The Help Thread
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- Geoff the Medio
- Programming, Design, Admin
- Posts: 13603
- Joined: Wed Oct 08, 2003 1:33 am
- Location: Munich
Edit: OK, I ended up using the text commands from the Wiki.
I had originally assumed these were only applicable to Linux, since it says "CVS can be obtained in Linux using these commands:".
Someone who knows what there doing might want to change that (the Wiki) to better indicate the commands' usefulness for anyone...
(full CVS checkout instructions for a windows GUI would be nice too, but I figured a one line alteration was more realistic).
Edit: removed OT discussion after PM on subject
I had originally assumed these were only applicable to Linux, since it says "CVS can be obtained in Linux using these commands:".
Someone who knows what there doing might want to change that (the Wiki) to better indicate the commands' usefulness for anyone...
(full CVS checkout instructions for a windows GUI would be nice too, but I figured a one line alteration was more realistic).
Edit: removed OT discussion after PM on subject
The compiler is free, but the IDE (visual studio) is not. The free version has no support for projects, so is fairly useless, of itself, for compiling FO.tzlaine wrote: You guys should both try using the free MS compiler. MS recently made the MSVC++ 7.x compiler free for download.
Unless I'm missing some helpful link in the labyrinth that is MS's site, that is.
- Geoff the Medio
- Programming, Design, Admin
- Posts: 13603
- Joined: Wed Oct 08, 2003 1:33 am
- Location: Munich
I just got a fresh set of source files off CVS (July 7, 3:00 AM EST) and am attempting to compile in MSVC7.1.
I'm getting a bunch of errors in Universe.h, apparently due to the new code (compared to my 5 or 6 day old Universe.h that compiles fine):
A representative sample of the errors:
Is this me, or some badly written macros?
I'm getting a bunch of errors in Universe.h, apparently due to the new code (compared to my 5 or 6 day old Universe.h that compiles fine):
Code: Select all
ENUM_STREAM_IN(PlanetType)
ENUM_STREAM_OUT(PlanetType)
Code: Select all
c:\FreeOrion\universe\Universe.h(84): error C2059: syntax error : ')'
c:\FreeOrion\universe\Universe.h(84): error C2065: 'GetEnumMap' : undeclared identifier
c:\FreeOrion\universe\Universe.h(84): error C2275: 'PlanetType' : illegal use of this type as an expression
c:\FreeOrion\universe\Universe.h(85): error C2593: 'operator <<' is ambiguous
c:\FreeOrion\universe\Universe.h(85): error C3861: 'GetEnumMap': identifier not found, even with argument-dependent lookup
- Geoff the Medio
- Programming, Design, Admin
- Posts: 13603
- Joined: Wed Oct 08, 2003 1:33 am
- Location: Munich
Thanks, noelte. Compiled fresh GG and tried again, and it worked fine.
Except: Now the only animated planet images I seem to be seeing are the asteroids ones. None of the other planet images are shown. (I have the art). Not sure if this is a bug, or something to do with the new xml file?
Also, regarding the framerates in the XML file, I'd suggest putting "default" to a lower frame rate, so that gas giants and asteroids spin slower.
Except: Now the only animated planet images I seem to be seeing are the asteroids ones. None of the other planet images are shown. (I have the art). Not sure if this is a bug, or something to do with the new xml file?
Also, regarding the framerates in the XML file, I'd suggest putting "default" to a lower frame rate, so that gas giants and asteroids spin slower.
It's not a bug it's an feature;-) Zach implemented a rotationable sphere with mapped texture. But until now, those textures are missing. I hope pd manages to create those missing textures.Geoff the Medio wrote:Except: Now the only animated planet images I seem to be seeing are the asteroids ones. None of the other planet images are shown. (I have the art). Not sure if this is a bug, or something to do with the new xml file?
It's about to change. Btw: you can specify those speed in planets/planets.xml.Geoff the Medio wrote: Also, regarding the framerates in the XML file, I'd suggest putting "default" to a lower frame rate, so that gas giants and asteroids spin slower.
- Geoff the Medio
- Programming, Design, Admin
- Posts: 13603
- Joined: Wed Oct 08, 2003 1:33 am
- Location: Munich
Is the rendering disabled right now, then? I'd have thought he couldn't put in a solid colour texture, just to be sure the spheres are actually being rendered...noelte wrote:It's not a bug it's an feature;-) Zach implemented a rotationable sphere with mapped texture. But until now, those textures are missing.
yes, that would be most helpfulI hope pd manages to create those missing textures.
Uh... what other "XML file" did you think I was referring to?It's about to change. Btw: you can specify those speed in planets/planets.xml.Geoff the Medio wrote: Also, regarding the framerates in the XML file, I'd suggest putting "default" to a lower frame rate, so that gas giants and asteroids spin slower.
