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News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

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1  The Ur-Quan Masters Re-Release / Technical Issues / Re: Link compile errors in VB on: July 24, 2010, 12:24:06 am
1st off, thanks for the timely response!

No I never removed the netplay components its just never thrown an error on the pre-link or post link phase of the compile, theoretically I might get a link error on the compile portion of the non-netplay objects, but I assume (and i admit i could be wrong here) that if there were some link errors on the non-netplay components they would show up with all the other link errors I see.


Hmm...Ok I copied my ws2_32.dll into a folder I designated as additional library directory, I will add it to the list of linker dependencies (kind leary to do that though all .lib files) ...testing now...
Code:
------ Build started: Project: uqm, Configuration: Debug Win32 ------
F:\uqm\UM\uqm-0.6.2\src\ws2_32.dll : fatal error LNK1107: invalid or corrupt file: cannot read at 0x288
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

Didnt like this file in the props/config->linker->input->additional dependencies threw above error.

Also I should probably copy my current versions of the wspiapiwrap files:
Code:
#ifndef _WSPIAPIWRAP_H
#define _WSPIAPIWRAP_H
//#include <winsock2.h>
//#include <ws2tcpip.h>
#include <wspiapi.h>
#endif  /* _WSPIAPIWRAP_H */
and the .c file:
Code:
#include "netport.h"
//#if defined(USE_WINSOCK) && defined(__MINGW32__)
//# include <ws2tcpip.h>
//# include <wspiapi.h>
//#endif

just tried this header version didnt work either:
Code:
#ifndef _WSPIAPIWRAP_H
#define _WSPIAPIWRAP_H
#include <winsock2.h>
#include <ws2tcpip.h>
#include <wspiapi.h>
#endif  /* _WSPIAPIWRAP_H */
LOL so frustrating because I feel like I am so close!!

V.
2  The Ur-Quan Masters Re-Release / Technical Issues / Link compile errors in VB on: July 23, 2010, 11:26:56 am
Hi, I searched for a response to this error, and this post is the closest I have seen to the problem I have.

I almost got UQM to compile in one night thanks to the guide here:
http://forum.uqm.stack.nl/index.php?topic=1590.msg20369#msg20369

