Author Topic: Compiling and running  (Read 8630 times)

Quake3 Engine

  • Posts: 14
  • Turrets: +0/-0
Compiling and running
« on: April 14, 2008, 03:31:59 am »
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:
Code: [Select]
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?

Divmax

  • Posts: 197
  • Turrets: +3/-8
Re: Compiling and running
« Reply #1 on: April 14, 2008, 10:30:56 am »
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
Code: [Select]
#
# 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
I'm a developer for the following projects(now I'm inactive) :
TremWars's QVMNot updated anymore
TremWars's Client and Server Executable
TremWars's QVM 2

Quake3 Engine

  • Posts: 14
  • Turrets: +0/-0
Re: Compiling and running
« Reply #2 on: April 14, 2008, 10:26:52 pm »
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?

doomagent13

  • Posts: 506
  • Turrets: +18/-18
Re: Compiling and running
« Reply #3 on: April 14, 2008, 11:26:33 pm »
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 and check out the backport bug thingy--should be the first one...

Quake3 Engine

  • Posts: 14
  • Turrets: +0/-0
Re: Compiling and running
« Reply #4 on: April 15, 2008, 06:32:13 am »
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.
« Last Edit: April 15, 2008, 10:53:03 pm by Quake3 Engine »

Quake3 Engine

  • Posts: 14
  • Turrets: +0/-0
Re: Compiling and running
« Reply #5 on: April 15, 2008, 11:11:13 pm »
Ok, I downloaded the patch backport901.patch from http://www.mercenariesguild.net/patches/index.php?do=details&task_id=2 and it gave me this horific error.



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 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?

doomagent13

  • Posts: 506
  • Turrets: +18/-18
Re: Compiling and running
« Reply #6 on: April 16, 2008, 12:33:47 am »
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.

Quake3 Engine

  • Posts: 14
  • Turrets: +0/-0
Re: Compiling and running
« Reply #7 on: April 16, 2008, 01:05:37 am »
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 is there a more recent version of the patch?

doomagent13

  • Posts: 506
  • Turrets: +18/-18
Re: Compiling and running
« Reply #8 on: April 16, 2008, 12:05:43 pm »
There should be...  You might need to read down through the comments, though...

Divmax

  • Posts: 197
  • Turrets: +3/-8
Re: Compiling and running
« Reply #9 on: April 16, 2008, 12:49:44 pm »
If you use backport901.patch, use SVN901.
If you use backport1044.patch, use SVN1044.
If you use Amanieu_backport_1064.patch, 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?
« Last Edit: April 16, 2008, 12:53:28 pm by Divmax »
I'm a developer for the following projects(now I'm inactive) :
TremWars's QVMNot updated anymore
TremWars's Client and Server Executable
TremWars's QVM 2

Quake3 Engine

  • Posts: 14
  • Turrets: +0/-0
Re: Compiling and running
« Reply #10 on: April 16, 2008, 11:01:55 pm »
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
Just under 4 megs

Any other patches to try? Would manual make a difference?
« Last Edit: April 16, 2008, 11:06:02 pm by Quake3 Engine »

Divmax

  • Posts: 197
  • Turrets: +3/-8
Re: Compiling and running
« Reply #11 on: April 17, 2008, 01:41:57 pm »
On my machine, patching SVN1064 with Amanieu_backport_1064.patch.
Code: [Select]
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
Code: [Select]
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.
« Last Edit: April 17, 2008, 01:50:11 pm by Divmax »
I'm a developer for the following projects(now I'm inactive) :
TremWars's QVMNot updated anymore
TremWars's Client and Server Executable
TremWars's QVM 2

Quake3 Engine

  • Posts: 14
  • Turrets: +0/-0
Re: Compiling and running
« Reply #12 on: April 27, 2008, 05:18:54 am »
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?

doomagent13

  • Posts: 506
  • Turrets: +18/-18
Re: Compiling and running
« Reply #13 on: April 28, 2008, 01:09:16 am »
To get the appropriate svn revision for any of the backport patches, do:
Code: [Select]
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.

benmachine

  • Posts: 915
  • Turrets: +99/-76
    • ben's machinery
Re: Compiling and running
« Reply #14 on: April 30, 2008, 07:02:40 pm »
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 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.
« Last Edit: April 30, 2008, 07:05:42 pm by benmachine »
benmachine