Author Topic: Compilation - Missing ProjectConfig.h?  (Read 1021 times)

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Compilation - Missing ProjectConfig.h?
« on: 19 February 2011, 01:32:51 »
Hi, I'm trying to code a campaign mode and video renderer for GAE, but during my test build, the compiler returned several hundred errors regarding a missing 'ProjectConfig.h'. Can anyone furnish me with the aforementioned header?

Also, is there a way to pause the game while a lua script runs?

silnarm

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Re: Compilation - Missing ProjectConfig.h?
« Reply #1 on: 19 February 2011, 02:09:56 »
Hi, I'm trying to code a campaign mode and video renderer for GAE, but during my test build, the compiler returned several hundred errors regarding a missing 'ProjectConfig.h'. Can anyone furnish me with the aforementioned header?

Please follow the compile guide. ProjectConfig.h is generated by CMake.

Quote
Also, is there a way to pause the game while a lua script runs?

I would have thought so, but apparently not...

do this to script_manager.cpp,
Code: [Select]
diff --git "a/C:\\DOCUME~1\\James\\LOCALS~1\\Temp\\script_manager_HEAD.cpp" "b/D:\\game_dev\\gae-git2\\source\\game\\script\\script_manager.cpp"
index 0726422..a338944 100644
--- "a/C:\\DOCUME~1\\James\\LOCALS~1\\Temp\\script_manager_HEAD.cpp"
+++ "b/D:\\game_dev\\gae-git2\\source\\game\\script\\script_manager.cpp"
@@ -93,6 +93,25 @@ int getCellHeight(LuaHandle *luaHandle);
 int getTileHeight(LuaHandle *luaHandle);
 int getWaterLevel(LuaHandle *luaHandle);
 
+int pauseGame(LuaHandle *luaHandle) {
+ g_simInterface.pause();
+ return 0;
+}
+
+int resumeGame(LuaHandle *luaHandle) {
+ g_simInterface.resume();
+ return 0;
+}
+
+int togglePause(LuaHandle *luaHandle) {
+ if (g_simInterface.getSpeed() == GameSpeed::PAUSED) {
+ g_simInterface.resume();
+ } else {
+ g_simInterface.pause();
+ }
+ return 0;
+}
+
 void ScriptManager::initGame() {
  const Scenario* scenario = g_world.getScenario();
 
@@ -117,6 +136,9 @@ void ScriptManager::initGame() {
  // Game control
  LUA_FUNC(setPlayerAsWinner);
  LUA_FUNC(endGame);
+ LUA_FUNC(pauseGame);
+ LUA_FUNC(resumeGame);
+ LUA_FUNC(togglePause);
 
  // Gui control
  LUA_FUNC(lockInput);
« Last Edit: 18 June 2016, 14:27:38 by filux »
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Re: Compilation - Missing ProjectConfig.h?
« Reply #2 on: 19 February 2011, 02:31:43 »
Thanks!

However, I did follow the instructions to the letter, though I should note that I was not presented with the options specified by the guide when asked to mark the GAE_USE_PHYSFS and GAE_USE_PRECOMPILED_HDR boxes and modify the GAE_DATA_DIR path. Additionally, I'm using only the "base" Windows dependencies. Have I erred?

silnarm

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Re: Compilation - Missing ProjectConfig.h?
« Reply #3 on: 19 February 2011, 02:43:25 »
If you weren't getting the GAE_ options in CMake, I think maybe you had the source directory set wrong ?? It should be set to the top level directory you checked out (and not, for example, to the 'source' directory within that).

Also, the compile guide on wikia is in desperate need of an update... we don't even use SVN anymore, please see http://sourceforge.net/apps/trac/glestae/wiki/CompileGuideWin

The base package is all you need for the game project, but it is missing glew... will upload a new one now.

Sorry for the inconveniences!

[Edit] : new base deps pack is up.
« Last Edit: 19 February 2011, 02:53:16 by silnarm »
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Re: Compilation - Missing ProjectConfig.h?
« Reply #4 on: 19 February 2011, 02:58:49 »
Quote
If you weren't getting the GAE_ options in CMake, I think maybe you had the source directory set wrong ?? It should be set to the top level directory you checked out (and not, for example, to the 'source' directory within that).

That's it. Thanks.

 

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