Author Topic: compiling gae 0.2.x from repositories  (Read 2087 times)

Idanwin

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compiling gae 0.2.x from repositories
« on: 3 December 2008, 10:11:38 »
I'm trying to compile gae 0.2.x
autogen.sh ok
./configure  ok

but when running jam I get this error:
Code: [Select]
...found 14 target(s)...
...updating 4 target(s)...
MkDir1 ./build/i686-pc-linux-gnu/optimize/shared_lib
Ranlib ./build/i686-pc-linux-gnu/optimize/shared_lib/libglestlib.a
ranlib: './build/i686-pc-linux-gnu/optimize/shared_lib/libglestlib.a': No such file

    ranlib ./build/i686-pc-linux-gnu/optimize/shared_lib/libglestlib.a

...failed Ranlib ./build/i686-pc-linux-gnu/optimize/shared_lib/libglestlib.a ...
...skipped glestadv for lack of libglestlib.a...
...skipped glest_editor for lack of libglestlib.a...
...failed updating 1 target(s)...
...skipped 2 target(s)...
...updated 1 target(s)...

What is wrong?

Platyhelminth

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Re: compiling gae 0.2.x from repositories
« Reply #1 on: 3 December 2008, 10:32:32 »
You can still get a 32 bit binary here: http://glest.codemonger.org/files/glest ... x-gnu.tbz2
Extract it where glest is installed.

This error is strange, never saw it. Are you sure you took source from http://glest.codemonger.org/home_page.php ?

Idanwin

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Re: compiling gae 0.2.x from repositories
« Reply #2 on: 3 December 2008, 10:53:39 »
srry I solved it already, I downloaded it again and now it works.
Well, nearly works, it's doing an infinite loop now...

Idanwin

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Re: compiling gae 0.2.x from repositories
« Reply #3 on: 3 December 2008, 11:38:10 »
No, it seemed to be an infinite loop, it just took a long time, but works now!
I compiled it!!!

0.3 however doesn't work

hailstone

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Re: compiling gae 0.2.x from repositories
« Reply #4 on: 4 December 2008, 08:40:01 »
Good to know you got it to work Idanwin. What do you meant by 0.3 doesn't work?
Glest Advanced Engine - Admin/Programmer
https://sourceforge.net/projects/glestae/

Idanwin

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Re: compiling gae 0.2.x from repositories
« Reply #5 on: 4 December 2008, 19:46:32 »
I also compiled 0.3 and it compiled alright but didn't want to launch

how do you open object code (.o)?
that's a compiled file, right?

Idanwin

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Re: compiling gae 0.2.x from repositories
« Reply #6 on: 4 December 2008, 20:41:15 »
Ah the editable files are in /build/i686-pc-linux-gnu/optimize/glest_game/.

But  :o, what a files!!!
How do you ever find what you search for?
« Last Edit: 5 December 2008, 11:05:30 by Idanwin »

daniel.santos

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Re: compiling gae 0.2.x from repositories
« Reply #7 on: 4 December 2008, 21:49:32 »
I make no guarantees on the 0.3 branch right now.  :D  Also, the linux build is a bit odd if you ask me, but it's the way it was set up before I started working on GAE, it creates links to other directories when it compiles and runs.  Object files (.o) are compiled C or C++ files and you shouldn't need to open or edit them unless you are doing some serious debugging or performance analysis (examining generated instructions, etc.).  Also, note that the autogen.sh script creates the directory under /tmp/gae/build and links "build" to that directory.  This is done because /tmp is usually a tempfs system and compiling to tempfs is usually *much* faster.  But if you do not have very much memory (1GB or less), I would suggest removing the "build" link and creating a subdirectory instead to save memory when compiling, otherwise, the kernel will be forced to page out your compiled object files negating the benefit of using tempfs.
Code: [Select]
cd mk/linux
rm build
rm -rf /tmp/gae/build
mkdir build

 

anything