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Messages - andy_5995

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376
MegaGlest / Re: problem connecting to server and lobby chat
« on: 29 January 2016, 02:35:31 »
I forget to mention: another test I did with Kitten was running the MG server on port 8080 and 5900. I set up the port-forwarding on my router the same way I do when I run on port 61357. I also made the appropriate change to my firewall (iptables).

She had the same result trying to connect to my server on both those ports.

I tried to think of a way to test for *outbound* blocked ports but came up blank at the time.

I was trying to think of a tool similar to Shields Up!, but I eventually found this: http://portquiz.net:8080/

I sent her the link and she couldn't connect to that page. This verifies outbound port 8080 is blocked on her home network, and suggests that 61357 is also likely blocked.

Any other ports we could try? I tried running MG on port 80, but it just couldn't bind ;)


377
MegaGlest / Re: building 3.12.0 from source
« on: 28 January 2016, 19:22:01 »
filux, I believe you've given me an adequate amount of information to digest, and answered my questions. Thanks!

For right now, I'll stick with the installer, and use this thread for reference if I decide to do more building in the future.

378
MegaGlest / problem connecting to server and lobby chat
« on: 28 January 2016, 19:17:53 »
I thought it would be good to start a thread on this to keep track of any progress made on the issue, and for other users who may experience the same problem.

Player Kitten reports that while on her home network, she is unable to connect to an MG game server, and unable to connect to the lobby. She can get to the screen where the servers are listed.

Using the same computer, a Macbook running Mac OS 10.9.5, and the same installation of MG, she is able to connect on a different network.

Her home network uses Verizon as an ISP.

Through troubleshooting with her on IRC (she is *very* easy to work with!), I've determined the problem is either Verizon blocking outgoing ports (but found no information in search engines to verify this), or the router on her home network. Presently, she is not sure if she can gain access to the router to check for blocked outgoing ports.

A third possible reason may be that the firewall on her computer is set up to use different zones.

I have very little experience in configuring a firewall to use zones, but I know that zones can allow different types of access when the computer is connected to one network, but on another network the firewall rules may be different.

I suggest anyone who has experienced a similar problem reply to this forum post or contact the MG team : https://megaglest.org/contact


379
Off topic / rmw - a cli trash can I wrote
« on: 27 January 2016, 17:02:19 »
I started to think my brain isn't wired for programming, so I stopped working on this almost 3 years ago, and started playing the piano and MG, haha.

I don't know if anyone would find this worth salvaging, or if it's unique compared to other cli trash cans. Though I don't wish for anyone to waste their time helping me because I don't work on it anymore. But here are the links if anyone is curious.

coded in 'C'.

http://sourceforge.net/projects/rmw/

I recently cloned it to GitHub

https://github.com/andy5995/rmw

 I know my code is not very professional, though rmw seems very stable. The biggest bug I think is this: http://sourceforge.net/p/rmw/discussion/881943/thread/fa611d1e/

I've been using rmw regularly since I wrote it.

Do many people use cli trash cans? Are there similar projects that are still actively developed? Is it best if I just forget about rmw?

380
Maps, tilesets and scenarios / Re: Map - Long Way Ahead
« on: 27 January 2016, 16:48:27 »
Looks good, I hope we try it tonight.

Count me in. Maybe we should play with your clash of civs mod. Does it need more testing? I still have it installed on my server.

381
This feature already exists as experimental, and will likely be tested after the current release we are about to announce.

It's coded in, but disabled at present, I assume. That about right? I've never seen the option for it.

I'm looking forward to trying it out, I'll stay tuned :)

382
Maps, tilesets and scenarios / Re: Map - Long Way Ahead
« on: 27 January 2016, 06:18:20 »
Titi made revisions to this map. Thanks!

A small part is cut off in the screenshot.



Download Long Way Ahead v1.3.mgm


383
Maps, tilesets and scenarios / Map - Guerilla Warfare
« on: 27 January 2016, 06:12:59 »


The comments I made in post #1 here https://forum.megaglest.org/index.php?topic=9790 apply to all my maps.

After chatting with Custom and titi, I decided I won't be making any more maps until I can spend more time on them. I appreciate their advice and thanks to them, and to filux and Jammy for trying them out with me. THANKS guys!

What I had in mind when I created this map was a dense forest, similar to Long Way Ahead, but the trees are pretty thin.