Basically it compiles and can play but the net components are not seeing the linker here are the error codes:
Code:
  getopt.c
  Generating Code...
connect.obj : error LNK2019: unresolved external symbol __imp__freeaddrinfo@4 referenced in function _ConnectState_close
listen.obj : error LNK2019: unresolved external symbol __imp__inet_ntoa@4 referenced in function _WspiapiLegacyGetAddrInfo@16
resolve.obj : error LNK2001: unresolved external symbol __imp__inet_ntoa@4
listen.obj : error LNK2019: unresolved external symbol __imp__htonl@4 referenced in function _WspiapiLegacyGetAddrInfo@16
resolve.obj : error LNK2001: unresolved external symbol __imp__htonl@4
listen.obj : error LNK2019: unresolved external symbol __imp__getservbyname@8 referenced in function _WspiapiLegacyGetAddrInfo@16
resolve.obj : error LNK2001: unresolved external symbol __imp__getservbyname@8
listen.obj : error LNK2019: unresolved external symbol __imp__htons@4 referenced in function _WspiapiLegacyGetAddrInfo@16
resolve.obj : error LNK2001: unresolved external symbol __imp__htons@4
listen.obj : error LNK2019: unresolved external symbol __imp__inet_addr@4 referenced in function _WspiapiParseV4Address@8
resolve.obj : error LNK2001: unresolved external symbol __imp__inet_addr@4
listen.obj : error LNK2019: unresolved external symbol __imp__WSAGetLastError@0 referenced in function _WspiapiQueryDNS@24
resolve.obj : error LNK2001: unresolved external symbol __imp__WSAGetLastError@0
netmanager_win.obj : error LNK2001: unresolved external symbol __imp__WSAGetLastError@0
netport.obj : error LNK2001: unresolved external symbol __imp__WSAGetLastError@0
listen.obj : error LNK2019: unresolved external symbol __imp__gethostbyname@4 referenced in function _WspiapiQueryDNS@24
resolve.obj : error LNK2001: unresolved external symbol __imp__gethostbyname@4
listen.obj : error LNK2019: unresolved external symbol __imp__gethostbyaddr@12 referenced in function _WspiapiLegacyGetNameInfo@28
resolve.obj : error LNK2001: unresolved external symbol __imp__gethostbyaddr@12
listen.obj : error LNK2019: unresolved external symbol __imp__getservbyport@8 referenced in function _WspiapiLegacyGetNameInfo@28
resolve.obj : error LNK2001: unresolved external symbol __imp__getservbyport@8
listen.obj : error LNK2019: unresolved external symbol __imp__ntohs@4 referenced in function _WspiapiLegacyGetNameInfo@28
resolve.obj : error LNK2001: unresolved external symbol __imp__ntohs@4
resolve.obj : error LNK2019: unresolved external symbol __imp__WSASetLastError@4 referenced in function _WspiapiGetAddrInfo@16
netmanager_win.obj : error LNK2019: unresolved external symbol __imp__WSACloseEvent@4 referenced in function _closeWSAEvent
netmanager_win.obj : error LNK2019: unresolved external symbol __imp__WSAEventSelect@12 referenced in function _NetManager_addDesc
netmanager_win.obj : error LNK2019: unresolved external symbol __imp__WSACreateEvent@0 referenced in function _NetManager_addDesc
netmanager_win.obj : error LNK2019: unresolved external symbol __imp__WSAWaitForMultipleEvents@20 referenced in function _NetManager_process
netmanager_win.obj : error LNK2019: unresolved external symbol __imp__WSAEnumNetworkEvents@12 referenced in function _NetManager_processEvent
network_win.obj : error LNK2019: unresolved external symbol __imp__WSACleanup@0 referenced in function _Network_init
network_win.obj : error LNK2019: unresolved external symbol __imp__WSAStartup@8 referenced in function _Network_init
socket_win.obj : error LNK2019: unresolved external symbol __imp__socket@12 referenced in function _Socket_openNative
socket_win.obj : error LNK2019: unresolved external symbol __imp__closesocket@4 referenced in function _Socket_close
socket_win.obj : error LNK2019: unresolved external symbol __imp__connect@12 referenced in function _Socket_connect
socket_win.obj : error LNK2019: unresolved external symbol __imp__bind@12 referenced in function _Socket_bind
socket_win.obj : error LNK2019: unresolved external symbol __imp__listen@8 referenced in function _Socket_listen
socket_win.obj : error LNK2019: unresolved external symbol __imp__accept@12 referenced in function _Socket_accept
socket_win.obj : error LNK2019: unresolved external symbol __imp__send@16 referenced in function _Socket_send
socket_win.obj : error LNK2019: unresolved external symbol __imp__recv@16 referenced in function _Socket_recv
socket_win.obj : error LNK2019: unresolved external symbol __imp__ioctlsocket@12 referenced in function _Socket_setNonBlocking
socket_win.obj : error LNK2019: unresolved external symbol __imp__setsockopt@20 referenced in function _Socket_setReuseAddr
socket_win.obj : error LNK2019: unresolved external symbol __imp__getsockopt@20 referenced in function _Socket_getError
melee.obj : error LNK2019: unresolved external symbol _DrawMeleeStatusMessage referenced in function _StartMeleeButtonPressed
netmisc.obj : error LNK2019: unresolved external symbol _closeFeedback referenced in function _NetMelee_closeCallback
netmisc.obj : error LNK2019: unresolved external symbol _errorFeedback referenced in function _NetMelee_errorCallback
netmisc.obj : error LNK2019: unresolved external symbol _connectedFeedback referenced in function _NetMelee_enterState_inSetup
packethandlers.obj : error LNK2019: unresolved external symbol _abortFeedback referenced in function _PacketHandler_Init
packethandlers.obj : error LNK2019: unresolved external symbol _updateFleetShip referenced in function _PacketHandler_Fleet
packethandlers.obj : error LNK2019: unresolved external symbol _confirmationCancelled referenced in function _PacketHandler_Fleet
packethandlers.obj : error LNK2019: unresolved external symbol _updateTeamName referenced in function _PacketHandler_TeamName
packethandlers.obj : error LNK2019: unresolved external symbol _updateRandomSeed referenced in function _PacketHandler_SeedRandom
packethandlers.obj : error LNK2019: unresolved external symbol _updateMeleeSelection referenced in function _PacketHandler_SelectShip
packethandlers.obj : error LNK2019: unresolved external symbol _addRemoteChecksum referenced in function _PacketHandler_Checksum
packethandlers.obj : error LNK2001: unresolved external symbol _battleFrameCount
reset.obj : error LNK2019: unresolved external symbol _resetFeedback referenced in function _Netplay_connectionReset
F:\uqm\UM\uqm-0.6.2\src\msvc++\Debug\uqm.exe : fatal error LNK1120: 43 unresolved externals
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

