SVN access and compiling EDuke32
#1 Posted 19 May 2009 - 12:30 AM
I followed the link recommendation but don't solve the issue.
http://wiki.eduke32....ke32_on_Windows
So please can you guy send me a full source code project with all included or show me the all the steps ?
Best regards,
#2 Posted 19 May 2009 - 01:50 AM
http://eduke32.svn.sourceforge.net/viewvc/...tar.gz?view=tar
Then i have succeed to compile with Visual Studio 2008 thanks to the .sln, but when i replace the Eduke32.exe et Mapster32.exe, i launch (it is ok) and then when i clic on start : it crashs.
If you have a SVN which work, i will be happy (to not have to dl GNU tarball i will be happy).
Edit : i found how to obtain the good trunk .
This post has been edited by Benichon: 19 May 2009 - 02:29 AM
#3 Posted 19 May 2009 - 02:00 AM
#4 Posted 19 May 2009 - 04:51 AM
Plagman, on May 19 2009, 02:00 AM, said:
Thanks a lot, i succeed to compile it with MinGW and it works.
kiss kiss kiss lol ^^.
#5 Posted 19 May 2009 - 09:30 AM
Tanks for recommendation.
I tried mingw compiler but again a have only errors and missing files .
So please can you give me a project with all files included because in this way I think I will success to compile the eduke32.
#6 Posted 19 May 2009 - 09:33 AM
#7 Posted 19 May 2009 - 09:33 AM
#8 Posted 19 May 2009 - 09:45 AM
dan_z80, on May 19 2009, 07:30 PM, said:
Tanks for recommendation.
I tried mingw compiler but again a have only errors and missing files .
So please can you give me a project with all files included because in this way I think I will success to compile the eduke32.
The question is does he really want to compile it? No, he just wants the "ready to use" snapshot:D So maybe stop giving him advice and just give him the ......... snapshot.
#9 Posted 19 May 2009 - 09:58 AM
Below is the result :
$ make
Build started using "gcc -fomit-frame-pointer -funswitch-loops -O2 -W -Wall -Wimplicit -Werror-implicit-function-declaration -funsigned-char -fno-strict-aliasing -DNO_GCC_BUILTINS -DNOCOPYPROTECT -Isource -Ibuild/include -Isource/jmact -Isource/jaudiolib -D_FORTIFY_SOURCE=2 -fno-pic -DUNDERSCORES -I../sdk/dx/include -IAL/include -DHAVE_INTTYPES -DRENDERTYPEWIN=1 -DRANCID_NETWORKING -DSUPERBUILD -DPOLYMOST -DUSE_OPENGL -DUSE_OPENAL"
/bin/sh.exe: gcc: command not found
Failed building obj_win/game.o from source/game.c!
make: *** [obj_win/game.o] Error 1
#10 Posted 19 May 2009 - 02:28 PM
and no matter what i try i always end up with this
Failed building obj_win/dsoundout.o from source/jaudiolib/dsoundout.c!
make: *** [obj_win/dsoundout.o] Error 1
This post has been edited by myrkol: 19 May 2009 - 02:31 PM
#11 Posted 19 May 2009 - 02:49 PM
[Edit]
MinGW_gcc-4.3.3-tdm-1.rar
http://www.mediafire...php?zvoemy2ymny
MSYS-1.0.10.exe
http://www.mediafire...php?lmztvdtojnd
MSYS-1.0.11-1_update.rar
http://www.mediafire...php?njw2z3yncja
Follow the instructions from:
http://wiki.eduke32....ke32_on_Windows
[Edit2]
Download the latest source from here:
http://eduke32.svn.sourceforge.net/
This post has been edited by supergoofy: 20 May 2009 - 12:36 AM
#12 Posted 19 May 2009 - 04:03 PM
supergoofy, on May 19 2009, 06:49 PM, said:
[Edit]
MinGW_gcc-4.3.3-tdm-1.rar
http://www.mediafire...php?zvoemy2ymny
MSYS-1.0.10.exe
http://www.mediafire...php?lmztvdtojnd
MSYS-1.0.11-1_update.rar
http://www.mediafire...php?njw2z3yncja
Follow the instructions from:
http://wiki.eduke32....ke32_on_Windows
Thanks alot i was finnaly able to compile it, those should probaly be included in the wiki to clear confusion cause getting that specific version of mingw was already confusing itself.
#13 Posted 19 May 2009 - 04:11 PM
Anyway, with the above packs you don't have to download each pack separately, and you are not get confused.