Download mgm file


Code: [Select]
<br /><span xmlns:dct="http://purl.org/dc/terms/" href="http://purl.org/dc/dcmitype/Dataset" property="dct:title" rel="dct:type">Guerilla Warfare</span> by <a xmlns:cc="http://creativecommons.org/ns#" href="http://megaglest.org/" property="cc:attributionName" rel="cc:attributionURL">Andrew G. Alt</a> is licensed under a <a rel="license" href="http://creativecommons.org/licenses/by-sa/4.0/">Creative Commons Attribution-ShareAlike 4.0 International License</a>.

384
Maps, tilesets and scenarios / Map - Welcome to your Doom
« on: 27 January 2016, 06:04:03 »


The invisible barriers are shown below.



This map could benefit from some improvements if anyone likes the idea and cares to edit it. I wanted to create a map that requires a different strategy, but not really sure yet how well it will play.

I don't care too much about credit, so if anyone edits the map, he is welcome to put his name to it.

Download mgm file


Code: [Select]
<br /><span xmlns:dct="http://purl.org/dc/terms/" href="http://purl.org/dc/dcmitype/Dataset" property="dct:title" rel="dct:type">Welcome to Your Doom</span> by <a xmlns:cc="http://creativecommons.org/ns#" href="http://megaglest.org/" property="cc:attributionName" rel="cc:attributionURL">Andrew G. Alt</a> is licensed under a <a
rel="license" href="http://creativecommons.org/licenses/by-sa/4.0/">Creative Commons Attribution-ShareAlike 4.0 International License</a>.

385
MegaGlest / Re: Multi-Player weekday (daily) game schedule
« on: 26 January 2016, 20:58:04 »
Short notice, but...

Today's time will be
3:30pm CST / 9:30pm UTC / 22:30 CET

instead of
3:00pm CST / 9:00pm UTC / 22:00 CET

386
MegaGlest / Re: Archmage Strategy
« on: 26 January 2016, 03:41:58 »
I've been playing against the AI trying to learn how to play different races.

Interested in practicing with me? I'm going to the lobby now, maybe I'll run into you. I like playing either co-op or human vs human.

387
MegaGlest / Re: Unable to see units during night.
« on: 26 January 2016, 01:48:43 »
Hah! Don't feel bad, I forgot to adjust my settings too!

388
Feature requests / Re: Hotkey/Keybind Production and Commands
« on: 25 January 2016, 23:51:19 »
Oh, I understand now.

Yes, I believe that's a feature I would use.

Something like - if a barracks is selected, I could use the keyboard: ctrl + 1 would create a swordman; ctrl + 2 creates an archer; ctrl + 3 creates guard; etc.

389
MegaGlest / Re: Archmage Strategy
« on: 25 January 2016, 23:48:08 »
I'll throw this link into the thread:

wiki: Strategies/Magic

390
MegaGlest / MG on Slackware
« on: 25 January 2016, 22:40:30 »
I thought I'd start a Slackware thread, for any questions or discussion related to running MG on Slackware.

For those who aren't aware, there is a site called Slackbuilds that provides scripts to help automate building Slackware packages and installing them.

Here is the listing for MegaGlest

https://slackbuilds.org/repository/14.1/games/megaglest/?search=megaglest

*post update
I forgot to mention a handy tool to use with Slackbuilds

Quote
Sbopkg is a command-line and dialog-based tool to synchronize with the SlackBuilds.org ("SBo") repository, a collection of third-party SlackBuild scripts to build Slackware packages.

391
MegaGlest / Multi-Player weekday (daily) game schedule
« on: 25 January 2016, 10:00:19 »
In reference to this thread
https://forum.megaglest.org/index.php?topic=9757.0

We'll try to set up a daily game schedule.

Weekdays  (M-F)

What times work best for you?

No sign-up needed. Just show up ~10 minutes before game start.

Presently, 4 time slots are scheduled:


3:00pm CST / 9:00pm UTC / 22:00 CET

4:30pm CST / 10:30pm UTC / 23:30 CET

07:30pm CST / 01:30am UTC / 02:30a CET

01:00am CST / 7:00am UTC / 08:00a CET
  (Tuesday am - Saturday am)



(time subject to change as more input from people is received)

Related thread: Weekly game schedule

392
MegaGlest / Multi-Player weekly game schedule
« on: 25 January 2016, 09:54:50 »
In reference to this thread
https://forum.megaglest.org/index.php?topic=9757.0

I would like to try scheduling a weekly game.

