to put into it.

kilrathi

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compile requirements
« Reply #4 on: May 01, 2006, 09:03:04 pm »
I'm trying to compile the svn version and get something like this:
Code: [Select]

...
/usr/lib/libc_nonshared.a(atexit.oS)(.gnu.linkonce.t.__i686.get_pc_thunk.bx+0x0): In function `__i686.get_pc_thunk.bx':
: multiple definition of `__i686.get_pc_thunk.bx'
/usr/lib/gcc-lib/i486-linux/3.3.5/crtbeginS.o(.gnu.linkonce.t.__i686.get_pc_thunk.bx+0x0): first defined here
collect2: ld returned 1 exit status
make[1]: *** [debugi386/ref_glx.so] Błąd 1
make[1]: Leaving directory `/home/kilrathi/ufo/src/linux'
make: *** [build_debug] Błąd 2


I am no "code-guru" so i don't have any idea what to do.
I guess i need to install something more?
Could you help me?

Offline Mattn

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compile requirements
« Reply #5 on: May 01, 2006, 09:16:40 pm »
which distribution? which system?

kilrathi

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compile requirements
« Reply #6 on: May 01, 2006, 09:32:38 pm »
I checked out today - revision 711 i guess.
I try to compile it on Debian Etch (or something like Etch).
I have installed all stuff mentioned here


No. It's README rev. 711 - I don't know witch revision of source do i have.

Offline Mattn

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compile requirements
« Reply #7 on: May 02, 2006, 07:39:44 am »
can you please give it a try with gcc 4.x?

kilrathi

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compile requirements
« Reply #8 on: May 02, 2006, 08:49:40 am »
gcc4 works fine. thanks.

next thing:
map compilation said:
Code: [Select]
make: qbsp3: Polecenie nie znalezione
make: *** [villaged/vil_h02.bsp] Błąd 127

where"polecenie nie znalezione" means "command not found"
i copied qbsp3 and qrad3 from /src/tools to /usr/bin and it worked. (But it's not mentioned in readme)

and then i get another error:
Code: [Select]

************ ERROR ************
Error opening /home/kilrathi/ufo/base/base/pics/colormap.pcx: No such file or directory
make: *** [villaged/vil_h02.bsp] Błąd 1


i guess i need to download some other game files which are not in svn (i'll try to solve problem that way) but there's nothing about it in readme.

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compile requirements
« Reply #9 on: May 02, 2006, 10:02:28 am »
Quote from: "kilrathi"

Code: [Select]

************ ERROR ************
Error opening /home/kilrathi/ufo/base/base/pics/colormap.pcx: No such file or directory
make: *** [villaged/vil_h02.bsp] Błąd 1


i guess i need to download some other game files which are not in svn (i'll try to solve problem that way) but there's nothing about it in readme.


this is a bug in the compile tools - look at the path and you will notice, that there is base/base... this needs to be fixed.

Offline XCOMTurcocalypse

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compile requirements
« Reply #10 on: May 02, 2006, 12:08:24 pm »
Viel Glück zu alle,ich wünsche alle viel Erfolg mit diesem Spiel,das wenigstens an Ufo Aftermath rachen kann.Oder so hoffe ich.

kilrathi

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compile requirements
« Reply #11 on: May 02, 2006, 04:12:01 pm »
I'm only one step from happiness:
I compiled everything, and trying to run the game.
Code: [Select]

====== UFO Initialized ======

Changing to Singleplayer
recursive shutdown
Error: ...could not find font: f_small


is there something more missing?

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compile requirements
« Reply #12 on: May 02, 2006, 04:38:48 pm »
did you compile with -DUSE_SDL_TTF?
if so, check that the truetype fonts (which are defined in base/ufos/fonts.ufo) are in base/media/*.ttf

if not - there have to be pics named f_small.tga and f_big.tga in base/pics

depends on which fontsystem you use...

kilrathi

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compile requirements
« Reply #13 on: May 02, 2006, 08:19:16 pm »
There are some ttf fonts in directory You mentioned. I just didn't know that I have to compile the source with this parameter.
I compiled without it and there are the .tga files in /base/pics
I'll try compiling source with -DUSE_SDL_TTF

Offline Mattn

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compile requirements
« Reply #14 on: May 02, 2006, 08:26:57 pm »
have a look at the makefile - you see some parameters at the top... there you can activate the SDL_ttf font engine.