I recently compiled the source, it seemed to go smoothly until I ran the .exes created, when I run tremded.x86 it says, "could not load defalt.cfg. Copy console log to clipboard?" The console saying:
tremulous 1.1.0_SVN1082 win_mingw-x86 Apr 13 2008
----- FS_Startup -----
Current search path:
C:\Documents and Settings\Owner\Application Data\Tremulous/base
C:\MSys\mingw\Tremulous\build\release-mingw32-x86/base
----------------------
0 files in pk3 files
And when I run tremulous.x86 it says, "This application has failed to start because SDL.dll was not found. Re-installing the application may fix this problem" any idea what to do? I followed the short and sweet guide... thoroughly the only possible area I see might be a problem is step 12 where it says
"If you don't want to compile the QVMs create a Makefile.local file that contains 'BUILD_GAME_QVM=0', otherwise add 'INCLUDE=' and 'LIBRARY=' (original fix). Add 'USE_CURL=1' if you want WWW redirection support."
I went to the tremulous source directory and created a textfile called makefile.local and wrote, "'USE_CURL=1'" in it. I also tried it with the text file saying
set LIBRARY=
set INCLUDE=
'USE_CURL=1'
what can I do to fix these errors?
If you just compile the SVN and run the tremded.x86.exe, WTF ARE YOU THINKING?! Without applying the backport patch it will only act as a server executable.
With the new SVN versions, you do not need to make a makefile.local as it is already in the makefile.
Makefile as of SVN1087
#
# Tremulous Makefile
#
# GNU Make required
#
COMPILE_PLATFORM=$(shell uname|sed -e s/_.*//|tr '[:upper:]' '[:lower:]')
COMPILE_ARCH=$(shell uname -m | sed -e s/i.86/x86/)
ifeq ($(COMPILE_PLATFORM),sunos)
# Solaris uname and GNU uname differ
COMPILE_ARCH=$(shell uname -p | sed -e s/i.86/x86/)
endif
ifeq ($(COMPILE_PLATFORM),darwin)
# Apple does some things a little differently...
COMPILE_ARCH=$(shell uname -p | sed -e s/i.86/x86/)
endif
ifndef BUILD_CLIENT
BUILD_CLIENT =
endif
ifndef BUILD_CLIENT_SMP
BUILD_CLIENT_SMP =
endif
ifndef BUILD_SERVER
BUILD_SERVER =
endif
ifndef BUILD_GAME_SO
BUILD_GAME_SO =
endif
ifndef BUILD_GAME_QVM
BUILD_GAME_QVM =
endif
ifneq ($(PLATFORM),darwin)
BUILD_CLIENT_SMP = 0
endif
lol, as you can tell I haven't used mingw much, mostly due to a great dislike of it. All I used to compile was the tutorial and it didn't mention anything else, how can I apply the backport patch?
Just to put it bluntly: svn is incompatible with 1.1.0 qvms menu files.
Also, "make"ing it does NOT put the menu files into a pk3, nor does it even move them to somewhere the new client could find them. I would suggest you go to http://mercenariesgulid.net/patches (http://mercenariesguild.net/patches) and check out the backport bug thingy--should be the first one...
I'm still new to Tremulous and I'm not quite sure where everything goes if you say it's not all put as it should be. Is there a assembly guide or do I just have to extrapolate the process from the Tremulous install. I'll know how to assemble pk3's... but I don't know the structure of the files.
Ok, I downloaded the patch backport901.patch from http://www.mercenariesguild.net/patches/index.php?do=details&task_id=2 (http://www.mercenariesguild.net/patches/index.php?do=details&task_id=2) and it gave me this horific error.
(http://img168.imageshack.us/img168/8779/41162267vt4.jpg)
You can see what command I used, can you tell where I went astray?
One other thing, I was using the "The short and sweet guide to compiling..." I recently however began using this topic http://tremulous.net/forum/index.php?topic=2672.0 (http://tremulous.net/forum/index.php?topic=2672.0) and I'm a little confused, it says
"create a zip file from vm directory
(zip file should contain vm directory and the qvm files in it)"
I suppose once I get to that point I'll find some vm directory, but I'm wondering what qvm files are, I did a google search and they seem to be associated with only Quake III but I'm not quite sure how to identify them, could someone tell me what qvm stands for?
