01-29-2007, 08:02 PM | #1 |
icculus's source wont compile
I downloaded the source code for the SDL version of ROTT and tried to compile it on my linux system, but the code is all messed up ><, does anyone have one that will compile?
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01-30-2007, 06:13 PM | #2 |
Re: icculus's source wont compile
That's not a very good description of whatever the problem is.
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01-31-2007, 04:55 AM | #3 |
Re: icculus's source wont compile
What would be cool to me is if you could compile WinROTTGL for other systems other than Windows (like Linux or Mac). I don't know how possible this is but it would be cool nonetheless.
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09-14-2007, 10:14 PM | #4 |
Re: icculus's source wont compile
you can... if it uses cross platform stuff... its easy!
On a linux: Just get the packages it needs (OpenGL\Possibly SDL\SDL_Mixer\FMOD)! use a C++ IDE or possibly MAKE if it was compiled with Dev-C++ or MinGW. On a Mac: ( Don't have a mac!) i thought there were linux ports of ROTT? as well as mac! I Mean there are only a few truely common OSs (Windows\Mac\Linux) some could argue with BSD OS's. you could try a source port or wait! Plus WinROTTGL would have to becalled either ROTTGL or WinMacLinuxROTTGL! |
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03-12-2008, 01:13 AM | #5 |
Re: icculus's source wont compile
The source code has some mistakes in its C code which gcc used to not care (or notice) in its earlier versions but the latest versions dislike them.
here i have fixed the source code to compile under Linux with GCC 4.2.3. It only needs SDL and SDL_mixer. The source code should also compile in Mac OS X and Windows. Note that this code is from the Debian package for ROTT, not from Icculus, which contains one or two patches to the Icculus code. Also the code contains two undocumented features, which seemed like bugs to me and this is why i downloaded the code. These are the fullscreen support and mouse behavior. By default the game runs in windowed mode and the mouse is not grabbed. To swith to fullscreen mode you need to press Alt+Enter. Even doing so, the mouse won't be grabbed and you need to press Ctrl+G to toggle grabbing. So you can have both windowed/non-windowed and grabbed/non-grabbed. My code begins in windowed mode always. In the original mode this was the case only with Windows and Linux due to an #ifdef which i commented out. |
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03-12-2008, 01:27 AM | #6 |
Re: icculus's source wont compile
On both Mac and Linux... Go into the terminal and verify you have all the required stuff (GCC, SDL, etc...)... Then goto you folder with ROTT in it and type:
./configure After a quick config type: make rott That way, to run ROTT, you just type ./rott in the folder or run it from finder. Also check my "Links" thread at the ROTT Forums... http://rott.s4.bizhat.com/viewtopic....31&mforum=rott
Last edited by Dopefish7590; 03-12-2008 at 01:35 AM.
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07-01-2008, 03:38 AM | #7 |
Re: icculus's source wont compile
Can someone compile the source with the change here that allows different maps to be loaded, as well as compiling the binary in the release configuration, as the debug binary shows the following whenever a savegame is loaded:
--------------------------- Microsoft Visual C++ Debug Library --------------------------- Debug Error! Program: rott32_registered.exe Module: rott32_registered.exe File: Run-Time Check Failure #2 - Stack around the variable 'flags' was corrupted. (Press Retry to debug the application) --------------------------- Abort Retry Ignore --------------------------- I've tried to do this myself, except Visual Studio 7 won't build properly because of 3 errors that result: Error 282 error C2365: 'floor' : redefinition; previous definition was 'function' rt_floor.c 76 Error 283 error C2106: '=' : left operand must be l-value rt_floor.c 433 Error 285 error C2296: '+=' : illegal, left operand has type 'double (__cdecl *)()' rt_floor.c 434 A built binary with these changes, or help doing this myself would be greatly appreciated. (By the way, Bad Sector's modified source also fails to build.)
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Last edited by Deuxsonic; 07-01-2008 at 03:43 AM.
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