4 humans vs. 4 humans on an eight player map.

If too many humans show up, a second game will be started, and the ? vs ? will be determined by the number of humans at that time.

I don't know what days and time would work best so I'll just throw one out.

Thursday, Jan. 28th, at 3:00pm CST / 9:00pm UTC / 22:00 CET,

There is no need to sign up, just show up ~10 minutes before the start time. Check this message thread for changes.

Newbies and experts are all invited to join!

Related thread: Multi-Player weekday (daily) game schedule

393
MegaGlest / Re: MegagGlest 3.11.1 released
« on: 25 January 2016, 09:35:57 »
Just a friendly reminder that the post above can be unpinned or unstuck ;)

Because 3.12.0 was released yesterday!
https://megaglest.org/news/41/17/MegaGlest-3.12-released

394
MegaGlest / Re: building 3.12.0 from source
« on: 25 January 2016, 09:31:28 »
hehe not easy questions
well, basically build script is optimized to build in the native git env, when you are downloading megaglest-source-3.12.0.tar.xz (designed for ~distro maintainers) then at the same time you are choosing "the hardest way" :D and ~ you should do compilation by hand "cmake <a lot of parameters which fits to your preferences> ... ; make"

I build the package from the source directory, but how to install it to $HOME/local/games ?
heh even much harder question because e.g. it depends what you want to get on the end and what methods are acceptable for you :)

in general my personal preferences for such private build are related with sequence "cmake <a lot of parameters which fits to your preferences> ... ; make; cpack; 'install'" but this is not related with $HOME area :)

First, let me paste something from #megaglest

Quote

<andy_5995> As far as installing from a build, perhaps I should have been more clear -
<andy_5995> I am used to using ./configure --prefix=$HOME and then running make install
<andy_5995> I don't know how to do that when building mg
<titi_linux> well its not like that :D
<titi_linux> look at other (big) games, they all cannot be build so easy
<andy_5995> hmmm.. I noticed that actually, the very first time, right before I met you
<andy_5995> I was very surprised at how easily it built
<andy_5995> I thought I was stuck with 3.9 from the Debian repo. But I figured what the hell and downloaded the source and it actually built!
<titi_linux> send those kind words to softcoder and filux, they made most of this build process

What I often do with source packages that include a configure script is ./configure --prefix=$HOME or $HOME/local or some such thing. Sometimes I will install as root ./configure --prefix=/usr --sysconfdir=/etc

I don't have an extensive background in coding, or git, but I believe I understand enough of what  filux and softcoder said to accept their answer. :)

The installer package worked fine for me today, and I'm sure I will be quite happy with it.

Now the geek in me still must ask:

Isn't there a file I can edit (and I do have experience editing source code and Makefiles), that I can hard-code a path that I'd like the game installed to? So the built binaries know where to look for everything?

But perhaps it's not even really an issue if you're using relative paths. After I build, I could just copy what I need to $HOME/local/megaglest-current (for example)?

And then I'd extract the data to the appropriate directories. Simple. :)

I know there may be a little communication barrier here, and I'm often not the best writer, so please forgive me if I'm not being clear.

I will end, or summarize by trying to make my point better. I am fine with everything, but I am mostly curious. :) Also, I was a Slackware user for many years, so am just used to, or familiar with, building from source and then installing (thought I used Slackbuilds a lot which made things very easy).

But everything is working well, and I don't wish for anyone to spend a lot of time trying to answer my questions further. Thank you! :)

Perhaps I should add, for some reason I don't really know, I think running software built on my own system is better than running software built on another system. maybe that is because I "grew up" with Slackware (my first Linux distro).  To be honest, I don't have the knowledge in this area. Perhaps that should have been my first question: Is there much advantage to running software built on one's own system, instead of running software that's been precompiled?


395
MegaGlest / Re: Unable to see units during night.
« on: 25 January 2016, 09:08:07 »
Hi. I just downloaded MegaGlest and I have been mucking around against the AI. It is surprisingly well made for a free game. However, I cannot see my units during "night". It is not just that it is more difficult to see them–rather, I can barely see units and terrain at all, making it very difficult to play. Is this an intended feature or a bug? I am playing on a Mac with OS 10.9.5 and I have the screen at maximum brightness.

