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Author Topic: Compiling With CodeBlocks(on Windows)  (Read 32058 times)

dedesite

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Compiling With CodeBlocks(on Windows)
« Reply #105 on: November 02, 2006, 01:10:02 PM »

Hi everyone!!
I finally find what was wrong in the compilation... Some headers and sources was not in the .cbp file...  :oops:

So now WGE should work fine!! :D :D

I would like to build the ringo game but how can I create the .exe file??
We can maybe not built it yet?

Thank for your help and WGE seams to rox!!! :D

greetings,

dede
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pjcast

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Compiling With CodeBlocks(on Windows)
« Reply #106 on: November 02, 2006, 04:31:15 PM »

Ringo does not build. Basically, you copy the debug exe and dll's to ringo's bin/debug directory (when using windows) and run the exe. The exe will grab on of the world.nut files from the media directory and will launch a test scene.

Ringo is just media & script files to put it plainly :)
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dedesite

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Compiling With CodeBlocks(on Windows)
« Reply #107 on: November 03, 2006, 03:30:40 AM »

That's what I thought... :)

The problem is that GameBinary did not link correctly... here is the build log :

Code: [Select]

Linking executable: ..\..\..\..\Ringo\trunk\bin\debug\GameBinary.exe
..\VC8Debug\GameBinary\src\WGEMain.o: In function `ZN9stlpd_std12__ucopy_ptrsIPcS1_EET0_T_S3_S2_RKNS_11__true_typeE':
D:/Prog3D/Wrecked Games Engine/wge/trunk/scripts/WindowsCB/../../dependencies/includes/STLPort/stl/type_traits.h:(.text+0x274): undefined reference to `sq_enabledebuginfo'
D:/Prog3D/Wrecked Games Engine/wge/trunk/scripts/WindowsCB/../../dependencies/includes/STLPort/stl/type_traits.h:(.text+0x297): undefined reference to `sq_rdbg_init'
D:/Prog3D/Wrecked Games Engine/wge/trunk/scripts/WindowsCB/../../dependencies/includes/STLPort/stl/type_traits.h:(.text+0x2a5): undefined reference to `sq_rdbg_waitforconnections'
D:/Prog3D/Wrecked Games Engine/wge/trunk/scripts/WindowsCB/../../dependencies/includes/STLPort/stl/type_traits.h:(.text+0x2b4): undefined reference to `sq_rdbg_shutdown'
D:/Prog3D/Wrecked Games Engine/wge/trunk/scripts/WindowsCB/../../dependencies/includes/STLPort/stl/type_traits.h:(.text+0x52f): undefined reference to `sq_rdbg_shutdown'


I can't find the problem  :?

Greetings,

dede
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pjcast

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Compiling With CodeBlocks(on Windows)
« Reply #108 on: November 03, 2006, 03:55:51 PM »

Ok, problem seems to be that the codeblocks files are not updated. You need to build and add sqdbglib_d.lib to the linker libs or, alternatively, comment out the lines that are causing those unresolved externals in WGEMain.cpp
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dedesite

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Compiling With CodeBlocks(on Windows)
« Reply #109 on: November 04, 2006, 07:31:01 AM »

Ok, thank for your quick repply ;).
I'we build GameBinary without sqdbglib and it worked, but what is this lib and  how could I build it?

By the way, when I launch GameBinary.exe in ringo, I've got an error :

Quote
16:07:50: Loading library OpenAlSoundSystem
16:07:50: An exception has been thrown!

-----------------------------------
Details:
-----------------------------------
Error #: 9
Function: DynLib::load
Description: Could not load dynamic library OpenAlSoundSystem.  System Error: Le module spécifié est introuvable.

.
File: ..\src\OgreDynLib.cpp
Line: 82
Stack unwinding: <<beginning of stack>>
16:07:50: An exception has been thrown!

-----------------------------------
Details:
-----------------------------------
Error #: 0
Function: AvManager::setSoundLib
Description: Sound Lib Failed to load shared lib.
File: ..\..\src\WGEAvManager.cpp
Line: 114
Stack unwinding: <<beginning of stack>>


It says that he could not load OpenAl lib but "OpenAlSoundSystem.dll" is in the bin folder and did compil correctly.

I know that my problems could be beginer problems for you but I'm a little lost...  :?
Thanks for helping me and sorry for my poor english.

Greetings,

dede
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pjcast

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Compiling With CodeBlocks(on Windows)
« Reply #110 on: November 04, 2006, 08:06:37 AM »

Perhaps you are missing the openal dll's? The OpenAlSoundSystem plugin will fail to load if the openal dll is not in the path or in working directoty.
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dedesite

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« Reply #111 on: November 04, 2006, 08:34:31 AM »

YEEEEEEEEEESSSSSSSSSSSS!!!! It works.
I forgot to download the OpenAL dll's files... It's the first time I use this lib...

And it's french musique in the demo!!

My aim is to make little arcade/reflexion games with WGE in order to understand the functionment of the engine and then start some bigger project like a little FPS but I have the time...

Thanks for this engine, it seams to be very practical to use :D.

Greetings,
dede
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pjcast

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Compiling With CodeBlocks(on Windows)
« Reply #112 on: November 04, 2006, 09:00:44 AM »

Thanks :)

Though, the engine is still in very early stages so it is missing a lot of needed functionality. Patches are welcome for features you might incorporate. Maybe down the road you might get direct svn access if you feel like contributing ;)
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dedesite

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« Reply #113 on: November 04, 2006, 11:10:22 AM »

Quote
Though, the engine is still in very early stages so it is missing a lot of needed functionality. Patches are welcome for features you might incorporate.


Ok, for the moment I will need only basic 3D, inputs and GUI functionnalities which seems to be already managed by the engine, no?

EDIT : I saw that GUI functionnalities are not yet implemented, have you finally choose which lib will you use : CEGUI or OpenGUI?


Quote
Maybe down the road you might get direct svn access if you feel like contributing


Well, I'll play with the engine and try to understand how it works and after it will be a pleasure to contribute to its developpement!  :)  When I'll be ready, I'll ask for SVN access but it's not for today ;).
I love the idea that game don't need to compile to run, scripting is a great thing!!

I will probably have many questions about the use of the engine, I'll post about that soon...

Thanks again, greetings,

dede
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pjcast

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Compiling With CodeBlocks(on Windows)
« Reply #114 on: November 04, 2006, 12:16:59 PM »

Well, I was leaning towards OpenGUI; however, the recent major overhauling of it has basically left me waiting longer. Which has been ok, as I have been working on a content editor (Ogre Studio).

I am still undecided, that OgreSWF also looked interesting. Really, you could use what ever GUI you wanted to in a modified WGE :)
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dedesite

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« Reply #115 on: November 05, 2006, 04:26:31 PM »

Quote
I am still undecided, that OgreSWF also looked interesting. Really, you could use what ever GUI you wanted to in a modified WGE


Ok, I just know CEGUI so I think I'll use it, but I agree with you that is a too complicated lib. But, it's also the most mature that I know. And this engine is based on Ogre which is a powerfull (and complicated) 3D engine, I think that add a powerfull and complicated GUI toolkit couldn't be so bad, if for the user it is easy to use, why not?

OgreStudio seems to be a very powerfull editor, like I say a few mount ago, I wanted to make a game editor (or game maker) which will probably use WGE, but I want to make a very easy to use editor with a inventiv way to make programs (codes and GUI). I'm doing a research work for my studies on this subject and I study "cognitiv sciences" so I try to have a different approch and the first result (just on the paper for the moment) are very interesting! :D

greetings,

dede
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