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

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Author Topic: Requiem  (Read 12314 times)
CelticMinstrel
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Re: Requiem
« Reply #15 on: June 29, 2009, 01:49:31 am »

What errors?


Also, am I correct in guessing that "ActivateStarShip (SPATHI_SHIP, REMOVE_BUILT)" is responsible for removing all Spathi ships from your fleet?

Wow, that code is ugly... of course, that's probably 'cause it's C – I'm used to C++.
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Megagun
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Re: Requiem
« Reply #16 on: June 29, 2009, 01:58:54 am »

I have installed from the depositories the sdl , the vorbis , the open-al but it wouln't compile - it gives a warninga to a zillion lines during compilation and ends with several errors , not finishing the compilation ...

Make sure you get the -dev packages..
like libsdlimage-dev or somesuch.

I forgot if there was a ./configure or make config with UQM (./build.sh uqm config?) but if there is, run that, as it should tell you if you need any extra libraries (dependency checks, woo!)
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CelticMinstrel
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Re: Requiem
« Reply #17 on: June 29, 2009, 02:02:52 am »

Huh, this is odd – it finds SDL.h fine, and it finds SDL_image.h fine, but SDL_image is unable to find SDL! Shocked Adding the "SDL/" prefix clearly isn't sufficient.
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Shiver
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Re: Requiem
« Reply #18 on: June 29, 2009, 02:35:23 am »

Quote from: 0xDEC0DE
Why do you hate Fwiffo?  SEND HIM HOME!

Hey author, everyone's just going to use Orz or the Vindicator for every fight instead if your Spathi escorts leave.  Tongue
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CelticMinstrel
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Re: Requiem
« Reply #19 on: June 29, 2009, 02:45:34 am »

(In case anyone was wondering, I did manage to get it to build by adding the paths to SDL and SDL_image as include paths and "/System/Library/Frameworks" as a framework path.)
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spinsane
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Re: Requiem
« Reply #20 on: June 29, 2009, 02:56:01 am »

Quote
<+PR3> I'd rather not say too much about the plot, except that Fwiffo's general paranoia, greed and lust for fame triggers the initial 'bad event' getting the player moving.

It's non-canonical to have Fwiffo run away... Presuming the Spathi slave-shield doesn't go down shortly after the events in sc2. After all, the timeline places sc3 as beginning directly after sc2 and lasts for 5 years, so if Fwiffo disappeared and came back, the spathi slave-shield would've had to have been lifted directly after the events of sc2 concluded and Fwiffo would have to return to the captain. I don't see all that happening in such a short period of time...

Quote
We know that the Ur-Quan didn't destroy them... they never waste anything
but we believe they have sealed them in some kind of deep vault in the surface of an alien planet.
...
Our new masters had targeted every building, monument or other man-made construction older than 500 years
and destroyed it.
In those two days, we lost most of the history of mankind.

I doubt the Mother Ark was abandoned, it doesn't fit with the Characterization of the Kzer-Za. The Kzer-Za destroy historical relics and confiscated starships of other races, for demoralization and absolute domination. It isn't within the Kzer-Za profile to leave the Ark lying around somewhere or even to let the Mmrn take it to Procyon. They either sent it somewhere to get studied, placed it in a vault because it wasn't worth studying, or destroyed it to demoralize the Mmrn.
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CelticMinstrel
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Re: Requiem
« Reply #21 on: June 29, 2009, 03:14:32 am »

Also, am I correct in guessing that "ActivateStarShip (SPATHI_SHIP, REMOVE_BUILT)" is responsible for removing all Spathi ships from your fleet?
Does no-one know the answer to this? Sad
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spinsane
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Re: Requiem
« Reply #22 on: June 29, 2009, 04:47:51 am »

Um.... You can search through the game files. Why not just compare the original and the modded? I'm sure you'll find an inconsistency if you look at the two side-by-side using the 'Find' function on your IDE.
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CelticMinstrel
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Re: Requiem
« Reply #23 on: June 29, 2009, 05:10:29 am »

Well, I could test it if I had enough time to get that far in the game...

And it seems probable that that's the culprit, which is why I commented it out before building.

Maybe there's a debug mode or something... I'll go look...

