Windows compilation issues [split]

Windows compilation issues [split]

Postby dimproject » 19 Sep 2013, 22:16

I have VS2010 and lipsofsuna-win32-sdk-1.1.7 (MinGW).
For source lipsofsuna-0.7.0 need python27.dll.
Then ./waf configure show

dlfcn.h, inotifytools/inotify.h, inttypes.h, poll.h, sys/inotify.h, sys/mman.h, sys/time.h - not found
fcntl.h, stdint.h, sys/stat.h - yes (...\VC\include).
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Re: Lips of Suna 0.7.0 released

Postby amuzen » 20 Sep 2013, 17:43

dimproject {l Wrote}:I have VS2010 and lipsofsuna-win32-sdk-1.1.7 (MinGW).
For source lipsofsuna-0.7.0 need python27.dll.
Then ./waf configure show

dlfcn.h, inotifytools/inotify.h, inttypes.h, poll.h, sys/inotify.h, sys/mman.h, sys/time.h - not found
fcntl.h, stdint.h, sys/stat.h - yes (...\VC\include).


The game can't be compiled with Visual Studio at the moment, so you need the workaround from this forum post or this wiki page to force Waf to use GCC instead.
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Re: Lips of Suna 0.7.0 released

Postby dimproject » 20 Sep 2013, 20:55

Thanks xenoglyph and amuzen.
./waf configure - ok.
./waf - fail (C:\MinGW\include\semaphore.h)

In semaphore.h

PTW32_DLLPORT int __cdecl sem_post_multiple (sem_t * sem,
int count);

(Error) PTW32_DLLPORT int __cdecl sem_open (const char * name,
int oflag,
mode_t mode,
unsigned int value);

PTW32_DLLPORT int __cdecl sem_close (sem_t * sem);
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Re: Lips of Suna 0.7.0 released

Postby dimproject » 22 Sep 2013, 20:20

Need fixing MinGW.
fix.zip
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Re: Lips of Suna 0.7.0 released

Postby amuzen » 23 Sep 2013, 20:33

If you provided the full Waf output that contains the build error messages, I could try to fix your issue. Otherwise, there isn't much that I can do since I don't have any idea what I'm even supposed to fix.

It'd be much more efficient if someone with Windows fixed the build issues, though, since it's pretty hard to do it blindly in Linux.
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Re: Lips of Suna 0.7.0 released

Postby dimproject » 24 Sep 2013, 07:57

Maybe something wrong.
issues.zip
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Re: Lips of Suna 0.7.0 released

Postby amuzen » 24 Sep 2013, 19:19

OK, correct me if I'm wrong, but are you basically saying that the game would build correctly if the SDK were patched with the attached zip file? Could you perhaps check that the files would go into the right directories if the archive is extracted over the MinGW directory of the SDK?

If the zip is correct, I'll upload it to SourceForge. Hopefully it'll make it at least a bit easier for other people to get the game to compile in Windows.
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lipsofsuna-win32-sdk-1.1-patch-1.2.7z
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Re: Lips of Suna 0.7.0 released

Postby dimproject » 25 Sep 2013, 15:35

I tested. OK!
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Re: Lips of Suna 0.7.0 released

Postby amuzen » 26 Sep 2013, 17:24

Great! I uploaded it and added instructions to wiki on how to install it.

Thank you for going through the trouble of getting the SDK to work!
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Re: Windows compilation issues [split]

Postby SpaceGoose » 08 Oct 2013, 17:28

I had an issue compiling using the provided environment and patch. Some of the required dlls were not ending up in the lipsofsuna-0.7.0 directory, such as FreeImage.dll. I tried copying them by hand, but this caused lipsofsuna.exe to give me a "The application failed to initialize properly (0xc0000005). Click on OK to terminate the application." error box.

