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 Post subject: [EDIT] All Compiling Issues solved - Now... how to contribut
PostPosted: Sat Mar 28, 2009 4:50 pm 
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Space Floater
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Finally I got my VS08 to compile all the projects in the SDK's Solution except 'freeorionca'.
When trying to compile this i get following error.

Code:
fatal error C1083: Cannot open include file: 'pyconfig.h': No such file or directory   d:\Projekte\FreeOrion_SDK\Boost\include\boost-1_36\boost\python\detail\wrap_python.hpp


In wrap_python.hpp there's the line '#include <pyconfig.h>'.

I've got Python 2.6.1. installed and just don't know where this error message comes from.
Do i have to tell VS in the project, where to get pyconfig.h? Where to GET pyconfig.h?
Any help?


Last edited by Kuhlschrank on Tue Mar 31, 2009 9:49 pm, edited 2 times in total.

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 Post subject: Re: MSVC2008 Compilation: pyconfig.h not found
PostPosted: Sat Mar 28, 2009 5:24 pm 
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Space Floater
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Ok, FYI:

As i used Python26 i had to change all paths to c:\python25 in the projects properties...
So FreeOrion compiles on my machine now =)

But I get a runtime exception now:
Code:
main() caught exception(std::runtime_error): Failed to find an Ogre GL render system.


=)


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 Post subject: Re: MSVC2008 Compilation: pyconfig.h not found
PostPosted: Sat Mar 28, 2009 5:26 pm 
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As I was writing this, the answer was posted, but I'll post anyway in case this is a bit clearer...

Did you adjust the python include directory in the freeorionca project?

Right click on the freeorionca project in the solution explorer and select properties. In the C++ section, general section, there is an additional include directories entry. You need to change C:\Python25\include to wherever your python install has its include files.

You might also need to tell the linker section, input section, additional dependencies entry to use python26.lib instead of python25.lib and then copy python25.dll into the freeorion main directory.

Edit: For the Ogre error, post ogre.log, which should be in C:\Users\Username\AppData\Roaming\FreeOrion on Vista.


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 Post subject: Re: MSVC2008 Compilation: pyconfig.h not found
PostPosted: Mon Mar 30, 2009 2:38 pm 
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Space Floater
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Hello again, i was cut off the internet due to my ISP, but now im back again =)

my ogre.log tells me:
Code:
20:41:32: Creating resource group General
20:41:32: Creating resource group Internal
20:41:32: Creating resource group Autodetect
20:41:32: SceneManagerFactory for type 'DefaultSceneManager' registered.
20:41:32: Registering ResourceManager for type Material
20:41:32: Registering ResourceManager for type Mesh
20:41:32: Registering ResourceManager for type Skeleton
20:41:32: MovableObjectFactory for type 'ParticleSystem' registered.
20:41:32: OverlayElementFactory for type Panel registered.
20:41:32: OverlayElementFactory for type BorderPanel registered.
20:41:32: OverlayElementFactory for type TextArea registered.
20:41:32: Registering ResourceManager for type Font
20:41:32: ArchiveFactory for archive type FileSystem registered.
20:41:32: ArchiveFactory for archive type Zip registered.
20:41:32: FreeImage version: 3.10.0
20:41:32: This program uses FreeImage, a free, open source image library supporting all common

bitmap formats. See http://freeimage.sourceforge.net for details
20:41:32: Supported formats:

bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif

,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2
20:41:32: DDS codec registering
20:41:32: Registering ResourceManager for type HighLevelGpuProgram
20:41:32: Registering ResourceManager for type Compositor
20:41:32: MovableObjectFactory for type 'Entity' registered.
20:41:32: MovableObjectFactory for type 'Light' registered.
20:41:32: MovableObjectFactory for type 'BillboardSet' registered.
20:41:32: MovableObjectFactory for type 'ManualObject' registered.
20:41:32: MovableObjectFactory for type 'BillboardChain' registered.
20:41:32: MovableObjectFactory for type 'RibbonTrail' registered.
20:41:32: Loading library .\RenderSystem_GL
20:41:32: Installing plugin: GL RenderSystem
20:41:32: OpenGL Rendering Subsystem created.
20:41:32: Plugin successfully installed
20:41:32: Loading library .\Plugin_ParticleFX
20:41:32: Installing plugin: ParticleFX
20:41:32: Particle Emitter Type 'Point' registered
20:41:32: Particle Emitter Type 'Box' registered
20:41:32: Particle Emitter Type 'Ellipsoid' registered
20:41:32: Particle Emitter Type 'Cylinder' registered
20:41:32: Particle Emitter Type 'Ring' registered
20:41:32: Particle Emitter Type 'HollowEllipsoid' registered
20:41:32: Particle Affector Type 'LinearForce' registered
20:41:32: Particle Affector Type 'ColourFader' registered
20:41:32: Particle Affector Type 'ColourFader2' registered
20:41:32: Particle Affector Type 'ColourImage' registered
20:41:32: Particle Affector Type 'ColourInterpolator' registered
20:41:32: Particle Affector Type 'Scaler' registered
20:41:32: Particle Affector Type 'Rotator' registered
20:41:32: Particle Affector Type 'DirectionRandomiser' registered
20:41:32: Particle Affector Type 'DeflectorPlane' registered
20:41:32: Plugin successfully installed
20:41:32: Loading library .\Plugin_OctreeSceneManager
20:41:32: Installing plugin: Octree & Terrain Scene Manager
20:41:32: Plugin successfully installed
20:41:32: Loading library .\Plugin_CgProgramManager
20:41:32: OGRE EXCEPTION(7:InternalErrorException): Could not load dynamic library

.\Plugin_CgProgramManager.  System Error: Das angegebene Modul wurde nicht gefunden. in

DynLib::load at ..\src\OgreDynLib.cpp (line 80)


Where in the SDK does Ogre exactly be in?


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 Post subject: Re: MSVC2008 Compilation: pyconfig.h not found
PostPosted: Mon Mar 30, 2009 3:13 pm 
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Kuhlschrank wrote:
Code:
20:41:32: Loading library .\Plugin_CgProgramManager
20:41:32: OGRE EXCEPTION(7:InternalErrorException): Could not load dynamic library

.\Plugin_CgProgramManager.  System Error: Das angegebene Modul wurde nicht gefunden. in

DynLib::load at ..\src\OgreDynLib.cpp (line 80)

Looks like the FreeOrion SDK is still missing Plugin_CgProgramManager.dll and cg.dll. These should be in the Ogre SDK and need to be put into the FreeOrion directory.

Eventually the FO SDK should get updated, eliminating this step.

Quote:
Where in the SDK does Ogre exactly be in?

I can't figure out what that is trying to ask...


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 Post subject: Re: MSVC2008 Compilation: pyconfig.h not found
PostPosted: Mon Mar 30, 2009 3:57 pm 
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With the two files from the Ogre SDK you mentioned, i got FO to run to tha main menu, but when i try to click the single player menu item the game crashes...
Is it possible that i should really use Python 2.5.4 instead of 2.6.1?
If so... with Python 2.5.4 my freeorionca project doesn't compile... (with 2.6.1 it does!)
Getting this many errors of this type:
Code:
Error   1   error LNK2001: unresolved external symbol __imp___Py_NoneStruct   PythonLoggingWrapper.obj   freeorionca

Ideas?


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 Post subject: Re: MSVC2008 Compilation: pyconfig.h not found
PostPosted: Mon Mar 30, 2009 6:58 pm 
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Space Floater
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Found out, that the Linker does not forgive me using a 64bit distro of Python. So Python 2.5 (x86) is now working fine for me, but again, when i start a single game, and create my galaxy, the freeoriond.exe crashes when "Creating Galaxy and AIs".

Help! :)

Found out, that the game writes these three lines to the console when i start the freeorion.exe
Code:
error at or after the indicated point on line 1:
Hull
^


Are there any log files written, which have a possibility to help me?

