Author Topic: Running GAE (and four_path_magitech) from SVN  (Read 4258 times)

MirceaKitsune

  • Technician
  • ****
  • Posts: 147
    • View Profile
Running GAE (and four_path_magitech) from SVN
« on: 2 June 2009, 22:58:06 »
I'd like to try the latest version of Glest Advanced and four_path_magitech from SVN, but can't find any info on how to do that. I was curious about two things:

First, which is the latest SVN from which the game and engine (and four_path) are being updated at this day? I tried https://glest.codemonger.org/svn/repos/ but the log says that was last updated in 2008. I heard GAE is the version currently in development so I was wondering if there's an updated SVN link which can be made public or GAE was abandoned too (I really hope not, it's a wonderful engine which can get much further).

And second, what is used to compile the engine from SVN? If it's made under C++ does Visual C++ 2005 work? Windows XP user here since I'm not familiar with Linux yet. Thanks :)
« Last Edit: 2 June 2009, 23:33:22 by MirceaKitsune »

hailstone

  • Local Moderator
  • Battle Machine
  • ********
  • Posts: 1,568
    • View Profile
Re: Running GAE (and four_path_magitech) from SVN
« Reply #1 on: 3 June 2009, 01:21:52 »
The svn was hosted on the main developer's server but he disappeared. So development stopped and I've needed to move it to sourceforge (see post). 0.2.11 is currently the latest stable version so we will be continuing development from this version (trunk on sourceforge). If you really wanted to try the very latest before I changed svn either checkout the network branch or 0.2.x from codemonger svn (but this won't be developed until other things get sorted). The easiest way to try it out is to download the binaries from codemonger.

0.2.11 is compilable both on Linux using autogen/jam and Windows using Microsoft Visual C++ 2008 Express Edition (free download). Be sure to download the project dependencies from codemonger if you use Windows.
Glest Advanced Engine - Admin/Programmer
https://sourceforge.net/projects/glestae/

MirceaKitsune

  • Technician
  • ****
  • Posts: 147
    • View Profile
Re: Running GAE (and four_path_magitech) from SVN
« Reply #2 on: 3 June 2009, 09:18:53 »
Thank you, I'll look on SF then. Hope the person who disappeared is ok, it's uncommon for something like that to happen. Is there any estimation as to when a new SVN will be up and the engine will be developed again?

silnarm

  • Local Moderator
  • Behemoth
  • ********
  • Posts: 1,373
    • View Profile
Re: Running GAE (and four_path_magitech) from SVN
« Reply #3 on: 3 June 2009, 11:14:14 »
Is there any estimation as to when a new SVN will be up and the engine will be developed again?

The sourceforge SVN is up to date, development is continuing, there'll be some shiny new code in a branch called 'pathfinding' in an hour or two...

I'm still new here myself, and also hope Daniel is ok... and comes back.

Glest Advanced Engine - Code Monkey

Timeline | Downloads

MirceaKitsune

  • Technician
  • ****
  • Posts: 147
    • View Profile
Re: Running GAE (and four_path_magitech) from SVN
« Reply #4 on: 3 June 2009, 14:50:33 »
Found and checked out the new link :) I'm still having some issues with the engine however.

I checked https://glestae.svn.sourceforge.net/svnroot/glestae but am not sure which the correct engine is. Is it \trunk\source or a subfolder in it? Also my build fails with C++ 2008, I think I need the deps but don't know where to place them (got win32-glest-deps.rar but not sure what to do with it).

hailstone

  • Local Moderator
  • Battle Machine
  • ********
  • Posts: 1,568
    • View Profile
Re: Running GAE (and four_path_magitech) from SVN
« Reply #5 on: 3 June 2009, 21:27:38 »
Trunk is a copy of tags/0.2.11 so either should be fine. If you're developing it's probably better to go with the trunk.