P. S. I apologize if this is in the wrong forum.

I've been playing and using the forum for a few weeks. No, i don't think it's the wrong forum :)

I have the same problem. I can hardly see the units at night. But I think I notice it more when they are near a lot of trees. Sometimes it's so dark I think I'm looking at unexplored enemy territory. I kind of accepted it as a feature that adds a challenge, and wait for night to pass ;). But I think it's definitely something worth mentioning and perhaps bears further discussion. I'm actually surprised that Alket says he can see fine at night.

Alket who replied above knows more about the game than I though.

I'm not on a Mac by the way, Linux PC.

396
Feature requests / Re: Hotkey/Keybind Production and Commands
« on: 25 January 2016, 09:03:00 »
Hi Kitten, welcome to the game. :)

This is a list of keybindings I'd like to add to the thread:
https://megaglest.org/techtree/glestkeys.html

This list is from the wiki and may need updating:
https://docs.megaglest.org/Controls

Quote
Example: I select my Main Tepee and press q, adding a worker to the queue.

The easiest way to do that right now is using "b". B will cycle through unit buildings, where you can click to produce a unit, and right-click on the map to select where new units should go when they exit the building.


397
MegaGlest / Re: building and installing 3.12.0 from source
« on: 24 January 2016, 20:41:28 »
Please forgive my ignorance, but I don't see clear instructions for installing after building.

I build the package from the source directory, but how to install it to $HOME/local/games ?

And if I want to then copy the data into the installation directory - There is no data package at All available downloads (3.12.0).

For the moment, I've installed 3.12.0 from the installer package, but I think it would be good to have answers to the questions I've asked. Thank you.

398
MegaGlest / Re: building 3.12.0 from source
« on: 24 January 2016, 20:13:46 »
When I unpacked https://github.com/MegaGlest/megaglest-source/releases/download/3.12.0/megaglest-source-embedded-3.12.0.tar.xz the files went into the same directory as the first archive. The build is working now.

399
MegaGlest / Re: building 3.12.0 from source
« on: 24 January 2016, 20:07:03 »
I'll post more info.

I downloaded https://github.com/MegaGlest/megaglest-source/releases/download/3.12.0/megaglest-source-3.12.0.tar.xz

After unpacking, I went to mk/linux and ran the script 'build-mg.sh'

