# define sleep(t) Sleep((t) * 1000)
void SFML_SYSTEM_API sleep(Time duration);
- OpenAL is needed (in the wiki, it is written that is is needed only for linux but in fact, it is also for windows)
- CEGUI needs freetype support (flag CEGUI_HAS_FREETYPE is needed in CMake before compiling CEGUI).
If needed, I can write a complete step by step tutorial on how to build the game with windows.
Concerning the game, in release mode, it works normally but in debug, it lags so much it is not playable. Am I doing something wrong ?
No problem, it's just if someone finds this thread, he will know. But anyway, CMake is clear about the error.Bertram {l Wrote}:True, sorry, for the salt , I'll fix that asap in the wiki.
I have already written what I did (as a remainder). Just tell me where you want me to put itBertram {l Wrote}:You can write that down here and I put that in the wiki, or maybe Elvano will agree to give you wiki acess to avoid duplicate the job?
I will have a look. I just hope that I wont break the linux version Should not be the hardest taskBertram {l Wrote}:As for the sleep problem, yes, we have to fix this properly so, again, if you feel ready for it, don't hesitate a second.
Is it the same with the linux version ? Because like this, it's just not usable for debug...Bertram {l Wrote}:I don't think you are.
Is it the same with the linux version ? Because like this, it's just not usable for debug...
I have already written what I did (as a remainder). Just tell me where you want me to put it
I will have a look. I just hope that I wont break the linux version Should not be the hardest task
- Fixed bug with sleep (in fact, sleep.h was only included 2 times so it was not a big job )
- Change in Makefiles : sfml audio and system libs release version were included in release for both configurations even if release and debug libs were found (that caused a crash at runtime for me).
- Change in Makefiles : CEGUI libs were asked only once (not in debug and release version). Now, they are asked for both configurations. If only one is found, it is used for both.
- Change in Makefiles : CEGUI include dir was not searched if nested in "include/cegui-0". Don't know why but for me, it is created there when I compile CEGUI so I added this search path.
- Change in Makefiles : The force output option is now set by cmake. I have done that only for MSVS since I am not sure it works for the other configurations.
[...]
Concerning the changes I made, I have read in the wiki that another developper has to check if it seems ok. But it is not very clear what I should do to start (send a mail to someone ? Commit the changes I made somewhere ?). I am not used to git/svn so if I have something to do there, please detail a little bit what.
Concerning the compilation howto, I have finished. I just need to download the latest version of sources to check if I can compile after integration (but as I said before, I could not compile them so I will try as soon as someone confirms what's the working repository). I have had no word from elvano concerning access to wiki so far so I will post it in this thread.
- Several links are dead in : https://github.com/Bertram25/OpenDungeons
- I think it is not very clear where OD sources are. From what I have understood, the official repository is for sources : http://sourceforge.net/p/opendungeons/g ... ster/tree/ and for media : http://sourceforge.net/p/opendungeons/svn/HEAD/tree/. If the official repository is the one I said, it is strange because some files are referenced in the Makefile but not present in the sources : (DummyArrayClass.cpp, SlopeWalk.cpp, Vector3i.cpp).
I have forked your repository. I will come back to you as soon as I have uploaded the changes.Bertram {l Wrote}:1. You could make a githug account and fork my repo. then push your changes there. We'll be able to talk there more efficently about the review.
2. You could use the 'git format-patch' statement and create formatted patch files for us to review here.
I didn't know if it was the official repository or notBertram {l Wrote}:Oh. Which ones? (My repo isn't meant to be the reference so it might happen, but feel free to point out.)
I have managed to compile and run OD with MinGW
I've taken notes because I had to make changes with CEGUI and to play again with CMake. The howto is on its way
BTW, could be nice to choose where the sources shoud come from in the howtos. From your repository or from the official ones ?
Loading library RenderSystem_GL
An internal Ogre3D error ocurred: OGRE EXCEPTION(7:InternalErrorException): Could not load dynamic library RenderSystem_GL. System Error: RenderSystem_GL.so.1.9.0: cannot open shared object file: No such file or directory in DynLib::load at /tmp/buildd/ogre-1.9-1.9.0+dfsg1/OgreMain/src/OgreDynLib.cpp (line 109)
PluginFolder=/usr/lib/x86_64-linux-gnu/OGRE-1.9.0/
I closed the pull request because of a miss clic
I didn't know what it meant so I didn't pay attention. But if you ask, i guess it was a mistake... Should I open another one ?
I had the plugin error (even on windows) but I had already set the correct plugin folder. At this time, when I try to launch OD, I get a segfault after choosing the Ogre renderer. But it might be related to the fact that I am using VirtualBox...
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