I tried running the script here: http://lipsofsuna.org/wiki/management-m ... es-windows (by putting it into a file I called "buildit" and then calling ./buildit in the directory in MinGW) and I got errors right at the very end of the compiling process about a missing dlls /minw/bin/libpthread-2.dll and /local/bin/
SDL_TFF.dll glew32.dll and libfreetype-6.dll

I hunted down copies of those binaries from their respective project sites, and put them in the correct folders and tried the buildit script again. This time it didn't complain at all, but running the program still resulted in the 0xc0000005 problem. So I downloaded a copy of the 0.6.0 windows binary archive, and took the older dlls from the 0.6.0 directory in that and stuck them in the 0.7.0 directory with the exe I'd just built, and funnily enough that did the trick. Obviously that's not ideal, but right now the program will load to title and do stuff.
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Re: Windows compilation issues [split]

Postby amuzen » 09 Oct 2013, 16:13

SpaceGoose {l Wrote}:I had an issue compiling using the provided environment and patch. Some of the required dlls were not ending up in the lipsofsuna-0.7.0 directory, such as FreeImage.dll. I tried copying them by hand, but this caused lipsofsuna.exe to give me a "The application failed to initialize properly (0xc0000005). Click on OK to terminate the application." error box.


This is normal. The game should run without you having to copy the DLLs if you run it from the MinGW prompt, but you need to copy the DLLs into its folder if you want to run it by double clicking the executable in the file manager (assuming that nothing is missing from the SDK). Apart from documenting which DLLs need to be copied, there's little that can be done about that behavior, I think.

SpaceGoose {l Wrote}:I tried running the script here: http://lipsofsuna.org/wiki/management-m ... es-windows (by putting it into a file I called "buildit" and then calling ./buildit in the directory in MinGW) and I got errors right at the very end of the compiling process about a missing dlls /minw/bin/libpthread-2.dll and /local/bin/
SDL_TFF.dll glew32.dll and libfreetype-6.dll


The script might be broken in subtle ways since it's quite old. SDL_TFF.dll, glew32.dll, and libfreetype-6.dll probably aren't needed at all anymore. libpthread-2.dll might be needed but could be in a different place now or have a different name. I'm not completely sure about it. In any case, all the required DLLs should be somewhere in the SDK so there isn't a need to download them separately from elsewhere. Someone needs to come up with a new script for copying the right DLLs, though.

SpaceGoose {l Wrote}:I hunted down copies of those binaries from their respective project sites, and put them in the correct folders and tried the buildit script again. This time it didn't complain at all, but running the program still resulted in the 0xc0000005 problem. So I downloaded a copy of the 0.6.0 windows binary archive, and took the older dlls from the 0.6.0 directory in that and stuck them in the 0.7.0 directory with the exe I'd just built, and funnily enough that did the trick. Obviously that's not ideal, but right now the program will load to title and do stuff.


Cool, at least you got it working in the end. If you can run it by double clicking the executable in the file manager, it should be pretty close to something that could be zipped and released as the Windows binary.
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Re: Windows compilation issues [split]

Postby dimproject » 19 Nov 2013, 12:07

I can upload lipsofsuna.exe, lipsofsuna-lodtool.exe here for 0.7.0 windows binary.
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Re: Windows compilation issues [split]

Postby amuzen » 19 Nov 2013, 17:29

Could you perhaps build them for 0.8.0? It's a bit too late for 0.7.0.
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Re: Windows compilation issues [split]

Postby charlie » 19 Nov 2013, 19:07

Upload them all. We love archives. Some geek will one day go back through the versions just for fun.
Free Gamer - it's the dogz
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Re: Windows compilation issues [split]

Postby dimproject » 19 Nov 2013, 23:49

Here is for 0.7.0 and 0.8.0 windows binary.

lipsofsuna-0.7.0.7z
(3.01 MiB) Downloaded 1043 times

lipsofsuna-0.8.0.7z
(3.03 MiB) Downloaded 1028 times

Folder "plugins" from lipsofsuna-0.6.0-win32
.dll files from lipsofsuna-0.6.0-win32
libpng15-15.dll - not need.
Also FreeImage.dll (fix.zip) - need.
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Re: Windows compilation issues [split]