This was my output:
Code: [Select]
CPU cores detected: 4
CPU cores to be used: 4
We have detected the following system:
 [ Debian ] [ 8.2 ] [ jessie ] [ x86_64 ]
Turning ON dynamic FTGL, LUA, JPEG, PNG ... and forcing use the embedded IRCCLIENT
Calling cmake with EXTRA_CMAKE_OPTIONS =  -DSTATIC_FontConfig=OFF -DSTATIC_FTGL=OFF -DSTATIC_LUA=OFF -DSTATIC_JPEG=OFF -DSTATIC_PNG=OFF -DSTATIC_OGG=OFF -DFORCE_USE_EMBEDDED_Ircclient=ON
-- The C compiler identification is GNU 4.9.2
-- The CXX compiler identification is GNU 4.9.2
-- Check for working C compiler: /usr/bin/cc
-- Check for working C compiler: /usr/bin/cc -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working CXX compiler: /usr/bin/c++
-- Check for working CXX compiler: /usr/bin/c++ -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- CMAKE_SOURCE_DIR = /home/andy/src/megaglest-3.12.0
-- Build type for this compile will be: RelWithDebInfo
-- Determining version number system type to use:
-- ** Trying 3 part versioning
-- Detected MegaGlest Version is [v3.12.0]
-- Detected GNUC Compiler...
-- *NOTE: Checking for max SSE LEVEL [1]
-- Max SSE desired: [1]
-- Performing Test HAS_SSE3_EXTENSIONS
-- Performing Test HAS_SSE3_EXTENSIONS - Success
-- Performing Test HAS_SSE2_EXTENSIONS
-- Performing Test HAS_SSE2_EXTENSIONS - Success
-- Performing Test HAS_SSE_EXTENSIONS
-- Performing Test HAS_SSE_EXTENSIONS - Success
-- Found SSE extensions, using flags: -msse -mfpmath=sse
-- *NOTE: using SSE for STREFLOP.
-- Performing Test HAS_GCC_BACKTRACE
-- Performing Test HAS_GCC_BACKTRACE - Success
-- Found GCC backtrace lib, will support backtraces
-- Found Git: /usr/bin/git (found version "2.1.4")
-- *NOTE: NOT USING a Custom Data Install Path...
-- CMAKE_CXX_FLAGS_RELWITHDEBINFO: -O3 -O2 -g -DNDEBUG -g -O3 
-- **Found game source code.
-- Will try to build MegaGlest shared library
-- Found OpenSSL: /usr/lib/x86_64-linux-gnu/libssl.so;/usr/lib/x86_64-linux-gnu/libcrypto.so (found version "1.0.1k")
-- Found CURL: /usr/lib/x86_64-linux-gnu/libcurl.so (found version "7.38.0")
-- CURL RET = 0 libs: [/usr/lib/x86_64-linux-gnu/libcurl.a -fPIE -pie -Wl,-z,relro -Wl,-z,now -Wl,--as-needed -lidn -lrtmp -lssh2 -lnettle -lgnutls -L/usr/lib/x86_64-linux-gnu/mit-krb5 -Wl,-z,relro -lgssapi_krb5 -lkrb5 -lk5crypto -lcom_err -llber -llber -lldap -lz]
-- #2 CURL RET = 0, using CURL static libs
-- Looking for include file pthread.h
-- Looking for include file pthread.h - found
-- Looking for pthread_create
-- Looking for pthread_create - not found
-- Looking for pthread_create in pthreads
-- Looking for pthread_create in pthreads - not found
-- Looking for pthread_create in pthread
-- Looking for pthread_create in pthread - found
-- Found Threads: TRUE 
-- Found SDL2: /usr/lib/x86_64-linux-gnu/libSDL2main.a;/usr/lib/x86_64-linux-gnu/libSDL2.so;-lpthread 
-- Looking for XOpenDisplay in /usr/lib/x86_64-linux-gnu/libX11.so;/usr/lib/x86_64-linux-gnu/libXext.so
-- Looking for XOpenDisplay in /usr/lib/x86_64-linux-gnu/libX11.so;/usr/lib/x86_64-linux-gnu/libXext.so - found
-- Looking for gethostbyname
-- Looking for gethostbyname - found
-- Looking for connect
-- Looking for connect - found
-- Looking for remove
-- Looking for remove - found
-- Looking for shmat
-- Looking for shmat - found
-- Looking for IceConnectionNumber in ICE
-- Looking for IceConnectionNumber in ICE - found
-- Found X11: /usr/lib/x86_64-linux-gnu/libX11.so
-- Found OpenGL: /usr/lib/x86_64-linux-gnu/libGL.so 
-- Found OpenAL: /usr/lib/x86_64-linux-gnu/libopenal.so 
-- Found Lua: /usr/lib/x86_64-linux-gnu/liblua5.2.so;/usr/lib/x86_64-linux-gnu/libm.so (found version "5.2.3")