EDIT: btw. the installer release version of the game is playable well and does not crash, only the one from the sdk, self compiled with msvc2008


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 Post subject: Re: MSVC2008 Compilation: pyconfig.h not found
PostPosted: Mon Mar 30, 2009 8:46 pm 
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Space Floater
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Re-Built zlib and libpng like mentioned here.
Nothing changed...

The PROBLRM again:

Found out, that the game writes these three lines to the console when i start the freeorion.exe
Code:
error at or after the indicated point on line 1:
Hull
^


When I want to start a single player match and click on create galaxy in the dialog, the screen says "Creating Galaxy and AIs" and then freeoriond.exe crashes...

I just want to run it .... =(


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 Post subject: Re: VC9 New Problem: FOd.exe crashes when generating AI and Gala
PostPosted: Mon Mar 30, 2009 10:42 pm 
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Do you or did you have an installed version of FreeOrion on the same system? If so, you may need to delete config.xml in the same directory as ogre.log. It's probably storing the location of the data files (in which hulls are defined) which is for the installed version. The SVN version has updated the format of hull (and other things') definitions, meaning if you try to use the installed version of the hulls definition file with the SVN freeorion, it would produce the output you're seeing. Old versions of config.xml often need to be removed when you've got different versions of data files in multiple locations.


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 Post subject: Re: VC9 New Problem: FOd.exe crashes when generating AI and Gala
PostPosted: Mon Mar 30, 2009 11:13 pm 
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Space Floater
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hooray!
now its works perfectly. thanks!
...
Now it's crashing when I "Resign" from the game (the whole AppData-Folder is empty now)....
That normal?

Going to bed now. It's 1:00am here and tomorrow's work =)


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 Post subject: Re: VC9 New Problem: FOd.exe crashes when generating AI and Gala
PostPosted: Mon Mar 30, 2009 11:47 pm 
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Kuhlschrank wrote:
Now it's crashing when I "Resign" from the game (the whole AppData-Folder is empty now)....
That normal?

That doesn't happen for me. Is it crashing in a particular way? What's in freeorion.log, freeoriond.log and freeorionca.log?


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 Post subject: Re: VC9 New Problem: FOd.exe crashes when generating AI and Gala
PostPosted: Tue Mar 31, 2009 6:47 pm 
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Space Floater
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freeorion.log
Code:
2009-03-31 20:43:09,094 DEBUG Client : Planetpanel top: 301
2009-03-31 20:43:09,094 DEBUG Client : Planetpanel top: 432
2009-03-31 20:43:09,094 DEBUG Client : Planetpanel top: 563
2009-03-31 20:43:09,095 DEBUG Client : Planetpanel top: 694
2009-03-31 20:43:09,138 ERROR Client : SidePanel::PlanetPanelContainer::DoPanelsLaout passed positive top.  It is expected to be 0 or negative only.
2009-03-31 20:43:09,145 ERROR Client : SidePanel::PlanetPanelContainer::DoPanelsLaout passed positive top.  It is expected to be 0 or negative only.
2009-03-31 20:43:10,575 ERROR Client : SidePanel::PlanetPanelContainer::DoPanelsLaout passed positive top.  It is expected to be 0 or negative only.
2009-03-31 20:43:10,578 DEBUG Client : PopulateList start
2009-03-31 20:43:10,578 DEBUG Client : Adding Buildings
2009-03-31 20:43:10,580 DEBUG Client : Adding ship designs
2009-03-31 20:43:10,649 DEBUG Client : Selecting Row
2009-03-31 20:43:10,649 DEBUG Client : Done
2009-03-31 20:43:10,650 DEBUG Client : PopulateList start
2009-03-31 20:43:10,651 DEBUG Client : Adding Buildings
2009-03-31 20:43:10,652 DEBUG Client : Adding ship designs
2009-03-31 20:43:10,654 DEBUG Client : Selecting Row
2009-03-31 20:43:10,654 DEBUG Client : Done
2009-03-31 20:43:10,654 ERROR Client : SidePanel::PlanetPanelContainer::DoPanelsLaout passed positive top.  It is expected to be 0 or negative only.
2009-03-31 20:43:14,176 DEBUG Client : (HumanClientFSM) PlayingGame.ResetToIntroMenu
2009-03-31 20:43:14,176 DEBUG Client : (HumanClientFSM) ~PlayingTurn
2009-03-31 20:43:14,176 DEBUG Client : (HumanClientFSM) ~PlayingGame
2009-03-31 20:43:14,178 DEBUG Client : (HumanClientFSM) IntroMenu
2009-03-31 20:43:14,178 DEBUG Client : (HumanClientFSM) IntroMenuIdle
2009-03-31 20:43:14,179 ERROR Client : ClientNetworking::NetworkingThread() : Networking thread will be terminated due to unhandled exception "Die Netzwerkverbindung wurde durch das lokale System getrennt"

