amd64 bit compiling

amd64 bit compiling

Postby tempris » 21 May 2013, 08:01

error.jpg
Error upon game start


While seeing if my controller mod for RE worked it wouldn't compile the amd64. I couldn't find the specific compiler so i went with a generic 64 bit MinGW. Could you point me in the right direction? It's asking me for a strange library file called: libstdc++-6.dll and that doesn't work either.
I'm making a page on my website for developers and it will have tutorials and walkthroughs on setting up a cube engine game to compile, and this would be great to cover. Ill also link you to it once its up so you could add it to the wiki if possible.

Hers how the project for amd 64 is set up:

Setup.jpg


Ive researched for about 2 days now and have a good feeling that amd64 compilers are more geared towards linux machines, but the batch sends me to amd64 as I am running a 64-bit os. Any help would be appreciated. I need the correct 64-bit compiler but cant find any that work. Default redeclipse.exe from amd64 works fine. Its my compiled version that needs help.
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Re: amd64 bit compiling

Postby tempris » 21 May 2013, 08:05

Here is my OS specs as well:

computer.jpg
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Re: amd64 bit compiling

Postby tempris » 21 May 2013, 08:10

make2.jpg


Ive tried this as well. Am I using the wrong package?

The 64-bit MinGW i got was this one: http://mingw-w64.sourceforge.net/
And I dowloaded this package: http://sourceforge.net/projects/mingw-w ... p/download

Edit: How about this one? : http://sourceforge.net/projects/mingw-w ... z/download
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Re: amd64 bit compiling

Postby arand » 21 May 2013, 10:34

Guessing you would need to add some "-static-libgcc -static-libstdc++" to your compiler flags. Alternatively copy that dll file from wherever mingw installed it to/is using it from to the redeclipse/bin/amd64 directory.

(libstdc++ is the standard c++ library.)
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Re: amd64 bit compiling

Postby tempris » 21 May 2013, 10:58

I'm trying to keep it as close to the official RE build. Default doesn't require that .dll

6112ab4a935b9c3b87d0c31a1cafab77.jpeg


This is what happens upon that .dll in bin/amd64
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Re: amd64 bit compiling

Postby qreeves » 22 May 2013, 07:50

Quinton "quin" Reeves | Lead Developer, Red Eclipse | http://redeclipse.net/ | http://www.facebook.com/redeclipse.net
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Re: amd64 bit compiling

Postby tempris » 01 Jun 2013, 22:45

Thank you, it works. Ill post a link to the wiki I'm putting together once its done.
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Re: amd64 bit compiling

Postby tempris » 12 Jun 2013, 03:09

After sitting on it for a few weeks I decided to try modding again, to no luck. Here is the latest problem:

I just got the 64 bit working and it works great, given that I'm using the correct setup:
Untitled3.png



The problem is now with 32 bit compiling, with NO MOD done in any Cube Engine 2 project.

Here is my first setup for 32 bit compiling:
Untitled2.png

The error I'm getting is the game crashes on start in Sauerbraten. In Red Eclipse the game opens to menu then crashes as soon as you click an option in the menu with (segmentation fault). Not sure why.

Below is a capture of my last compile effort for 32 bit using the files found in MinGW64:
Untitled.png

Which obviously didn't compile at all and produced this error:
Untitled4.png


I've tried using the MinGW as provided with Code::Blocks, but that isn't compiling correctly.

Which MinGW should I use and how should it be configured in the toolchain?
Thank you!
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Re: amd64 bit compiling

Postby tempris » 12 Jun 2013, 07:33

I've also tried compiling under the mingw 32 bit as provided by the link Quinton posted and no luck. Any cube engine based game will not compile correctly at the moment under 32 bit. Red Eclipse will start but crashes past the main menu. Sauerbraten will close immediately with no information. Debugging does no good as it runs perfectly well under 64 bit. I can figure out the rest on my own. But was wondering which mingw 32 bit I should use. Not even the mingw for code blocks is working. But if that's still the one to use ill happily admit my faults and keep at it.

Thank you all.
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Re: amd64 bit compiling

Postby qreeves » 12 Jun 2013, 09:06

I currently have an install of both mingw 32 and 64 bit, as I have found that currently -m32 on the 64 bit compiler does not produce working binaries.
Quinton "quin" Reeves | Lead Developer, Red Eclipse | http://redeclipse.net/ | http://www.facebook.com/redeclipse.net
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Re: amd64 bit compiling

Postby tempris » 12 Jun 2013, 15:39

qreeves {l Wrote}:I currently have an install of both mingw 32 and 64 bit, as I have found that currently -m32 on the 64 bit compiler does not produce working binaries.


Okay well that solves why it didn't work. Which MinGW 32 bit should I use? Would it be distributed with code?

Revise: I looked on Google search with the terms "Cube 2" and "Compile" and got http://cube.wikispaces.com/Building+and+Compiling. They recommend using: https://sourceforge.net/projects/mingw/files/. So I'll try that and see if it works. Apparently the MinGW Compiler was buggy that ships with Code Blocks.

I didn't realize bugs could come from the compiler. Might want to check out how the old Iron Fist games hold up with the new compiler. Thank you Quinton!

Edit: Yes, the last link I posted works fine! This has been solved:
32 bit OS MinGW: https://sourceforge.net/projects/mingw/files/ (Download latest from main page) (Used "mingw-get-inst-20120426.exe (662.7 kB)")
64 bit OS MinGW: http://tdm-gcc.tdragon.net/ (Used "tdm64-gcc-4.7.1-3")
Last edited by tempris on 12 Jun 2013, 15:57, edited 1 time in total.
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