And is that file going to be used with the textured spheres? Right now it's all about images to cycle through, not textures for a given planet size. (changing the xml file won't do me much good if the file won't be used and the images don't show now...)
Forget about it for now. No need to worry about things which are meant to been changed.Geoff the Medio wrote:Is the rendering disabled right now, then? I'd have thought he couldn't put in a solid colour texture, just to be sure the spheres are actually being rendered...noelte wrote:It's not a bug it's an feature;-) Zach implemented a rotationable sphere with mapped texture. But until now, those textures are missing.
From memory default/art/small/planets/planets.xmlGeoff the Medio wrote: Uh... what other "XML file" did you think I was referring to?
The xml at it's current style won't be used anymore, but i believe i'm going to replace it with another. That's needed to tweak/mod speeds and other things you might think of.Geoff the Medio wrote: And is that file going to be used with the textured spheres? Right now it's all about images to cycle through, not textures for a given planet size. (changing the xml file won't do me much good if the file won't be used and the images don't show now...)
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- Space Squid
- Posts: 67
- Joined: Sat Oct 02, 2004 3:38 am
- Location: Saint Paul, MN (USA)
Directed this way by Tyreth after getting freeorion to compile and run...
New problem!
1097909840 ERROR : Video mode set failed: Couldn't find matching GLX visual
1097909840 FATAL : Initiating Exit (code 1 - error termination)
1097909840 DEBUG : SDLQuit() complete.
From Mo Budlong: "Where log4cpp falls down is the documentation. Each individual class is thoroughly documented, but there is little or nothing on how to tie the objects together to use log4cpp. The log4cpp document states "it is like log4j." If you hunt down documentation on log4j it consists of a one-article introduction to using log4j."
He's right. Anyway, grep tells me that nothing in the freeorion or GG projects calls a glX function.
Is SDL 1.2.7 falling down on me for some reason?
Does anyone have hints for using the log4cpp traces properly?
Thanks,
Jon
Edit: My OpenGL stuff:
xorg-x11-Mesa-libGL-6.8.1-4
xorg-x11-Mesa-libGLU-6.8.1-4
New problem!
1097909840 ERROR : Video mode set failed: Couldn't find matching GLX visual
1097909840 FATAL : Initiating Exit (code 1 - error termination)
1097909840 DEBUG : SDLQuit() complete.
From Mo Budlong: "Where log4cpp falls down is the documentation. Each individual class is thoroughly documented, but there is little or nothing on how to tie the objects together to use log4cpp. The log4cpp document states "it is like log4j." If you hunt down documentation on log4j it consists of a one-article introduction to using log4j."
He's right. Anyway, grep tells me that nothing in the freeorion or GG projects calls a glX function.
Is SDL 1.2.7 falling down on me for some reason?
Does anyone have hints for using the log4cpp traces properly?
Thanks,
Jon
Edit: My OpenGL stuff:
xorg-x11-Mesa-libGL-6.8.1-4
xorg-x11-Mesa-libGLU-6.8.1-4
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- Space Squid
- Posts: 67
- Joined: Sat Oct 02, 2004 3:38 am
- Location: Saint Paul, MN (USA)
Yep. Somehow or another, I was in 16-bit color. Thanks again.Tyreth wrote:Could be that you are not running a 24/32bit resolution.
Edit default/config.xml and change <color-depth>32</color-depth> to 16 or 24
*laughs*
It's just like one of those calls to tech support.
Customer: My PC doesn't work.
Tech: What happens when you press the power button?
Customer: Nothing!
Tech: Is your machine plugged in?
<pause>
Customer: Oh.
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- Creative Contributor
- Posts: 1060
- Joined: Sun Jun 29, 2003 12:40 am
- Location: Tucson, Arizona USA
I need Help just figuring out how to get all these Libraries to work with my Compiler so I can START trying to compile FO. Can any one Familiar with the Bloodshed Dev C++ Compiler give me instructions on how to do this, the Wiki dosent realy explain much (might be wise to update it).
Fear is the Mind Killer - Frank Herbert -Dune
I have experience with it. The first step, is to uninstall DevC++. The second step is to use a Linux distro, or the MSVC++ 7.1 compiler. Sorry, but DevC++ is no longer supported, and believe me when I say you're in over your head trying to get it to work.Impaler wrote:I need Help just figuring out how to get all these Libraries to work with my Compiler so I can START trying to compile FO. Can any one Familiar with the Bloodshed Dev C++ Compiler give me instructions on how to do this, the Wiki dosent realy explain much (might be wise to update it).