This post has been edited by supergoofy: 19 May 2009 - 04:22 PM
#14 Posted 19 May 2009 - 09:10 PM
I was thinking about compiling EDuke32 myself and maybe even playing around with the source a little for fun. Do you guys offer read-only access to the SVN, or do you have to just take the regular snapshots? Just curious...
-A Number One
This post has been edited by A Number One: 19 May 2009 - 09:10 PM
#15 Posted 19 May 2009 - 11:29 PM
#16 Posted 20 May 2009 - 12:08 AM
A Number One, on May 19 2009, 10:10 PM, said:
I was thinking about compiling EDuke32 myself and maybe even playing around with the source a little for fun. Do you guys offer read-only access to the SVN, or do you have to just take the regular snapshots? Just curious...
-A Number One
With a little search of how sourgeforge works you were able to find this SVN :
https://eduke32.svn....svnroot/eduke32
Enjoy it ^^.
#17 Posted 21 May 2009 - 02:58 AM
I also succeed to compile the source code.
Please update:http://wiki.eduke32.com/wiki/Building_EDuke32_on_Windows because it induce in error .
Also I have a few questions:
- Why the source code don’t have any lines comments ? I see you make more release but never with comments lines .
Comments lines will help to understand more fast what: Ken Silverman / 3D Realms / TX have done.
(I personal think 3D Realms erase all most lines comments when they public the source code because it is impossible for a company to work/produce such poor code)
- Is there any documentation about how variables/function should be interpreted ?
-TX can make a release with his comments lines ? (I suppose he have some lines comments only for him)
#18 Posted 21 May 2009 - 03:17 AM
dan_z80, on May 21 2009, 12:58 PM, said:
I also succeed to compile the source code.
Please update:http://wiki.eduke32.com/wiki/Building_EDuke32_on_Windows because it induce in error .
Also I have a few questions:
- Why the source code don’t have any lines comments ? I see you make more release but never with comments lines .
Comments lines will help to understand more fast what: Ken Silverman / 3D Realms / TX have done.
(I personal think 3D Realms erase all most lines comments when they public the source code because it is impossible for a company to work/produce such poor code)
- Is there any documentation about how variables/function should be interpreted ?
-TX can make a release with his comments lines ? (I suppose he have some lines comments only for him)
HAHAAHAHAHA
Sorry you just made my day
#19 Posted 21 May 2009 - 03:18 AM
The engine code is indeed sparsely commented, but there are a couple of pretty informative text files written by Ken Silverman about it's fundamentals and important functions. I suggest reading http://www.advsys.ne...src/default.htm and specifically BUILD.TXT and BUILD2.TXT inside the source code distribution. And no, there aren't any private branches with more comments. Nobody removed or hides comments here, it's just like that.
#21 Posted 21 May 2009 - 11:38 PM
TX, on May 22 2009, 08:11 AM, said:
I thought he was meaning how when you make a change that you didn't really bother to make a log entry and left it blank so that people had no idea what you changed unless they looked through the code. (that doesn't bother me as I always look through it to see what's changed and how it can be used ingame)
If that's not what he was meaning then I have no idea.
#22 Posted 22 May 2009 - 03:41 AM
Yes is about comment lines for example below code should be :
void ADC0_Init (void)
{
char SFRPAGE_SAVE = SFRPAGE;
SFRPAGE = ADC0_PAGE;
ADC0CN = 0x04;
REF0CN = 0x03;
AMX0CF = 0x00;
AMX0SL = 0x01;
ADC0CF = (SYSCLK/SAR_CLK) << 3;
EIE2 |= 0x02;
SFRPAGE = SFRPAGE_SAVE;
}
After I add some comments line:
//-----------------------------------------------------------------------------
//
// Return Value : None
// Parameters : None
//
// Configure ADC0 to use Timer3 overflows as conversion source, to
// generate an interrupt on conversion complete, and to use right-justified
// output mode. Enables ADC end of conversion interrupt. Leaves ADC disabled.
//
//-----------------------------------------------------------------------------
void ADC0_Init (void)
{
char SFRPAGE_SAVE = SFRPAGE; // Save Current SFR page
SFRPAGE = ADC0_PAGE;
ADC0CN = 0x04; // ADC0 disabled; normal tracking
// mode; ADC0 conversions are initiated
// on overflow of Timer3; ADC0 data is
// right-justified
REF0CN = 0x03; // Enable on-chip VREF,
// and VREF output buffer
AMX0CF = 0x00; // AIN inputs are single-ended (default)
AMX0SL = 0x01; // Select AIN2.1 pin as ADC mux input
ADC0CF = (SYSCLK/SAR_CLK) << 3; // ADC conversion clock = 2.5MHz, Gain=1
EIE2 |= 0x02; // enable ADC interrupts
SFRPAGE = SFRPAGE_SAVE; // Restore SFR page
}
With the comments lines you will understand quickly the source code.