What svn revision did you get? Cause each backport patch is written to "fix" a certain svn revision. (usually specified in their name)
As far as file structure goes, try unzipping the default pk3s one by one and looking at their contents.
I can't seem to find a information file in the svn files, but it's the latest version from svn://svn.icculus.org/tremulous/trunk and the backport901 patch found at http://www.mercenariesguild.net/patches/index.php?do=details&task_id=2 (http://www.mercenariesguild.net/patches/index.php?do=details&task_id=2) is there a more recent version of the patch?
There should be... You might need to read down through the comments, though...
If you use backport901.patch, use SVN901.
If you use backport1044.patch (http://www.mercenariesguild.net/patches/index.php?getfile=397), use SVN1044.
If you use Amanieu_backport_1064.patch (http://www.mercenariesguild.net/patches/index.php?getfile=429), use SVN1064.
Make sure that when patching your patching a clean SVNxxxx, do not patch other things first. This is why I prefer to manually patch.
EDIT: A quick search on Google did not reveal anything. Can we see some of the .rej files?
I tried the other two patches and received errors on both, (I used a fresh download each time).
Here is an entire copy of the svn from that url, it's fresh, and still warm, should have all of the files that need examining.
http://www.mediafire.com/?9o1um3eniax (http://www.mediafire.com/?9o1um3eniax)
Just under 4 megs
Any other patches to try? Would manual make a difference?
On my machine, patching SVN1064 with Amanieu_backport_1064.patch.
Deathmax@DEATH-MAX ~
$ cd "c:\svn1064"
Deathmax@DEATH-MAX /c/svn1064
$ patch -p0 < Amanieu_backport_1064.patch
patching file `src/game/bg_misc.c'
patching file `src/game/g_local.h'
patching file `src/game/g_active.c'
patching file `src/game/g_public.h'
patching file `src/game/bg_pmove.c'
patching file `src/game/g_weapon.c'
patching file `src/game/g_trigger.c'
patching file `src/game/g_client.c'
patching file `src/game/bg_public.h'
patching file `src/game/g_cmds.c'
patching file `src/qcommon/q_shared.h'
patching file `src/qcommon/qcommon.h'
patching file `src/qcommon/msg.c'
patching file `src/qcommon/common.c'
patching file `src/cgame/cg_syscalls.asm'
patching file `src/cgame/cg_public.h'
patching file `src/ui/ui_public.h'
patching file `src/ui/ui_syscalls.asm'
patching file `src/client/cl_console.c'
patching file `src/client/cl_keys.c'
patching file `Makefile'
Deathmax@DEATH-MAX /c/svn1064
$
Yay, compiled nicely.
Patching SVN1084 with Amanieu_backport_1064.patch
Deathmax@DEATH-MAX ~
$ cd "c:/new folder"
Deathmax@DEATH-MAX /c/new folder
$ patch -p0 < Amanieu_backport_1064.patch
patching file `src/game/bg_misc.c'
Hunk #1 succeeded at 956 (offset -742 lines).
Hunk #2 succeeded at 1726 (offset -13 lines).
Hunk #3 succeeded at 1026 (offset -755 lines).
Hunk #4 succeeded at 1796 (offset -26 lines).
Hunk #5 succeeded at 1095 (offset -768 lines).
Hunk #6 succeeded at 1866 (offset -39 lines).
Hunk #7 succeeded at 1166 (offset -781 lines).
Hunk #8 succeeded at 1937 (offset -52 lines).
Hunk #9 succeeded at 1235 (offset -794 lines).
Hunk #10 succeeded at 3795 (offset -1154 lines).
Hunk #11 FAILED at 3903.
Hunk #12 FAILED at 3972.
2 out of 12 hunks FAILED -- saving rejects to src/game/bg_misc.c.rej
patching file `src/game/g_local.h'
Hunk #1 succeeded at 418 (offset -36 lines).
patching file `src/game/g_active.c'
Hunk #2 succeeded at 663 (offset -1 lines).
Hunk #4 FAILED at 840.
1 out of 4 hunks FAILED -- saving rejects to src/game/g_active.c.rej
patching file `src/game/g_public.h'
patching file `src/game/bg_pmove.c'
Hunk #3 succeeded at 2600 (offset 1 line).
Hunk #5 succeeded at 2637 (offset 1 line).
Hunk #7 FAILED at 2752.