-- Found JPEG: /usr/lib/x86_64-linux-gnu/libjpeg.so 
-- Found ZLIB: /usr/lib/x86_64-linux-gnu/libz.so (found version "1.2.8")
-- Found PNG: /usr/lib/x86_64-linux-gnu/libpng.so (found version "1.2.50")
-- FONTCONFIG was not found. Make sure FONTCONFIG_LIBRARY and FONTCONFIG_INCLUDE_DIR are set.
-- Found Freetype: /usr/lib/x86_64-linux-gnu/libfreetype.so (found version "2.5.2")
-- Found FTGL libraries at /usr/lib/x86_64-linux-gnu/libftgl.so and includes at /usr/include
-- **NOTE: FTGL font support was detected and enabled.
-- Found GLEW: /usr/include 
-- GLEW_LIBRARY: /usr/lib/x86_64-linux-gnu/libGLEW.so
-- Found PkgConfig: /usr/bin/pkg-config (found version "0.28")
-- checking for module 'libvlc'
--   found libvlc, version 2.2.1
-- Found LibVLC include-dir path: [/usr/include]
-- Found LibVLC library path: [/usr/lib/libvlc.so]
-- Found LibVLCcore library path: [LIBVLCCORE_LIBRARY-NOTFOUND]
-- LIBVLC version: 2.2.1
-- **WARNING: LIBVLC NOT found so videos are NOT supported.
-- ** Searching for library: FriBiDi...
-- checking for one of the modules 'glib-2.0'
-- Found GLib2: glib-2.0 /usr/include/glib-2.0;/usr/lib/x86_64-linux-gnu/glib-2.0/include
-- Looking for include file glib/gregex.h
-- Looking for include file glib/gregex.h - not found
-- Looking for fribidi_utf8_to_unicode in fribidi
-- Looking for fribidi_utf8_to_unicode in fribidi - found
-- Looking for fribidi_charset_to_unicode in fribidi
-- Looking for fribidi_charset_to_unicode in fribidi - found
-- Using FriBiDi: /usr/lib/x86_64-linux-gnu/libfribidi.so
-- BREAKPAD_ROOT=/home/andy/src/megaglest-3.12.0/mk/linux/../../google-breakpad/ Operating system: linux
-- BREAKPAD_INCLUDE_DIR=BREAKPAD_INCLUDE_DIR-NOTFOUND
-- ** WARNING: Could not find GoogleBreakpad. Disabling GoogleBreakpad support.
-- Looking for miniupnpc...
-- Found MINIUPNP: /usr/lib/x86_64-linux-gnu/libminiupnpc.a 
-- Found the miniupnpc headers at /usr/include/miniupnpc
-- Performing Test MINIUPNPC_VERSION_1_7_OR_HIGHER
-- Performing Test MINIUPNPC_VERSION_1_7_OR_HIGHER - Success
-- Found miniupnpc version is v1.7 or higher
-- *** Using miniupnpc lib found in [/usr/include/miniupnpc] MINIUPNP_FOUND [TRUE] MINIUPNP_LIBRARY [/usr/lib/x86_64-linux-gnu/libminiupnpc.a]
-- **No macros required for miniupnpc version
-- *** Using EMBEDDED libircclient because it was forced by option
-- Performing Test HAS_LIBIRCCLIENT_1_6
-- Performing Test HAS_LIBIRCCLIENT_1_6 - Failed
-- EXTERNAL_LIBS = [-Bstatic /usr/lib/x86_64-linux-gnu/libcurl.a -fPIE -pie -Wl,-z,relro -Wl,-z,now -Wl,--as-needed -lidn -lrtmp -lssh2 -lnettle -lgnutls -L/usr/lib/x86_64-linux-gnu/mit-krb5 -Wl,-z,relro -lgssapi_krb5 -lkrb5 -lk5crypto -lcom_err -llber -llber -lldap -lz;/usr/lib/x86_64-linux-gnu/libssl.so;/usr/lib/x86_64-linux-gnu/libSDL2main.a;/usr/lib/x86_64-linux-gnu/libSDL2.so;-lpthread;/usr/lib/x86_64-linux-gnu/libGLU.so;/usr/lib/x86_64-linux-gnu/libGL.so;/usr/lib/x86_64-linux-gnu/libSM.so;/usr/lib/x86_64-linux-gnu/libICE.so;/usr/lib/x86_64-linux-gnu/libX11.so;/usr/lib/x86_64-linux-gnu/libXext.so;/usr/lib/x86_64-linux-gnu/libSM.so;/usr/lib/x86_64-linux-gnu/libICE.so;/usr/lib/x86_64-linux-gnu/libX11.so;/usr/lib/x86_64-linux-gnu/libXext.so;/usr/lib/x86_64-linux-gnu/libopenal.so;/usr/lib/x86_64-linux-gnu/liblua5.2.so;/usr/lib/x86_64-linux-gnu/libm.so;dl;/usr/lib/x86_64-linux-gnu/libjpeg.so;/usr/lib/x86_64-linux-gnu/libpng.so;/usr/lib/x86_64-linux-gnu/libftgl.so;/usr/lib/x86_64-linux-gnu/libfreetype.so;/usr/lib/x86_64-linux-gnu/libGLEW.so;/usr/lib/x86_64-linux-gnu/libfribidi.so;glib-2.0;/usr/lib/x86_64-linux-gnu/libminiupnpc.a]
-- Will try to build MegaGlest game
-- OGG/Vorbis includes: /usr/include
