Windows build

Windows build

Postby oln » 27 Nov 2010, 17:33

I have now managed to build and run on windows. Putting up a release for testing. Please check if it works. I'm not sure if the windows c runtime libraries needs to be put in there as well or not. Also, how do you move files on sourceforge?
Haven't uploaded the changes i had to do to get it working to git yet, will do that sometime today.
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Re: Windows build

Postby andrewbuck » 27 Nov 2010, 22:13

Thanks again for getting the build system working on windows, it is really nice to be able to put together releases again. Also, thanks to all the people who have helped recently in getting the SVN repository up to date with the latest models, this release looks much better as a result of that.

I just installed the game on my system and it seems to run fine, however the game runs very slow. I think this may be as I have not properly set up my video card yet since the windows install is still new. Hopefully people can have a go at the test level now and see how it plays.

One issue I did notice is with the materials on the forge. I can see the texture on the objects now, but it is interleaved with a white texture so you see about half and half on the object of the proper texture and the white lines. This also may be due to my video card not being properly set up as well though.

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Re: Windows build

Postby oln » 27 Nov 2010, 22:19

I got the same thing with the Forge when I tried. The game seemed to run at normal speed though.
Git,SVN and wiki is updated.
Did you need to install the MS C/C++ runtime libraries?
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Re: Windows build

Postby svenskmand » 27 Nov 2010, 23:56

Nice work, oln :)
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Re: Windows build

Postby andrewbuck » 28 Nov 2010, 00:17

I'm not sure if I have those libs installed or not. I had tried in the past to get a build environment set up for OD on my windows partition so I may or may not have them installed, I don't remember what all I installed.

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Re: Windows build

Postby Skorpio » 28 Nov 2010, 01:22

Good job guys! Scrolling and creature dropping are pretty fast now.

I get some graphics errors in the new version. Especially the textures on the forge behave strangely. It looks a bit like Z-fighting, but I think it's something else.

And the lights seem to darken the floor sometimes. You can see this on the screenshot around the forge.

Also I have to update the dungeon temple. The spikes shouldn't be white.
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Re: Windows build

Postby riidom » 28 Nov 2010, 01:27

mapeditor.exe crashes with a "0xc0150002" here, is it a SSE2+ only build?
Once I see whats the trouble with the forgetexture, I'll try to fix it.
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Re: Windows build

Postby Skorpio » 28 Nov 2010, 01:45

Try to use this material script for the forge:

{l Code}: {l Select All Code}
material Material
{
   receive_shadows on
   technique
   {
      pass
      {
         ambient 0.000000 0.000000 0.000000 1.000000
         diffuse 0.8 0.8 0.8 1.000000
         specular 0.05 0.05 0.05 1.000000 20.000000
         emissive 0.000000 0.000000 0.000000 1.000000
         texture_unit
         {
            texture base_texture.png
            tex_address_mode wrap
            filtering trilinear
         }
      }
   }
}


It's just the color texture. We have to ignore the normal map until we figure out how to enable them correctly. BTW the material should be called "forge" not just "material" and the textures "forge_col" and "forge_nor".
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Re: Windows build

Postby svenskmand » 28 Nov 2010, 01:55

I only had to install the OpenAL libaries to make it run, although I do not know if I have the M$ C/C++ Runtime installed already, probably I have. I also get the white/texture error for the forge.

It runs really smooth, but I crashes after approximately 30 seconds every time, where can I see the error messages?

It also runs really slow then the mouse is pressed while digging.
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Re: Windows build

Postby andrewbuck » 28 Nov 2010, 01:59

The darkening on the floor is caused by an interaction between the lights that spawn momentarily to indicate claiming. I don't know exactly why it happens but that is what it does.

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Re: Windows build

Postby oln » 28 Nov 2010, 02:27

riidom {l Wrote}:mapeditor.exe crashes with a "0xc0150002" here, is it a SSE2+ only build?
Once I see whats the trouble with the forgetexture, I'll try to fix it.

It shouldn't, unless Visual Studio somehow enabled it by itself.
Have you checked Ogre.log and CEGUI.log for issues? Could be some missing dll issue, possibly the runtime c/c++ libs missing, try installing this: https://www.microsoft.com/downloads/en/details.aspx?familyid=A5C84275-3B97-4AB7-A40D-3802B2AF5FC2&displaylang=en
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Re: Windows build

Postby andrewbuck » 28 Nov 2010, 18:44

svenskmand {l Wrote}:It runs really smooth, but I crashes after approximately 30 seconds every time, where can I see the error messages?


The error messages are visible in the log files mentioned by oln in the previous post. I think the reason it might be crashing is there may be a creature in the other dungeon to the right destroying tiles for rooms. It seems to segfault when this happens sometimes and I think the color of the Kreature in that part of the dungeon does not match the color for the rooms, so it destroys them. You could try changing the color of that Kreatur in the level file as well.

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Re: Windows build

Postby svenskmand » 28 Nov 2010, 23:10

oln: could you put your build scripts and documentation for the required software to build, for windows, in the svn, say in opendungeons/Distribution/Windows, then I will put mine in opendungeons/Distribution/Ubuntu then when we are done with each others scripts, I could try you scripts out and you can try mine, to find any errors/missing dependencies in the documentation how to build the packages/installers.
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