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Linux STK Networking Build Scripts

PostPosted: 20 Oct 2018, 06:37
by cddepppp256
Builds script

Add the following into a new .sh file (call it 'first_time.sh'):
{l Code}: {l Select All Code}
#Install dependncies
sudo apt-get install build-essential cmake libbluetooth-dev libcurl4-openssl-dev libenet-dev libfreetype6-dev libfribidi-dev libgl1-mesa-dev libglew-dev libjpeg-dev libogg-dev libopenal-dev libpng-dev libssl-dev libvorbis-dev libxrandr-dev libx11-dev pkg-config zlib1g-dev
#Clones the git repo, for code
git clone "https://github.com/supertuxkart/stk-code" stk-code
#Clones the svn repo, for tracks, karts, etc.
svn checkout "https://svn.code.sf.net/p/supertuxkart/code/stk-assets" stk-assets
cd stk-code
git checkout network
#below: makes the build dir and enters it.
mkdir cmake_build
cd cmake_build
#Below starts cmake to make the build files.
cmake ..
#Make sure that when you use this srcipt, 4 is replaced with the number of cores in your computer`s cpu. No spaces need or wanted.
make -j4


Add the following into a new .sh file (call it 'update.sh'):
{l Code}: {l Select All Code}
echo "== Update SVN: MEDIA REPO =="
cd stk-assets
svn update
cd ..
echo "== Update GIT: STK CODE =="
cd stk-code
git pull
echo "== Delete FLD: CMAKE BUILD =="
rm -rf cmake_build
echo "== Create FLD: CMAKE BUILD =="
mkdir cmake_build
cd cmake_build
echo "== Start  BLD: SUPER TUX KART =="
cmake ..
make -j4


Running

For linux update script:

Go to the folder you have two scripts in. Make sure they are executable (either by typing "chmod +x *.sh" or just going to right click > proprieties > premissions etc... in file program) Open a terminal in that folder and type "./first_time.sh". It will install dependencies (except for libopenglscreenrecorder, but you don't need it.) If you ever want to update, you have to go into the same directory and run "./update.sh". When you want to run supertuxkart (not update it) open <where you put scripts>/stk-code/cmake_build/bin and a terminal in that location and type "./supertuxkart". Hopefully this is clear, as I know some do not like to open the terminal.

Please report any issues you find!

Ok, I swear this is the last ever edit.
Just one more? :/
Last one. Please don't kill me :(
Hopefully no one noticed this last one.

Re: [Updated] SuperTuxKart Unofficial Build (Network Beta)

PostPosted: 21 Oct 2018, 05:31
by acme_pjz
Hi,

Thanks for providing the nightly build! :)

However, 1.2GB is a huge download :( Maybe it's enough if you only pack the bin and the data folder (without the .svn subfolder)?

Also, the Windows nightly build just crashes at startup :( here is the stdout.log:

{l Code}: {l Select All Code}
[info   ] [FileManager]: Data files will be fetched from: '../data/'
[info   ] [FileManager]: User directory is 'C:\Users\user\AppData\Roaming/supertuxkart/0.10-git/'.
[info   ] [FileManager]: Addons files will be stored in 'C:\Users\user\AppData\Roaming/supertuxkart/0.10-git/../addons/'.
[info   ] [FileManager]: Screenshots will be stored in 'C:\Users\user\AppData\Roaming/supertuxkart/0.10-git/screenshots/'.
[info   ] [FileManager]: User-defined grand prix will be stored in 'C:\Users\user\AppData\Roaming/supertuxkart/0.10-git/grandprix/'.
[info   ] [FileManager]: Asset 0 will be loaded from '../data/challenges/'.
[info   ] [FileManager]: Asset 1 will be loaded from '../data/gfx/'.
[info   ] [FileManager]: Asset 2 will be loaded from '../data/grandprix/'.
[info   ] [FileManager]: Asset 3 will be loaded from '../data/gui/icons/'.
[info   ] [FileManager]: Asset 4 will be loaded from '../data/gui/screens/'.
[info   ] [FileManager]: Asset 5 will be loaded from '../data/gui/dialogs/'.
[info   ] [FileManager]: Asset 6 will be loaded from '../data/library/'.
[info   ] [FileManager]: Asset 7 will be loaded from '../data/models/'.
[info   ] [FileManager]: Asset 8 will be loaded from '../data/music/'.
[info   ] [FileManager]: Asset 9 will be loaded from '../data/replay/'.
[info   ] [FileManager]: Asset 10 will be loaded from '../data/tracks/'.
[info   ] [FileManager]: Asset 11 will be loaded from '../data/sfx/'.
[info   ] [FileManager]: Asset 12 will be loaded from '../data/shaders/'.
[info   ] [FileManager]: Asset 13 will be loaded from '../data/skins/'.
[info   ] [FileManager]: Asset 14 will be loaded from '../data/textures/'.
[info   ] [FileManager]: Asset 15 will be loaded from '../data/ttf/'.
[info   ] [FileManager]: Asset 16 will be loaded from '../data/po/'.