Postby amuzen » 20 Nov 2013, 18:15

Thank you, this is most excellent! I put your executables, the dependencies and the data files together and uploaded them to SourceForge. Thus, there's now an easy to use Windows binary for people to download.
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Re: Windows compilation issues [split]

Postby dimproject » 26 Nov 2013, 18:47

Build issue.
Error.zip
(90.29 KiB) Downloaded 1003 times

Maybe OGRE version 1.7.2 in MinGW old for developing version.
If so, then amuzen, please upload me your OGRE for

MinGW\msys\1.0\local\include
MinGW\msys\1.0\local\lib
MinGW\msys\1.0\local\bin
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Re: Windows compilation issues [split]

Postby amuzen » 26 Nov 2013, 19:36

dimproject {l Wrote}:Build issue.
Maybe OGRE version 1.7.2 in MinGW old for developing version.


Fixed. Looks like that function didn't exist in the older versions of Ogre 1.7.x, even though it's there in 1.7.4. In any case, I worked around it by just using a different function, so need to modify the SDK.
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Re: Windows compilation issues [split]

Postby dimproject » 28 Nov 2013, 00:06

How about using IDE Codeblocks for project.
I saw Codeblocks in Linux Ubuntu.
For Windows exist Codeblocks with MinGW.
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Re: Windows compilation issues [split]

Postby amuzen » 28 Nov 2013, 20:29

Well, if you like it and get it to work, use it by all means. I don't use it myself so I'm not sure whether it's flexible enough, but if it's comparable to other IDEs, you should be able to make it call Waf to build the game.

I don't think that it'll be particularly useful to us as a general solution. There's no way to force people to use it over other IDEs so attempts to standardize on it are doomed to fail. Thus, its custom project file format would also be just a maintenance overhead beside Waf. You won't get all the dependencies needed by LoS with it either, so you'd still need to distribute a separate SDK like now. In the end, there wouldn't really be any significant improvements.
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Re: Windows compilation issues [split]

Postby dimproject » 16 Dec 2013, 00:10

I built development version. I can't run game (added libBulletSoftBody.dll).
Error 0xc0000142.
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Re: Windows compilation issues [split]

Postby dimproject » 15 May 2014, 04:39

I tried configure on the Windows.
Something wrong.

Configuration failed.
You system ships with a broken OGRE pkg-config file.

Maybe because of boost. Here is log.
config.log
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Re: Windows compilation issues [split]

Postby amuzen » 16 May 2014, 21:14

Perhaps, but you're on your own to come up with a fix for it or any other Windows-specific issues. I don't have access to Windows anymore so I won't be providing any support for it myself.
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Re: Windows compilation issues [split]

Postby MajorLunaC » 17 May 2014, 19:05

It looks like a lot of other errors, but I at least recognize this one:
{l Code}: {l Select All Code}
cannot find -lboost_system


Solution on Linux may help with that part, just make sure you have the right dependencies as LoS does NOT work with OGRE 1.9 as of yet (http://lipsofsuna.org/wiki/development- ... -and-tools):

viewtopic.php?f=64&t=5520#p56429

Essentially, use the windows equivalent of
{l Code}: {l Select All Code}
LDFLAGS=-lboost_system ./waf configure


or

{l Code}: {l Select All Code}
export LDFLAGS=-lboost_system
./waf configure


or just try the git version (http://lipsofsuna.org/wiki/development-repository).
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Re: Windows compilation issues [split]

Postby dimproject » 01 Jun 2014, 12:53

amuzen {l Wrote}:I don't have access to Windows anymore so I won't be providing any support for it myself.

I built game from old source for Windows in Ubuntu 14.04.
In_Ubuntu.zip
(1.7 MiB) Downloaded 1045 times

I couldn't built game from new source for Windows (OGRE old, MinGW with msys - old).
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