-- OGG library        : /usr/lib/x86_64-linux-gnu/libogg.so
-- Vorbis library     : /usr/lib/x86_64-linux-gnu/libvorbis.so
-- Vorbis file library: /usr/lib/x86_64-linux-gnu/libvorbisfile.so
-- CURL RET = 0 libs: [/usr/lib/x86_64-linux-gnu/libcurl.a -fPIE -pie -Wl,-z,relro -Wl,-z,now -Wl,--as-needed -lidn -lrtmp -lssh2 -lnettle -lgnutls -L/usr/lib/x86_64-linux-gnu/mit-krb5 -Wl,-z,relro -lgssapi_krb5 -lkrb5 -lk5crypto -lcom_err -llber -llber -lldap -lz]
-- #2 CURL RET = 0, using CURL static libs
-- GLEW_LIBRARY: /usr/lib/x86_64-linux-gnu/libGLEW.so
-- Found LibVLC include-dir path: [/usr/include]
-- Found LibVLC library path: [/usr/lib/libvlc.so]
-- Found LibVLCcore library path: [LIBVLCCORE_LIBRARY-NOTFOUND]
-- **WARNING: LIBVLC NOT found so videos are NOT supported.
-- ***Note: The final output path for the MegaGlest engine will be [/home/andy/src/megaglest-3.12.0/mk/linux/]
-- BREAKPAD_ROOT=/home/andy/src/megaglest-3.12.0/mk/linux/../../google-breakpad/ Operating system: linux
-- BREAKPAD_INCLUDE_DIR=BREAKPAD_INCLUDE_DIR-NOTFOUND
-- ** WARNING: Could not find GoogleBreakpad. Disabling GoogleBreakpad support.
-- Will try to build MegaGlest map editor
-- Found wxWidgets: TRUE 
--  wxWidgets: /usr/lib/x86_64-linux-gnu/wx/include/gtk2-unicode-3.0;/usr/include/wx-3.0 ;/;  -L/usr/lib/x86_64-linux-gnu;-pthread;;;-lwx_gtk2u_gl-3.0;-lwx_gtk2u_core-3.0;-lwx_baseu-3.0
-- ***Note: The final output path for MegaGlest Map Editor will be [/home/andy/src/megaglest-3.12.0/mk/linux/]
-- Will try to build MegaGlest model viewer
-- GLEW_LIBRARY: /usr/lib/x86_64-linux-gnu/libGLEW.so
--  wxWidgets: /usr/lib/x86_64-linux-gnu/wx/include/gtk2-unicode-3.0;/usr/include/wx-3.0 ;/;  -L/usr/lib/x86_64-linux-gnu;-pthread;;;-lwx_gtk2u_gl-3.0;-lwx_gtk2u_core-3.0;-lwx_baseu-3.0
-- ***Note: The final output path for MegaGlest G3d Viewer will be [/home/andy/src/megaglest-3.12.0/mk/linux/]
-- Will try to build MegaGlest model import/export tools
-- Found LibXml2: /usr/lib/x86_64-linux-gnu/libxml2.so (found version "2.9.1")
-- Will try to build MegaGlest unit tests
-- Found CPPUNIT: /usr/lib/x86_64-linux-gnu/libcppunit.so 
-- ** Searching for library: FriBiDi...
-- Using FriBiDi: /usr/lib/x86_64-linux-gnu/libfribidi.so
-- EXTERNAL_LIBS = [/usr/lib/x86_64-linux-gnu/libcppunit.so;/usr/lib/x86_64-linux-gnu/libSDL2main.a;/usr/lib/x86_64-linux-gnu/libSDL2.so;-lpthread;/usr/lib/x86_64-linux-gnu/libfribidi.so;glib-2.0]
-- ***Note: The final output path for the MegaGlest engine will be [/home/andy/src/megaglest-3.12.0/mk/linux/]
-- =====> Found Define: CURL_STATICLIB
-- =====> Found Define: STREFLOP_SSE
-- =====> Found Define: HAS_GCC_BACKTRACE
-- Configuring done
CMake Error at source/shared_lib/CMakeLists.txt:447 (ADD_LIBRARY):
  Cannot find source file:

    /home/andy/src/megaglest-3.12.0/source/shared_lib/sources/libircclient/src/libircclient.c

  Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp
  .hxx .in .txx

-- Build files have been written to: /home/andy/src/megaglest-3.12.0/mk/linux/build
ERROR: CMAKE failed.

From the Debian repo, I already have libircclient1 and libircclient-dev installed.

400
MegaGlest / building 3.12.0 from source
« on: 24 January 2016, 19:53:43 »
It's strange. I've been building from git with no problem, but now I can't build from megaglest-source-3.12.0.tar.xz

Quote
Cannot find source file:

    /home/andy/src/megaglest-3.12.0/source/shared_lib/sources/libircclient/src/libircclient.c

My system is Debian Jessie x64. I believe I have all the deps installed because I've been building from git for the past few weeks.

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