That's all.

Re: [Updated] SuperTuxKart Unofficial Build (Network Beta)

PostPosted: 21 Oct 2018, 14:09
by cddepppp256
acme_pjz {l Wrote}:However, 1.2GB is a huge download :( Maybe it's enough if you only pack the bin and the data folder (without the .svn subfolder)?


It will be harder (add a few 10 sec steps) to update, but I will do this! I actually was aware this was there but never knew it took ~600 MB! (I don't use SVN much)

The windows binary crashing is something I'll look into... I don't have a well working and easy way to test them. :(

Re: [Updated] SuperTuxKart Unofficial Build (Network Beta)

PostPosted: 21 Oct 2018, 15:44
by cddepppp256
acme_pjz {l Wrote}:Also, the Windows nightly build just crashes at startup :(


Works fine with the old 8 year old Win 7 x64 Laptop in my house.

What win version are you on / CPU type / how many bits? How do / what model is your GPU?

Edit: It works for me and Benau.

Re: [Updated] SuperTuxKart Unofficial Build (Network Beta)

PostPosted: 21 Oct 2018, 17:32
by acme_pjz
cddepppp256 {l Wrote}:
acme_pjz {l Wrote}:Also, the Windows nightly build just crashes at startup :(


Works fine with the old 8 year old Win 7 x64 Laptop that I have not gotten to "throwing away". :lol:

What win version are you on / CPU type / how many bits? How do / what model is your GPU?

Edit: It works for me and Benau.


It doesn't work on 2 Win10 x64 laptop machines. One is Intel integrated GPU, another one is Nvidia. Of course, 0.9.3 works on both machines. Maybe I'll find a Win7 machine to test.

I'm sorry that Win10 doesn't give me any crash dumps, but only this vague AppCrash log:

{l Code}: {l Select All Code}
错误应用程序名称: supertuxkart.exe,版本: 0.0.0.0,时间戳: 0x5bcb8583
错误模块名称: ntdll.dll,版本: 10.0.17134.254,时间戳: 0xa5a334d4
异常代码: 0xc0000005
错误偏移量: 0x00000000000182cd
错误进程 ID: 0x2eb4
错误应用程序启动时间: 0x01d46954f5bae8bb
错误应用程序路径: D:\downloads\supertuxkart-git10202018-mingw-amd64\bin\supertuxkart.exe
错误模块路径: C:\WINDOWS\SYSTEM32\ntdll.dll
报告 ID: 34acd5a7-e523-4215-b824-f63468516c6b
错误程序包全名:
错误程序包相对应用程序 ID:


Also, the stdout.log for 0.9.3 reads:

{l Code}: {l Select All Code}
[info   ] [FileManager]: Data files will be fetched from: '../data/'
[info   ] [FileManager]: User directory is 'C:\Users\user\AppData\Roaming/supertuxkart/0.8.2/'.
[info   ] [FileManager]: Addons files will be stored in 'C:\Users\user\AppData\Roaming/supertuxkart/0.8.2/../addons/'.
[info   ] [FileManager]: Screenshots will be stored in 'C:\Users\user\AppData\Roaming/supertuxkart/0.8.2/screenshots/'.
[info   ] [FileManager]: User-defined grand prix will be stored in 'C:\Users\user\AppData\Roaming/supertuxkart/0.8.2/grandprix/'.
[info   ] [FileManager]: Asset 0 will be loaded from '../data/challenges/'.
[info   ] [FileManager]: Asset 1 will be loaded from '../data/gfx/'.
[info   ] [FileManager]: Asset 2 will be loaded from '../data/grandprix/'.
[info   ] [FileManager]: Asset 3 will be loaded from '../data/gui/'.
[info   ] [FileManager]: Asset 4 will be loaded from '../data/library/'.
[info   ] [FileManager]: Asset 5 will be loaded from '../data/models/'.
[info   ] [FileManager]: Asset 6 will be loaded from '../data/music/'.
[info   ] [FileManager]: Asset 7 will be loaded from '../data/replay/'.
[info   ] [FileManager]: Asset 8 will be loaded from '../data/tracks/'.
[info   ] [FileManager]: Asset 9 will be loaded from '../data/sfx/'.
[info   ] [FileManager]: Asset 10 will be loaded from '../data/shaders/'.
[info   ] [FileManager]: Asset 11 will be loaded from '../data/skins/'.
[info   ] [FileManager]: Asset 12 will be loaded from '../data/textures/'.
[info   ] [FileManager]: Asset 13 will be loaded from '../data/ttf/'.
[info   ] [FileManager]: Asset 14 will be loaded from '../data/po/'.
[verbose  ] translation: GetLocaleInfo langname returns 'zh'.
[verbose  ] translation: GetLocaleInfo tryname returns 'CN'.
[verbose  ] translation: Env var LANGUAGE = 'zh_CN'.
[verbose  ] translation: Language 'Chinese (simplified)'.
......


This means that the nightly build crashes before initializing translation. I don't know it it is related to mingw, since IIRC the 0.9.3 release is build using MSVC.

Re: [10-20-2018] SuperTuxKart Unofficial Build (Network Beta

PostPosted: 21 Oct 2018, 18:52
by acme_pjz
OK, I think I have found where the bug is. (The nightly build doesn't have debug symbols, so I have to use x64dbg to debug the assembly code :( )

In lib/irrlicht/source/Irrlicht/CFileSystem.cpp, starting from line 832:

{l Code}: {l Select All Code}
      // TODO: Should be unified once mingw adapts the proper types
#if defined(__GNUC__)
      long hFile; //mingw return type declaration
#else
      intptr_t hFile;
#endif

      io::path searchPath = Path;
      searchPath.append('*');
      struct _tfinddata_t c_file;
      if( (hFile = _tfindfirst( _T(searchPath.c_str()), &c_file )) != -1L )
      {
         do
         {
            r->addItem(Path + c_file.name, 0, c_file.size, (_A_SUBDIR & c_file.attrib) != 0, 0);
         }
         while( _tfindnext( hFile, &c_file ) == 0 );

         _findclose( hFile );
      }


I think the "#if defined(__GNUC__) long hFile;" code is wrong, it should be always using intptr_t, since somehow the "long" in 64bit mingw is 32-bit, but intptr_t (as well as the return type of findfirst) is 64-bit. I confirmed in the debugger that the return value of findfirst is 64-bit but the call to findnext passes a truncated 32-bit integer which crashes the program.

[EDIT] I successfully patched the supertuxkart.exe (with unpatched sha1 c5570d2d9745903bbba254833d39f44e684d7863, patched sha1 5e47f6d9ea09c284f3a78acc63336fdd2dae1c01) to make it run, here is the patch file: (save as stk.1337 then apply patch using x64bdg)
{l Code}: {l Select All Code}
>supertuxkart.exe
00000000004A3596:83->90
00000000004A3597:FD->90
00000000004A3598:FF->90
00000000004A3599:89->48
00000000004A359A:6C->89
00000000004A359B:24->6C
00000000004A359C:50->24
00000000004A359D:0F->50
00000000004A359E:84->90
00000000004A359F:B8->90
00000000004A35A0:01->90
00000000004A35A1:00->90
00000000004A35A2:00->90
00000000004A36C9:63->8B

