project-navigation
Personal tools

Author Topic: compile requirements  (Read 15432 times)

kilrathi

  • Guest
compile requirements
« Reply #15 on: May 03, 2006, 03:18:36 pm »
Quote from: "Mattn"
(which are defined in base/ufos/fonts.ufo)


There is no such file in my base/ufos directory.

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
compile requirements
« Reply #16 on: May 03, 2006, 05:42:13 pm »
http://svn.sourceforge.net/viewcvs.cgi/ufoai/ufoai/trunk/base/ufos/fonts.ufo?view=log

^^it's in the repository. maybe you have to do a "svn up" in ufo-svn dir

Gill_Bates

  • Guest
problems
« Reply #17 on: May 03, 2006, 06:41:59 pm »
When I try to compile the latest version of maps under windows I get one of two problems:
Make: this method failed from the start since it tried to use the windows version of find.exe, even after adding a different find.exe (GNU-find utils based), naming it vfind it still fails claiming that:
vfind: paths must precede expression
Usage: vfind [-H] [-L] [-P] [path...] [expression]

So I tried using the perl script, but, the problem is that the qrad3 fails on the first map (Africa04 I think) because it concatenates a unix style folder name to the windows style, it appears like this:
Error opening E:\UFOAI\ufoai\base/pics/colormap.pcx: No such file or directory

Well, how about that?

P.S. I had trouble with earlier versions: the defined value SHADER wasn't defined and compilation failed. If you know what might have caused it and what am I missing, or if it was solved it would help me save time after the map compilation problem is solved.

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: problems
« Reply #18 on: May 03, 2006, 07:07:07 pm »
Quote from: "Gill_Bates"
So I tried using the perl script, but, the problem is that the qrad3 fails on the first map (Africa04 I think) because it concatenates a unix style folder name to the windows style, it appears like this:
Error opening E:\UFOAI\ufoai\base/pics/colormap.pcx: No such file or directory

This should be no problem - but verify the path - there is a bug in qrad3 that searches the colormap.pcx at the wrong place. this is known. currently you need to copy the colomap.pcx to the place qrad3 searches for it.

Quote from: "Gill_Bates"
P.S. I had trouble with earlier versions: the defined value SHADER wasn't defined and compilation failed. If you know what might have caused it and what am I missing, or if it was solved it would help me save time after the map compilation problem is solved.

I think this should be fixed... if not - please give more infos

Gill_Bates

  • Guest
compile requirements
« Reply #19 on: May 03, 2006, 11:30:30 pm »
OK, the perl script started working after I created a folder with the file where it searched.

now qbsp3 fails in ufo_hangar map because:
"No gamedir in E:\UFOAI\ufoai\trunk\base\maps\./b/g/ufo_hangar"

what does that mean?

Hoehrer

  • Guest
compile requirements
« Reply #20 on: May 04, 2006, 11:14:13 pm »
I get the same error...
Code: [Select]
trunk/base/maps$ make
qbsp3 b/g/ufo_hangar.map
---- qbsp3 ----

************ ERROR ************
No gamedir in trunk/base/maps/b/g/ufo_hangar.map
make: *** [b/g/ufo_hangar.bsp] Fehler 1

... but i haven't found a solution yet :-/

Werner

Offline Malick

  • Rookie
  • ***
  • Posts: 72
    • View Profile
compile requirements
« Reply #21 on: June 02, 2006, 01:55:25 pm »
Hi,

As I'm quite a noob in compile related problems, I'd like to know if there is a way to download the latest source files at once, not downloading each revised file one by one from svn... Or am I missing something here ?

BTW, I'm under WinXP with C++ Builder 6

Malick

Offline BTAxis

  • Administrator
  • PHALANX Commander
  • *******
  • Posts: 2607
    • View Profile
compile requirements
« Reply #22 on: June 02, 2006, 01:57:13 pm »
You can get the whole source in one go if you use a SVN client. Have a look here:
http://ufo.myexp.de/wiki/index.php/Getting_the_source

Offline Malick

  • Rookie
  • ***
  • Posts: 72
    • View Profile
compile requirements
« Reply #23 on: June 02, 2006, 03:34:13 pm »
Raaah

I get this message each time I try to import/check out the source files:

Code: [Select]
Error: PROPFIND request failed on '/viewcvs.cgi/ufoai/ufoai/trunk'  
Error: PROPFIND of '/viewcvs.cgi/ufoai/ufoai/trunk': 200 OK (http://svn.sourceforge.net)  


Malick

Offline BTAxis

  • Administrator
  • PHALANX Commander
  • *******
  • Posts: 2607
    • View Profile
compile requirements
« Reply #24 on: June 02, 2006, 03:37:48 pm »
Import is for actually putting stuf into the SVN (yes, it makes little sense). Try export. I just tried it, and it works for me.

Offline Malick

  • Rookie
  • ***
  • Posts: 72
    • View Profile
compile requirements
« Reply #25 on: June 02, 2006, 03:41:48 pm »
No luck, same error message...
I may have to check the configuration and firewall.

Malick

Offline Malick

  • Rookie
  • ***
  • Posts: 72
    • View Profile
compile requirements
« Reply #26 on: June 05, 2006, 03:38:28 pm »
OK, I'm a dumbass :D

Managed to get it to work, I didn't enter the correct URL in TortoiseSVN... Should have read the manual ! Thanks anyway.

Malick

trapiste

  • Guest
compile requirements
« Reply #27 on: April 20, 2007, 12:08:36 am »
Sorry to bore everybody with the same error message : I compiled the game for Linux Ubuntu 6.10 amd64. But I can't make maps. I am a newbee in compilation and I don't see where is the error when I type make maps:
Code: [Select]

************ ERROR ************
Error opening /home/patrice/sources/ufoai-2.1-source/base/pics/colormap.pcx for reading: No such file or directory
make[1]: *** [frozenn/st_drop.bsp] Erreur 1
make[1]: quittant le répertoire « /home/patrice/sources/ufoai-2.1-source/base/maps »
make: *** [maps] Erreur 2

I tried to search this colormap.pcx file in other directory, but didn't found it.
Please, did I forgot something ?
Thanks in advance

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
compile requirements
« Reply #28 on: April 20, 2007, 07:48:39 am »
are you using the pk3 files (linux installer or ufoai-2.1-data.tar)? or are you using the svn? if you are using the pk3 files (normal zip files with pk3 prefix) then you have to extract the colormap.pcx from base/0pics.pk3 to the path where ufo2map is searching for it

trapiste

  • Guest
compile requirements
« Reply #29 on: April 22, 2007, 11:03:19 pm »
thanks a lot,
in fact I didn't understood that I needed the data.tar. I downloaded
- ufoai-2.1-source.tar.bz2
- ufoai-2.1-mapsource.tar.bz2
- music.tar.bz2

After your message, I aded the data.tar, extracted the colormap.pcx and the maps compilation went fine.
It seems to works ok. I made the first mission, without any trouble (computer trouble, I mean :wink: )

By the way, is There other files to extract from the data.tar ?  :?: