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Author Topic: Compiling With CodeBlocks(on Windows)  (Read 32057 times)

mysterycoder

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Compiling With CodeBlocks(on Windows)
« Reply #45 on: May 06, 2006, 11:09:38 PM »

I am linking against the same STLPort version. I'll check out the patch, and see if I've missed something.
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mysterycoder

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Compiling With CodeBlocks(on Windows)
« Reply #46 on: May 07, 2006, 01:24:28 PM »

I got it building  :D, I'm going to clean it up a bit, package it, then put it on FTP. I'll PM you when it is up.
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pjcast

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Compiling With CodeBlocks(on Windows)
« Reply #47 on: May 07, 2006, 02:43:27 PM »

What did you do differently?

I am about to give up on Linux for now.. Too many squirrel issues that I can't really resolve right now.
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mysterycoder

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Compiling With CodeBlocks(on Windows)
« Reply #48 on: May 07, 2006, 02:58:32 PM »

I don't know, it just sorta worked in the morning, everything runs fine now, I probably sleep-walked  :shock: I also forgot to put _STLP_DEBUG on one of the projects, but it was relelated to something else. The patch didn't apply cleanly, so I just applied it to ois.cbp manually, and messed around with it a little till it worked. I mostly had problems with getting the right options for STLPort.

I do have one problem though its with your inline function:
Code: [Select]

../../dependencies/includes/SQUIRREL/squirrel.h:360: error: too few arguments to function `SQRESULT sq_call(SQVM*, SQInteger, SQBool, SQBool)'
..\..\src\WGEOisManager.cpp:75: error: at this point in file


It gives me the error at
Code: [Select]

SQPLUS_CHECK_FNCALL(sq_call(temp.v,2,1));

in the inline function in OisManager.cpp

If I comment that line out it builds fine, but the input doesn't work. Maybe you could put #IFs in the places that were changed for GCC 4, so it can still compile under GCC 3(MinGW)?
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mysterycoder

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Compiling With CodeBlocks(on Windows)
« Reply #49 on: May 07, 2006, 03:53:39 PM »

Nevermind about that, i just noticed that you just commented the lines out that you changed, not deleted them, I removed the comments, and commented out "callSquirrel", and now the input works correctly  :D
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OvermindDL1

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Compiling With CodeBlocks(on Windows)
« Reply #50 on: May 07, 2006, 04:25:54 PM »

For python, the source is available, I put the source in my program and built it inside it (it compiles clean and even warningless, I was utterly amazed...) and it worked perfect (though I keep it outside as a dll now to keep build times down for rebuilds).  I use it as a scripting language, nothing else, it doesn't actually *run* anything I don't tell it to, and I only tell it to run logic of some units if the unit script exists, else it falls back to my c++ logic. :)
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pjcast

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Compiling With CodeBlocks(on Windows)
« Reply #51 on: May 07, 2006, 05:07:38 PM »

I had already made changes to the source to make everything compile and run with WGE last night, did you forget to update?

As for the patch, that is why I gave you dev access, the patch is already applied (although, missing the demo  codeblock projects), so I don't quite understand what problems you had.
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mysterycoder

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Compiling With CodeBlocks(on Windows)
« Reply #52 on: May 07, 2006, 05:12:19 PM »

It was already applied o.O? I think I miss understood one of your previous posts  :oops:

As for the compile errors, nope, I already updated this morning and I still needed to make the changes. Maybe you forgot to revert back to the latest version of SqPlus after trying to get GCC 4 to work?, Or maybe this is a MinGW only issue
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pjcast

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Compiling With CodeBlocks(on Windows)
« Reply #53 on: May 07, 2006, 05:17:36 PM »

I built using VC8 and the version of Squirrel that was included in that download, but, it doesn't matter right now, i think we should update Squirrel to the very latest Download (if you havn't already), and that linux hack can be commented out entirely for the moment.
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mysterycoder

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Compiling With CodeBlocks(on Windows)
« Reply #54 on: May 07, 2006, 05:35:43 PM »

Yup, I'm using the latest version from the website.
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mysterycoder

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Compiling With CodeBlocks(on Windows)
« Reply #55 on: May 07, 2006, 06:02:49 PM »

While I'm at doing dependencies, and everything, should I update to Ogre 1.20 stable? Then hopefully we won't have to upgrade ogre again soon.
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pjcast

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Compiling With CodeBlocks(on Windows)
« Reply #56 on: May 07, 2006, 06:08:42 PM »

Yup, Ogre 1.2 Stable is a good canidate.. I'll go about updating all the Windows Dependencies on Tuesday.. I have class most of tomorrow.

I'll be using latest OgreNewt,
Latest Ptypes, Ogg/Vorbis?theora (Same as alreadyin use)
Ogre 1.2
Same Fmod & OpenAL
OIS 0.6.0 (possibly 0.7.0 - if that gets released next week).

If you got OIS working, do you mind creating the projects for the OIS Console Demo for the CodeBlocks project, and then create a diff (from inside the ois directory):
cvs -z3 diff -uN > patch.txt
Or, if you use WinCVS or TortoiseCvs (http://www.ogre3d.org/index.php?option=com_content&task=blogcategory&id=74&Itemid=87) <-- Good info there.

And, put the new project file and patch into a zip, and upload it to the patch tracker (or the your webspace here).

Thanks, I think now I will migrate back to VC8 for a bit, been on linux for most of the last two weeks.
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mysterycoder

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« Reply #57 on: May 07, 2006, 06:14:22 PM »

The latest release of OgreNewt on Walabers website or the cvs one? because if it is the cvs, you'll have to send me the source since the anonymous cvs is messed up.
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pjcast

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Compiling With CodeBlocks(on Windows)
« Reply #58 on: May 07, 2006, 06:15:45 PM »

I'll get it uploaded right now.. In fact, I'll just stick it right in SVN here.. will be easier to maintain than a zip download. Plus, we can just add it to the build project(s).
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mysterycoder

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Compiling With CodeBlocks(on Windows)
« Reply #59 on: May 07, 2006, 06:18:23 PM »

Do you still want to use the etc directory for dependencies?
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