Re: [10-20-2018] SuperTuxKart Unofficial Build (Network Beta

PostPosted: 21 Oct 2018, 20:59
by deve
Indeed the "long hFile;" is wrong, good catch. Maybe it was a hack for very old mingw version... Actually in irrlicht they still use "long" too. And now we always use intptr_t:
https://github.com/supertuxkart/stk-cod ... d0c3845883

Re: [No longer opr] SuperTuxKart Unofficial Build (Network B

PostPosted: 10 Nov 2018, 03:08
by adevairhpj
Error in build

---------------------------
SuperTuxKart - Fatal error
---------------------------
[fatal ] AIProperties: Incorrect nitro-usage '0' in AI 'easy'.
---------------------------
OK
---------------------------

on windows 7 sp1 32 bit

Re: Linux STK Networking Build Scripts

PostPosted: 01 Dec 2018, 14:47
by acme_pjz
Hi,

This is my attempt to build STK nightly builds: https://github.com/acmepjz/my-stk-windows-nightly-build and the resulting binary files are at https://ci.appveyor.com/project/acmepjz ... /artifacts . It works :)

Re: Linux STK Networking Build Scripts

PostPosted: 03 Dec 2018, 07:10
by hirsebrei3
@acme_pjz: It works, indeed! Thank you very much from a Normallylinuxuser... ;-)

Re: Linux STK Networking Build Scripts

PostPosted: 04 Dec 2018, 00:12
by tux_peng
Mageia dependencies are installed with
{l Code}: {l Select All Code}
urpmi cmake openssl-devel libcurl-devel freetype-devel fribidi-devel libjpeg-turbo-devel libogg-devel openal-soft-devel libpng-devel libvorbis-devel nettle-devel zlib-devel git subversion mesa-comon-devel libxrandr-devel libbluez-devel libfreetype6-devel


Fedora instructions are in GIT

Re: Linux STK Networking Build Scripts

PostPosted: 07 Dec 2018, 08:10
by benau
Hey acme_pjz can u update again with latest network branch?

Also some people say that they cannot run the binary due to path issue, so can u adjust the folder arrangement, so than inside the zip:
{l Code}: {l Select All Code}
zip-> stk-code->build->bin->RelWithDebInfo->supertuxkart.exe (and rest files..)
                       ->data->(po, gui...)
    -> stk-assets->(karts, tracks, textures...)

Re: Linux STK Networking Build Scripts

PostPosted: 07 Dec 2018, 18:36
by acme_pjz
benau {l Wrote}:Hey acme_pjz can u update again with latest network branch?

Also some people say that they cannot run the binary due to path issue, so can u adjust the folder arrangement, so than inside the zip:
{l Code}: {l Select All Code}
zip-> stk-code->build->bin->RelWithDebInfo->supertuxkart.exe (and rest files..)
                       ->data->(po, gui...)
    -> stk-assets->(karts, tracks, textures...)


OK I'll try to do that.

Re: Linux STK Networking Build Scripts

PostPosted: 08 Dec 2018, 05:40
by acme_pjz
The windows nightly build on https://github.com/acmepjz/my-stk-windows-nightly-build has been updated. Don't worry on the "build failing", it's caused by the fail on uploading binaries to bintray.

Re: Linux STK Networking Build Scripts

PostPosted: 08 Dec 2018, 17:40
by cddepppp256
acme_pjz {l Wrote}:Hi,

This is my attempt to build STK nightly builds: https://github.com/acmepjz/my-stk-windows-nightly-build and the resulting binary files are at https://ci.appveyor.com/project/acmepjz ... /artifacts . It works :)


Thanks... I'm not the kind of person to do that right now. :)

Re: Linux STK Networking Build Scripts

PostPosted: 21 Dec 2018, 21:50
by emike2
Excellent, many thanks!

Re: Linux STK Networking Build Scripts

PostPosted: 26 Dec 2018, 02:09
by benau
hi acme_pjz, can u update it according to latest master 1 more time?

Re: Linux STK Networking Build Scripts

PostPosted: 26 Dec 2018, 04:36
by acme_pjz
benau {l Wrote}:hi acme_pjz, can u update it according to latest master 1 more time?


OK, I'll do it now.