I have my dependencies in a folder 'deps' at the same level as the version so you can use the same for many checkouts. You can always look at the project settings and modify the paths. (eg ../../../deps/lib; is currently for library files, relative to project file). zlib appears to be missing from the archive and is zdll.lib for me not zlib.lib. I'll update it on sourceforge soon. I can confirm that trunk compiles successfully.
Glest Advanced Engine - Admin/Programmer
https://sourceforge.net/projects/glestae/

MirceaKitsune

  • Technician
  • ****
  • Posts: 147
    • View Profile
Re: Running GAE (and four_path_magitech) from SVN
« Reply #6 on: 4 June 2009, 11:12:11 »
Sorry to ask another newb question, but which is the project settings file? Is it trunk\pkg-win32.sh and the new deps go in as "cp -p ../path/file.xyz &&" for each file? After that do I build the engine from trunk\source\gae.sln?

hailstone

  • Local Moderator
  • Battle Machine
  • ********
  • Posts: 1,568
    • View Profile
Re: Running GAE (and four_path_magitech) from SVN
« Reply #7 on: 4 June 2009, 12:49:07 »
pkg-win32.sh makes a win32 package, not sure exactly what it does. gae.sln is a Visual Studio solution file. Within glest_game and shared_lib folders there is a .vcproj file. The solution contains both of these projects. When you open gae.sln you can get to the project properties by right clicking on the project and going to 'Properties'.

Configuration Properties -> C/C++ -> General - has Additional Include Directories
Configuration Properties -> Linker -> General - has Additional Library Directories
Configuration Properties -> Linker -> Input - has Additional Dependencies

It should be something like:
deps
trunk/source/glest_game/game.vcproj

Build from VS when you open the solution file.
Glest Advanced Engine - Admin/Programmer
https://sourceforge.net/projects/glestae/

MirceaKitsune

  • Technician
  • ****
  • Posts: 147
    • View Profile
Re: Running GAE (and four_path_magitech) from SVN
« Reply #8 on: 4 June 2009, 16:40:45 »
I placed the entire deps folder in trunk\source\ (next to shared_lib) and tried tweaking the properties but building still fails. This is what I tried:

For C/C++ -> General I tried adding ../deps/include and an entry for each subfolder, but that didn't work. Was also curious if there's any way to define "all subfolders" there, since there's too many to select under include\xercesc. Does /* work?

For Linker -> General I made that entry ../deps/lib.

For Linker -> Input I left the files there unchanged.

When I try to build it fails like this:

Code: [Select]
1>------ Build started: Project: libglest, Configuration: Debug Win32 ------
1>Compiling...
1>pch.cpp
1>d:\glest\glest_advanced_svn\trunk\source\shared_lib\include\pch.h(97) : fatal error C1083: Cannot open include file: 'zlib.h': No such file or directory
1>Creating browse information file...
1>Microsoft Browse Information Maintenance Utility Version 9.00.30729
1>Copyright (C) Microsoft Corporation. All rights reserved.
1>BSCMAKE: error BK1506 : cannot open file '..\..\build\Debug\libglest\camera.sbr': No such file or directory
1>Build log was saved at "file://d:\Glest\Glest_Advanced_SVN\trunk\build\Debug\libglest\BuildLog.htm"
1>libglest - 2 error(s), 0 warning(s)
2>------ Build started: Project: game, Configuration: Debug Win32 ------
2>Compiling...
2>pch.cpp
2>d:\glest\glest_advanced_svn\trunk\source\glest_game\pch.h(95) : fatal error C1083: Cannot open include file: 'zlib.h': No such file or directory
2>Creating browse information file...
2>Microsoft Browse Information Maintenance Utility Version 9.00.30729
2>Copyright (C) Microsoft Corporation. All rights reserved.
2>BSCMAKE: error BK1506 : cannot open file '..\..\build\Debug\game\ai_interface.sbr': No such file or directory
2>Build log was saved at "file://d:\Glest\Glest_Advanced_SVN\trunk\build\Debug\game\BuildLog.htm"
2>game - 2 error(s), 0 warning(s)
========== Build: 0 succeeded, 2 failed, 0 up-to-date, 0 skipped ==========

silnarm

  • Local Moderator
  • Behemoth
  • ********
  • Posts: 1,373
    • View Profile
Re: Running GAE (and four_path_magitech) from SVN
« Reply #9 on: 4 June 2009, 22:06:42 »
Code: [Select]
1>------ Build started: Project: libglest, Configuration: Debug Win32 ------
1>d:\glest\glest_advanced_svn\trunk\source\shared_lib\include\pch.h(97) : fatal error C1083: Cannot open include file: 'zlib.h': No such file or directory

2>d:\glest\glest_advanced_svn\trunk\source\glest_game\pch.h(95) : fatal error C1083: Cannot open include file: 'zlib.h': No such file or directory
Crystal clear, you need zlib...

