Re: [DONE] OD Windows binaries
Posted: 08 Feb 2014, 12:29
Exactly the same happens to me, but i still dont have the fixed version you devs use.
Open source game community & development
http://forum.freegamedev.net/
EDIT ": Updated the FAQ file , give some feedback if you get Camera movemnt now.
cmake --version
cmake version 2.8.10.2
gcc --version
gcc (SUSE Linux) 4.8.1 20130909 [gcc-4_8-branch revision 202388]
Copyright (C) 2013 Free Software Foundation, Inc.
This is free software; see the source for copying conditions. There is NO
warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
Read my PM ...
( naah sorry ) ;(
class :: function_name ( int x , int y ) ;
class::function_name(int x, int y);
Hang on #opendungeons sometimes , please ...
I don't stick to details so much
what I want is to complete the XML parser , but sitll have some problems with SAX, I could push of what I have if you feel strong in checking out new code with libxml++ ...
-std=c++11 -Wall -Wunused -Wno-deprecated -fno-strict-aliasing -std=c++11 -Wall -Wunused -Wno-deprecated -fno-strict-aliasing-std=c++11 -Wall -Wunused -Wno-deprecated -fno-strict-aliasing -std=c++11 -Wall -Wunused -Wno-deprecated -fno-strict-aliasing
[ 0%] [ 1%] [ 2%] Building CXX object CMakeFiles/OpenDungeons.bin.dir/dependencies/angelscript/angelscript/source/as_atomic.cpp.o
Building CXX object CMakeFiles/OpenDungeons.bin.dir/dependencies/angelscript/angelscript/source/as_builder.cpp.o
Building CXX object CMakeFiles/OpenDungeons.bin.dir/dependencies/angelscript/angelscript/source/as_bytecode.cpp.o
g++: fatal error: no input files
compilation terminated.
g++: fatal error: no input files
compilation terminated.
/bin/sh: -std=c++11: command not found
make[2]: *** [CMakeFiles/OpenDungeons.bin.dir/dependencies/angelscript/angelscript/source/as_atomic.cpp.o] Error 127
make[2]: *** Waiting for unfinished jobs....
/bin/sh: -std=c++11: command not found
make[2]: *** [CMakeFiles/OpenDungeons.bin.dir/dependencies/angelscript/angelscript/source/as_builder.cpp.o] Error 127
g++: fatal error: no input files
compilation terminated.
/bin/sh: -std=c++11: command not found
make[2]: *** [CMakeFiles/OpenDungeons.bin.dir/dependencies/angelscript/angelscript/source/as_bytecode.cpp.o] Error 127
make[1]: *** [CMakeFiles/OpenDungeons.bin.dir/all] Error 2
make: *** [all] Error 2
Bertram !
Now git pull takes forever , I get only 100KB/s from my ISP.
Maybe in France it is diffrent where high speed internet is common .
Imagine new people pissed off who just want to see the code ...
For creating a separete branch for my >> works << there is no problem ...
When the current version is very polished keep in mind to refresh the "master" branch as well .
Your CMakeList.txt seems to be utterly broken , and gernerating invalid Makefiles as one can see above ...
This comes from the Cmake-gui CMakeList.txt :
void ODParserXml::on_start_element(const Glib::ustring& name,
const AttributeList& properties){
if (name == "creature") {
// Parse properties
game->AddCreature(...);
}
else if (name == "trap") {
// Parse properties
game->AddTrap(...);
}
}
<?xml version="1.0" encoding="UTF-8"?>
<GameMap width="400" height="400">
<!-- Different AI + Player -->
<Seat team="1" faction="Undead" startingX="-5" startingY="10" color="0.0;0.4;0.0" />
<Seat team="2" faction="Heroes" startingX="15" startingY="0" color="0.4;0.0;0.0" />
<Seat team="3" faction="Villains" startingX="15" startingY="0" color="0.0;0.0;0.4" /> <!-- You -->
<Seat team="4" faction="Constructs" startingX="15" startingY="0" color="0.4;0.4;0.0" />
<Seat team="5" faction="Animals" startingX="15" startingY="0" color="0.4;0.1;0.4" />
<!-- Player goals -->
<Goal task="KillAllEnemies" options="NULL" />
<Goal task="ProtectCreature" options="King;-1" />
<Goal task="ClaimNTiles" options="1000" />
<Goal task="MineNGold" options="20;-1" />
<Goal task="ProtectDungeonTemple" options="NULL" />
<!-- NOTE: The creature definitions should be loaded only once in another place than here. -->
<!-- Map lights -->
<Light pos="-4;8;3.75" Diffuse="0.9;0.8;0.6" Specular="0.1;0.1;0.1" Attenuation="50;0.012;0.32;0.0018" />
<!-- ... -->
<!-- Special Tiles at game start -->
<Tile posX="-54" posY="-98" type="3" fullness="100" />
<!-- ... -->
<!-- Rooms present at game start -->
<!-- NOTE: The mesh used should be resolved through the type, not be declared here. -->
<!-- For simplification purpose, the room type should be declared for one tile at a time.
Or, we can declare an array of tile type id, which is faster for a parser to handle. -->
<Room type="Forge" team="1" posX="1" posY="2" />
<!-- ... -->
<!-- Traps already present at map start -->
<!-- NOTE: The mesh used should be resolved through the type, not be declared here. -->
<Trap type="Cannon" team="1" posX="-14" posY="1" />
</GameMap>