Last line is german and means: Network connection closed by local system.

freeoriond.log
Code:
2009-03-31 20:43:01,948 DEBUG Server : (ServerFSM) WaitingForTurnEndIdle
2009-03-31 20:43:01,948 DEBUG Server : (ServerFSM) WaitingForTurnEnd.TurnOrders
2009-03-31 20:43:01,948 DEBUG Server : WaitingForTurnEnd.TurnOrders : Received orders from player 4
2009-03-31 20:43:01,948 DEBUG Server : (ServerFSM) WaitingForTurnEnd.TurnOrders
2009-03-31 20:43:01,949 DEBUG Server : WaitingForTurnEnd.TurnOrders : Received orders from player 3
2009-03-31 20:43:01,949 DEBUG Server : (ServerFSM) WaitingForTurnEnd.TurnOrders
2009-03-31 20:43:01,950 DEBUG Server : WaitingForTurnEnd.TurnOrders : Received orders from player 1
2009-03-31 20:43:01,950 DEBUG Server : (ServerFSM) WaitingForTurnEnd.TurnOrders
2009-03-31 20:43:01,951 DEBUG Server : WaitingForTurnEnd.TurnOrders : Received orders from player 2
2009-03-31 20:43:14,179 DEBUG Server : ServerFSM::HandleNonLobbyDisconnection : Host player disconnected; server terminating.


btw. what exactly do the suffixes of the projects stand for? (d for dedicated, ca for client application?)


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 Post subject: Re: VC9 New Problem: FOd.exe crashes when generating AI and Gala
PostPosted: Tue Mar 31, 2009 9:04 pm 
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erm....
Updated to newest SVN Version today and the crash when resigning is gone...

OK, as I'm new to contribute in open source software, what do i do next, to help?


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 Post subject: Re: VC9 New Problem: FOd.exe crashes when generating AI and Gala
PostPosted: Wed Apr 01, 2009 12:54 am 
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Kuhlschrank wrote:
OK, as I'm new to contribute in open source software, what do i do next, to help?

Essentially, you pick a task (programming or otherwise) you want to work on, and then post whatever changes you've made to accomplish that task on the forums. This might be posting a text file or art, or a svn diff patch file for source code changes, or whole updated files that you've changed or added.

If you need help, posting on the forums is the best way, regardless of what you're working on (programming, art, content creation...).

If you need a programming task, you can have a look at the Programming Work article on the wiki. Most of the tasks are fairly involved or complicated and might be a bit daunting to start off, but digging in and figuring out how things work is probably the best way to learn. Most people who start with a smaller, relatively independent task don't seem to stick around very long after working on it, so perhaps the more involved one would be more motivating long term...?

Many of the tasks listed are UI-related, which means they likely involve another set of classes to learn and use, and that you can see the results easily right on the screen. If you feel like getting into UI work, playing around with the UI is sure to reveal some rough edges and motivate some interest in working on something in particular.

Feel free to ask for more details about anything you're interested in working on from the Programming Work page, or to suggest something to work on for yourself that's not listed.


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 Post subject: Re: [EDIT] All Compiling Issues solved - Now... how to contribut
PostPosted: Wed Apr 01, 2009 6:24 am 
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Thank you, Geoff. You've got a very nice way to talk to people =)

How to get sure, that i'm not picking a task, somebody else already picked?


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