EDIT: I can't seem to get the debug key to work... I added something to keys.cfg, but it didn't work. Undecided
« Last Edit: June 29, 2009, 06:10:45 am by CelticMinstrel » Logged
Alvarin
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Re: Requiem
« Reply #24 on: June 29, 2009, 07:07:17 am »

Can anyone help me further ? I'm at a loss here ...
I've done "./build.sh uqm config" and got couple of "not founds" .
I have installed all the mingw packages from the depository , but it's still not found ...
Here are some other NF i've got :
Symbol 'strupr' not found.
Symbol 'stricmp' not found.
Preprocessor macro 'WIN32' not found.
Preprocessor macro '__MINGW32__' not found.
Those are probably important to the build , as if I continue as is , it gives me ton of warnings and ends with "error 1" .
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CelticMinstrel
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Re: Requiem
« Reply #25 on: June 29, 2009, 01:50:39 pm »

Preprocessor macros WIN32 and __MINGW32__ shouldn't be found. (At least WIN32 shouldn't be; I'm not 100% sure about the other one.) The WIN32 macro means that you are compiling on Windows. It shouldn't be defined anywhere else.

I would guess that strupr converts a string to uppercase and stricmp does a case-insensitive comparison. Do they exist in your string.h system header? If so, it's probably a matter of needing to include that header in the files where they are not found; if not, it wouldn't be hard to write your own.

Are the "not founds" the only errors then? Also, what's the first thing that's not found? You say "it's stil not found... Here are some other", implying there's something you haven't mentioned.
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Lukipela
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Re: Requiem
« Reply #26 on: June 29, 2009, 01:51:46 pm »

Fantastic job Nic, it's great to see an actual mod for the game. Filling out the universe is a good idea, it makes it seem even vaster than before. Maybe this will inspire more people to tamper with the source.

I'm sad to hear you're leaving, but I suppose you really haven't been around much in a long time. And it's not the first time you leave either, so I guess one can hope eh? Wink Take good care and all the best on your journey.
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Alvarin
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Re: Requiem
« Reply #27 on: June 29, 2009, 03:37:10 pm »

CelticMinistrel - thanks for helming me out !
I have no other not-founds than those 4 , just bad sentence building on my behalf .

The errors it gives me are -
Quote
src/starcon2.c: In function ‘main’:
src/starcon2.c:162: warning: ignoring return value of ‘freopen’, declared with attribute warn_unused_result  
Quote
src/sc2code/sis.c: In function ‘DrawStatusMessage’:
src/sc2code/sis.c:384: warning: pointer type mismatch in conditional expression
src/sc2code/sis.c:385: warning: format ‘%s’ expects type ‘char *’, but argument 3 has type ‘void * const’

Quote
obj/release/src/sc2code/gendef.c.o: In function `GenerateIP':
gendef.c:(.text+0x29): undefined reference to `GenerateMotherArk'
gendef.c:(.text+0x31): undefined reference to `GenerateNeglectedStarbase'
gendef.c:(.text+0x39): undefined reference to `GenerateKohrAh'
gendef.c:(.text+0x41): undefined reference to `GenerateUrQuan'
gendef.c:(.text+0xd9): undefined reference to `GeneratePrecursorStarbase'
collect2: ld returned 1 exit status
make: *** [uqm] Error 1

And then does nothing , no link , no directory , no executable . Maybe I'm just not doing something , or doing it wrong ?
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Spurk
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Re: Requiem
« Reply #28 on: June 29, 2009, 04:08:16 pm »

^ I downloaded the tar.gz myself and got the same "undefined reference" errors listed above on my ubuntu 8.10 box which compiles both the original code and shiver's balance mod just fine. So I think there's some include or something that's out of whack. If I think about it later I'll try to debug (can't now), but just wanted to confirm the error on a separate box.
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0xDEC0DE
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Re: Requiem
« Reply #29 on: June 29, 2009, 06:06:36 pm »

*nix users:

Sorry, I never updated the Makeinfo files to include the extra source files that come with this version.  Something to do with only ever building it in Xcode.  Apply this patch to your source tree, run build.sh uqm depend, and it should then build/link just fine:

Code:
--- uqm-0.6.4-ee/src/sc2code/planets/Makeinfo.orig      2008-11-18 00:21:14.000000000 -0800
+++ uqm-0.6.4-ee/src/sc2code/planets/Makeinfo   2009-06-29 10:58:48.000000000 -0700
@@ -4,4 +4,5 @@
                gensyr.c genthrad.c gentopo.c genutw.c genvault.c genvux.c
                genwreck.c genyeh.c genzoq.c lander.c orbits.c oval.c pl_stuff.c
                planets.c plangen.c pstarmap.c report.c
+               genmothark.c gennegl.c genprecrsr.c genurq.c
                roster.c scan.c solarsys.c surface.c"

The sources available for download have also been updated.

Fantastic job Nic, it's great to see an actual mod for the game. Filling out the universe is a good idea, it makes it seem even vaster than before. Maybe this will inspire more people to tamper with the source.
Thanks.  Spread the word!
« Last Edit: June 29, 2009, 08:32:44 pm by 0xDEC0DE » Logged

"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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