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Topic: Ship Editing Help (Read 14523 times)
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Novus
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OK, so SDL is incorrectly installed. Use the installation instructions in SDL-1.2.8/INSTALL to install (it should be a simple "make native" from the SDL directory).
Maybe it would have been simpler to install Linux instead.
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Novus
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From context, I assume you downloaded the SDL 1.2.8 source code instead of the precompiled development libraries. In this case, the installation procedure should be as the instructions say: "./configure; make; make install". "./configure" runs a configuration script included with the source code that detects system settings and creates makefiles for SDL. make then uses the makefiles to work out the commands to run to compile SDL. Finally "make install" tells make to install SDL. The semicolons separate commands on the same line; you can run each command separately if you like.
If you just ran "./configure" (which tests a lot of stuff and then generates a large amount of makefiles), you won't have a compiled copy of SDL, and it certainly won't be installed.
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0xDEC0DE
*Many bubbles*
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Whoa, not done yet, young'un. It's safer to say that you've barely started.
If I recall correctly, the install target doesn't work right with MinGW+MSYS, so don't bother mucking with the install directories. As for the rest, you should probably turn off OpenGL support (I do recall this not working with certain vintages of MinGW; it could be fixed now, but "better safe than sorry") and leave the rest of the options alone.
Once you've established the rules by which you will build the game, hit enter and watch the fireworks. There are nearly 300 source files to build, so it will take some time, but once finished, make sure that the resulting game binary (should be uqm.exe in the sc2 directory) actually works. THEN you can safely start wondering how to change things.
After the initial build, subsequent builds should be much faster, as only the parts that you have changed will get rebuilt.
As for what tools to use, I much prefer cscope, but from the looks of things, their level of support on win32 platforms is lacking. You might find Dev-C++ to be of some utility, but I don't think you'll be able to fire off a build from inside it and achieve meaningful results. It might be good for finding symbols and editing source, though.
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"I’m not a robot like you. I don’t like having disks crammed into me… unless they’re Oreos, and then only in the mouth." --Fry
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Novus
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OpenGL support works fine under Windows when compiled with MinGW on every machine and MinGW version I've tried. Leave it out only if you have problems compiling the OpenGL graphics code.
Debugging information is helpful if something goes wrong, but if you don't know how to use it, you can turn it off to save a megabyte or five of disk space.
As for installation... There is really no reason to install UQM anywhere; it just copies the executable and contents to another directory. You can run UQM from the build directory, anyway.
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Novus
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See bug 723. For a quick fix, delete the typedef int ssize_t; from the UQM source code.
MSYS does have copy-paste support, but it works Unix-style. Highlighting an area is "copy", middle-clicking is paste.
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Novus
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There's probably some error about a missing include file somewhere, but it's not in the text you quoted (I wish GCC would stop parsing if a file is missing instead of generating hundreds of errors due to missing definitions). Finding the first error message should help you sort things out.
You did put the _G_config.h you downloaded in your MinGW include directory, right?
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Novus
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Just shove all the DLLs it complains about in your Windows system directory or the same directory as UQM. That should fix it.
UQM needs a lot of DLLs, so you may have to iterate a while to get them all installed.
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Pages: 1 [2] 3
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