How EDuke32 team can handle the source code ? Can they help us with some comments ?
#23 Posted 22 May 2009 - 11:15 AM
#24 Posted 22 May 2009 - 08:40 PM
As I've stated in another thread, I'm trying to get a local Mac compile together with some in-depth instructions for setting it all up. So here's what I've got so far:
- Basic instructions for hooking up to the SVN via Xcode
- Basic instructions for getting the Xcode project set up
- Need to write down the instructions for setting up Xcode to use make for its build target, but I'm all set up here myself
- Need to write down instructions for installing SDL and modifying Makefile.shared to make sure it uses the installation correctly
- I've got a build working, but I had to comment out a few things. And that leads me to my questions...
So, since I had to comment out and change a few items, I have some questions about them.
Error(s) #1
The following code within mmulti_unstable.c produces an error for me
#if !PLATFORM_WIN32 { /* !!! FIXME: Might be Linux (not Unix, not BSD, not WinSock) specific. */ int32_t flags = 1; setsockopt(udpsocket, IPPROTO_IP, IP_RECVERR, &flags, sizeof(flags)); } #endif
The make output says:
src/mmulti_unstable.c:974: error: 'IP_RECVERR' undeclared (first use in this function)
Error(s) #2
This one is pretty odd. Initially, the following code in osxbits.h gave me an error
int32_t osx_msgbox(char *name, char *msg); int32_t osx_ynbox(char *name, char *msg);
The error had something to do with "invalid syntax in front of [each of the function names above]". The error was actually in osxbits.m, but changing the declarations in the .h to "int" instead of "int32_t" fixed the error. However, now that I've changed the .h back to its original state with the int32_t declarations, the error is no longer showing up. Very strange.
Error(s) #3
The following code in osd.c inside of the osdcmd_cvar_set() function causes a linking error when trying to compile mapster32:
if ((cvars[ i ].type & CVAR_NOMULTI) && numplayers > 1) { // sound the alarm OSD_Printf("Cvar \"%s\" locked in multiplayer.\n",cvars[ i ].name); return OSDCMD_OK; }
The linking error that make spits out is:
Undefined symbols: "_numplayers", referenced from: _osdcmd_cvar_set in libengine.a(osd.o) ld: symbol(s) not found collect2: ld returned 1 exit status [K[0;31mFailed linking executable [1;31mmapster32[0;31m![0m Reaping losing child 0x0012f0b0 PID 32985 make: *** [mapster32] Error 1 Removing child 0x0012f0b0 PID 32985 from chain.
The problem appears to be from the numplayers variable which is defined as an extern in mmulti.h. For some reason my make build doesn't resolve that variable during linking time. If I comment out that block of code above then the linking error goes away.
Issue #4:
Finally, this isn't an error, but the resulting eduke32.exe doesn't seem to respect the "autoload" directory (and its subdirs) within the ~/Library/Application Support/EDuke32 directory. Not sure if this is currently "By Design" or if I need to set some kind of variable.
So that's where I'm at! Now that I've got the basic stuff compiling I've got some big plans for where to take the Mac build. Once I make some significant progress I'd love to PM the appropriate people and discuss what I've got in mind. Also, I'd love to get in synch with Rhoenie at some point, as he's clearly been on top of the Mac builds for some time now.
#26 Posted 23 May 2009 - 07:19 AM
Qbix, on May 23 2009, 12:09 AM, said:
I was on the irc last night... people were logged in but afk or something. Which is fine. I just thought I'd get my issues written down in a more permanent format than the irc channel so I can refer back to it.
#27 Posted 27 May 2009 - 11:50 AM
How do you debug source code? How do you watch a variable ?
Do you use gdb.exe to debug the source code?
What IDE do you use for MinGW ? (NetBens ?)
#28 Posted 27 May 2009 - 11:54 AM
#29 Posted 31 May 2009 - 10:13 AM
Please i need help.
#30 Posted 31 May 2009 - 10:20 AM
http://forums.duke4....p?showtopic=980
Why the new topic?