As you can see these are all related to netplay options. Prior to that everything compiles. I have tried the fix listed on the thread that had very similar answers here: http://forum.uqm.stack.nl/index.php?topic=4353.0
The suggestion there was to remove the code in the wspiapiwrap.h and replace it with just:  <wspiapi.h>.

I tried that and also the reverse using winsock2, and <ws2tcpip.h>, and I even copied the ws2_32.dll into a linker directory. So any ideas would be appreciated.

System specs: Windows Xp &  VS 10 C++, not sure if that has anything to do with these issues.
Support software versions : oggvorbis-win32sdk-1.0.1
 SDL-1.2.14
SDL_image-1.2.10
uqm-0.6.2
zlib1.2.3 (has the zdll.lib and header files)
libpng1.dll - is version 1.0.8.0 from the OpenAL 1.1 SDK

I think it way be some kind of glitch with VS 10, but since I am using Xp I am not sure where the real problem with the network play link errors. Please any help is welcome!

V.
3  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: xbox live and PSN porting? & ownership on: July 21, 2010, 08:23:48 pm
So if you tried to sell an android or iphone app port of this you would be selling the port software and not the game  Grin

I mean not to get into a legal argument per say, it is just that the original game was intended for PC so does porting it to cell phones constitute ip infringement? Or debt to the owners of the original. This is assuming a port was renamed on the cover and the same under the hood, so to speak.

Seriously though good to know that if a port was possible to Xlive/PSN game networks it would require the official corp green light, otherwise it would not be a port at all just a recreation of SC2.

V.
4  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: xbox live and PSN porting? & ownership on: July 21, 2010, 04:41:39 am
Well given the terms of GNU, which I only vaguely understand (I program web-apps/DB stuff using non-GNU SDK's). I wasn't really sure. Thanks for the clarification.

So in essence is someone wanted to take the UQM source code and mod it for an app like a cell app or DL app on PSN/XboxLive they could do so and charge money with no legal concerns?

If yes, well then geez c'mon UQM team make some ports!

J/k I understand most of us need reliable paying gigs before we have time to code up stuff like this...then there is always the other conundrum...

Once you get free time do you code or do you game...
5  The Ur-Quan Masters Re-Release / General UQM Discussion / xbox live and PSN porting? & ownership on: July 21, 2010, 03:17:00 am
I have been seeing a bunch of old game ports go over into the Xbox live and Playstation Network for download. I was curious who owns SC2/UM now and could port it into those networks. Ownership is an issue since people have to pay to DLoad the content on those networks.

Just struck me as a great idea to revitalize the IP and maybe encourage people for ask for another SC game.

V.
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