If you have it already, make sure the header is accessible, deps/include would be the obvious place, put the lib file in deps/lib.
You don't need any of the sub-directories of 'deps/include' on the include path.

Glest Advanced Engine - Code Monkey

Timeline | Downloads

MirceaKitsune

  • Technician
  • ****
  • Posts: 147
    • View Profile
Re: Running GAE (and four_path_magitech) from SVN
« Reply #10 on: 4 June 2009, 22:47:28 »
I got zlib and placed it in the include folder. It now compiles for much longer (2 minutes or so) but still fails with the error "LINK : fatal error LNK1104: cannot open file 'libglest.lib'". That file doesn't seem to exist anywhere though...

Update - If I try compiling again right after this, it seems to behave differently. It now fails after 1 second with the message "c1 : fatal error C1083: Cannot open source file: '..\..\..\deps\src\glprocs.c': No such file or directory".

silnarm

  • Local Moderator
  • Behemoth
  • ********
  • Posts: 1,373
    • View Profile
Re: Running GAE (and four_path_magitech) from SVN
« Reply #11 on: 4 June 2009, 23:05:54 »
I got zlib and placed it in the include folder. It now compiles for much longer (2 minutes or so) but still fails with the error "LINK : fatal error LNK1104: cannot open file 'libglest.lib'". That file doesn't seem to exist anywhere though...

'libglest' needs to be built first... but VC++ should be doing that... do a clean then rebuild, libglest should compile first, all the messages relating to that project while have '1>'  before them, if this does not successfully compile, you'll get no libglest and the game obviously wont be able to link to it.

Quote
Update - If I try compiling again right after this, it seems to behave differently. It now fails after 1 second with the message "c1 : fatal error C1083: Cannot open source file: '..\..\..\deps\src\glprocs.c': No such file or directory".

hmm... this is because you've put the deps somewhere else, and there is still a reference somewhere to the 'expected' location, you need to locate any remaining references to ..\..\..\deps and change them to ..\deps
Glest Advanced Engine - Code Monkey

Timeline | Downloads

MirceaKitsune

  • Technician
  • ****
  • Posts: 147
    • View Profile
Re: Running GAE (and four_path_magitech) from SVN
« Reply #12 on: 4 June 2009, 23:35:53 »
I don't have any ../../deps/, all are ../deps/ in the project properties. It seems this error might be starting the rest too, this is the log from the second build attempt:

Code: [Select]
1>------ Build started: Project: libglest, Configuration: Debug Win32 ------
1>Compiling...
1>glprocs.c
1>c1 : fatal error C1083: Cannot open source file: '..\..\..\deps\src\glprocs.c': No such file or directory
1>Creating browse information file...
1>Microsoft Browse Information Maintenance Utility Version 9.00.30729
1>Copyright (C) Microsoft Corporation. All rights reserved.
1>BSCMAKE: error BK1506 : cannot open file '..\..\build\Debug\libglest\glprocs.sbr': No such file or directory
1>Build log was saved at "file://d:\Glest\Glest_Advanced_SVN\trunk\build\Debug\libglest\BuildLog.htm"
1>libglest - 2 error(s), 0 warning(s)
2>------ Build started: Project: game, Configuration: Debug Win32 ------
2>Linking...
2>LINK : fatal error LNK1104: cannot open file 'libglest.lib'
2>Build log was saved at "file://d:\Glest\Glest_Advanced_SVN\trunk\build\Debug\game\BuildLog.htm"
2>game - 1 error(s), 0 warning(s)
========== Build: 0 succeeded, 2 failed, 0 up-to-date, 0 skipped ==========

silnarm

  • Local Moderator
  • Behemoth
  • ********
  • Posts: 1,373
    • View Profile
Re: Running GAE (and four_path_magitech) from SVN
« Reply #13 on: 4 June 2009, 23:44:42 »
... all are ../deps/ in the project properties.