Hunk #8 FAILED at 2777.
Hunk #9 succeeded at 2804 with fuzz 2 (offset 1 line).
Hunk #10 succeeded at 2914 with fuzz 1.
Hunk #11 succeeded at 2989 (offset 1 line).
Hunk #13 succeeded at 3254 (offset 1 line).
Hunk #14 FAILED at 3286.
Hunk #15 FAILED at 3294.
Hunk #16 FAILED at 3302.
5 out of 16 hunks FAILED -- saving rejects to src/game/bg_pmove.c.rej
patching file `src/game/g_weapon.c'
Hunk #1 succeeded at 93 with fuzz 2.
Hunk #2 succeeded at 106 (offset 1 line).
patching file `src/game/g_trigger.c'
Hunk #2 FAILED at 1099.
1 out of 2 hunks FAILED -- saving rejects to src/game/g_trigger.c.rej
patching file `src/game/g_client.c'
Hunk #1 FAILED at 1048.
Hunk #2 succeeded at 1472 with fuzz 2 (offset 3 lines).
1 out of 2 hunks FAILED -- saving rejects to src/game/g_client.c.rej
patching file `src/game/bg_public.h'
Hunk #2 succeeded at 413 with fuzz 2 (offset -20 lines).
Hunk #4 succeeded at 554 (offset -20 lines).
Hunk #6 succeeded at 718 (offset -20 lines).
Hunk #7 succeeded at 1050 with fuzz 1 (offset -25 lines).
patching file `src/game/g_cmds.c'
Hunk #1 succeeded at 382 (offset 1 line).
Hunk #2 FAILED at 744.
Hunk #3 succeeded at 1736 (offset 118 lines).
Hunk #4 succeeded at 1963 (offset 5 lines).
Hunk #5 succeeded at 2086 (offset 118 lines).
Hunk #6 succeeded at 2031 (offset 6 lines).
Hunk #7 FAILED at 2090.
Hunk #8 succeeded at 2218 (offset 119 lines).
Hunk #9 succeeded at 2136 (offset 7 lines).
Hunk #10 succeeded at 2271 (offset 119 lines).
Hunk #11 FAILED at 2296.
Hunk #12 succeeded at 2203 (offset 8 lines).
Hunk #13 FAILED at 2229.
Hunk #14 succeeded at 2355 with fuzz 2 (offset 121 lines).
Hunk #15 succeeded at 2255 (offset 8 lines).
4 out of 15 hunks FAILED -- saving rejects to src/game/g_cmds.c.rej
patching file `src/qcommon/q_shared.h'
patching file `src/qcommon/qcommon.h'
patching file `src/qcommon/msg.c'
patching file `src/qcommon/common.c'
patching file `src/cgame/cg_syscalls.asm'
patching file `src/cgame/cg_public.h'
Hunk #3 succeeded at 233 (offset 2 lines).
patching file `src/ui/ui_public.h'
patching file `src/ui/ui_syscalls.asm'
patching file `src/client/cl_console.c'
patching file `src/client/cl_keys.c'
patching file `Makefile'
Deathmax@DEATH-MAX /c/new folder
$
Boo, I want it to compile without errors :'(
Your error, use the correct SVN revision before patching.
The correct SVN revision? not the SVN version on SVN?
I'm just looking to get a running version of your game from scratch, is there a recent post where someone did it? or who does it for your latest releases?
To get the appropriate svn revision for any of the backport patches, do:svn co svn://svn.icculus.org/tremulous/trunk <folder to put it in> -rXXXXReplace the "XXXX" with the svn revision number on the patch. After that, you should be able to get it to patch cleanly.
You can't get a working Tremulous executable just from SVN, it needs the game data in data-1.1.0.pk3
If you're fine with playing by yourself, you don't need to backport anything. Make a zip of the SVN ui folder (excluding hidden files) and of the build/whatever/base/vm directory (make sure the internal directory structure of the zips contains a single folder with the files inside) and rename them to ui-svn1086.pk3 and vms-svn1086.pk3, then place them along with data-1.1.0.pk3 in build/blah/base (or a new folder if you like things tidy). If you want to compile a client to work with other people, you can try this patch (http://www.mercenariesguild.net/patches/index.php?getfile=451) but I'm not 100% sure it works yet.
If that patch doesn't work for you then there is no way to play on 1.1 servers with the latest SVN.