For the game project perhaps, but clearly not for libglest :)

Do everything you did to the 'game' project to the 'libglest' project.
Glest Advanced Engine - Code Monkey

Timeline | Downloads

MirceaKitsune

  • Technician
  • ****
  • Posts: 147
    • View Profile
Re: Running GAE (and four_path_magitech) from SVN
« Reply #14 on: 4 June 2009, 23:49:08 »
I have but the issue is still there. Only reference I found and modified in libglest is in C/C++ -> General where I have one ../deps/include.

silnarm

  • Local Moderator
  • Behemoth
  • ********
  • Posts: 1,373
    • View Profile
Re: Running GAE (and four_path_magitech) from SVN
« Reply #15 on: 5 June 2009, 00:06:29 »
I have but the issue is still there. Only reference I found and modified in libglest is in C/C++ -> General where I have one ../deps/include.

alright, just remove the reference to glprocs.c from libglest, then right-click libglest and go Add->Existing Item and then navigate your way to your copy of glprocs.c
Glest Advanced Engine - Code Monkey

Timeline | Downloads

MirceaKitsune

  • Technician
  • ****
  • Posts: 147
    • View Profile
Re: Running GAE (and four_path_magitech) from SVN
« Reply #16 on: 5 June 2009, 10:33:48 »
Tried that as well but still nothing :( This is the log now:

Code: [Select]
1>------ Build started: Project: libglest, Configuration: Debug Win32 ------
1>Compiling...
1>glprocs.c
1>d:\glest\glest_advanced_svn\trunk\source\deps\src\glprocs.c : fatal error C1853: '../../build/Debug/libglest\libglest.pch' precompiled header file is from a previous version of the compiler, or the precompiled header is C++ and you are using it from C (or vice versa)
1>Creating browse information file...
1>Microsoft Browse Information Maintenance Utility Version 9.00.30729
1>Copyright (C) Microsoft Corporation. All rights reserved.
1>BSCMAKE: error BK1506 : cannot open file '..\..\build\Debug\libglest\glprocs.sbr': No such file or directory
1>Build log was saved at "file://d:\Glest\Glest_Advanced_SVN\trunk\build\Debug\libglest\BuildLog.htm"
1>libglest - 2 error(s), 0 warning(s)
2>------ Build started: Project: game, Configuration: Debug Win32 ------
2>Linking...
2>LINK : fatal error LNK1104: cannot open file 'libglest.lib'
2>Build log was saved at "file://d:\Glest\Glest_Advanced_SVN\trunk\build\Debug\game\BuildLog.htm"
2>game - 1 error(s), 0 warning(s)
========== Build: 0 succeeded, 2 failed, 0 up-to-date, 0 skipped ==========
« Last Edit: 5 June 2009, 10:42:57 by MirceaKitsune »

silnarm

  • Local Moderator
  • Behemoth
  • ********
  • Posts: 1,373
    • View Profile
Re: Running GAE (and four_path_magitech) from SVN
« Reply #17 on: 6 June 2009, 01:59:20 »
Whilst we could be just around the corner, we could be some ways off, and I don't have the time to figure this out for you, sorry.
I highly recommend you 'start again' this time putting the deps where they are expected.
Move your deps folder up to 'd:\glest', delete everything else from d:\glest, then do a check out, in d:\glest of https://glestae.svn.sourceforge.net/svnroot/glestae/trunk

your directory structure should look like this
Glest Advanced Engine - Code Monkey

Timeline | Downloads

MirceaKitsune

  • Technician
  • ****
  • Posts: 147
    • View Profile
Re: Running GAE (and four_path_magitech) from SVN
« Reply #18 on: 6 June 2009, 10:45:37 »
It's ok, sorry for not being able to figure it out so far. I'll try that and anything else I can find, thanks for the help :)

Just a thought, maybe it would help everyone who wants to run SVN if all dependencies and zlib could be located in SVN in their correct locations and the project set up to include them, so Windows users could just checkout the SVN and compile it, if there aren't any licensing issues with distributing them. I think that would be a great idea if possible.