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Messages - Sebanisu

Pages: 1 2 3 4 5 6 [7]
151
Q-Gears / 4.bat
« on: 2014-04-22 17:16:28 »
Though when I tried to compile using the existing code::blocks stuff. It couldn't find any prerequisites. Not lua or ogre or boost. I fiddled with it some, than just tried to compile with cmake! And, cmake worked.
4.bat
Get qgears and compile!
http://pastebin.com/K0NMD5bf

I ran Q-Gears and got a 'choose your renderer' dialog from Ogre, and selected OpenGL and then started it. Black screen! I think that's a good thing.

I imagine it'd do more if it had the FF7 resources around.

edit: said the same thing twice in two different ways.

152
Q-Gears / 3.bat
« on: 2014-04-22 17:07:25 »
3.bat
Get Ogre and compile!
http://pastebin.com/00LRck3i

153
Q-Gears / 2.bat
« on: 2014-04-22 17:05:53 »
2.bat
Go get ogre dependencies!
http://pastebin.com/3abGvFZi

154
Q-Gears / 1.bat
« on: 2014-04-22 16:48:00 »
1.bat
Go get and compile boost
http://pastebin.com/HgFq2SHL

edit: tried pasting the full thing on here too big. :P

155
Q-Gears / 0.bat
« on: 2014-04-22 16:44:56 »
Create a directory you want to have all this in.
0.bat
point me to prerequisites
Code: [Select]
@echo off
rem http://forums.qhimm.com/index.php?topic=15060.0
set home=%cd%
echo need prerecs

echo get DirectX SDK and install it...
echo - http://www.microsoft.com/en-us/download/details.aspx?id=6812
start http://www.microsoft.com/en-us/download/details.aspx?id=6812
echo - Visual C++ 2010 Redistributable Package or newer will conflict
echo   with it you will need to uninstall them and then reinstall them later
 

echo getting cmake for building ogre
echo - installer or zip, for this how to I go with the zip
echo - http://www.cmake.org/files/v2.8/cmake-2.8.11.2-win32-x86.zip
start http://www.cmake.org/files/v2.8/cmake-2.8.11.2-win32-x86.zip

echo get codeblocks
echo http://www.codeblocks.org/downloads
start http://www.codeblocks.org/downloads

echo unpack cmake and install codeblocks
echo - both to %home%
echo - results should look like this
echo   %home%\cmake-2.8.11.2-win32-x86\bin
echo   %home%\CodeBlocks

pause
http://pastebin.com/hJrZVgkD

156
Q-Gears / Trying again :)
« on: 2014-04-22 01:06:05 »
I made some progress at the end of last week. I got a batch files setup for setting up and compiling Boost and Ogre.

I am re-downloading the q gears source.

I feel bad for not posting anything in a month. I kinda got busy and then 4 weeks passed by. I decided to post a new topic since my other one was so old.

Should I put the code for these batch files on the forum? They could be useful. Should I use pastebin or something?

157
Well ogre compiled, that's good.
Though orgredeps didn't spit out dll's when they compiled.

so the first thing one of the sample's is looking of is freetype6.dll. All ogredeps built was a libfreetype.a.

So I'm wondering how best to handle this. I guess i could just find the dlls and download them lol. Though I have the source, I wonder what, I need to do to it to make it spit out a dll.

I think i skipped the important make install part of the building process...
if I did that it'd put all the important header files and libs in the same places. And I'm getting that runtime error from earlier when running sample browser.

Code: [Select]
The procedure entry point __gxx_peronality_v0 could not be located in the dynamic link library libstdc++-6.dll

I think I'll take a break for the rest of the week and maybe try again monday. I'm thinking of working overtime to make some extra cash. I might end up passing out when I get home.

158
Code: [Select]
@echo off
REM http://stackoverflow.com/questions/1459482/how-to-use-cmake-for-non-interactive-build-on-windows
set "dependencies=%cd%"
set source_dir = %dependencies%\boost_1_54_0
set "BOOST_ROOT=%dependencies%"
set "BOOST_INCLUDEDIR=%source_dir%"
set "BOOST_LIBRARYDIR=%source_dir%\stage\lib"
set "dep_source_dir=%dependencies%\ogredeps"
cd /D %dependencies%
rem set "generator=CodeBlocks - MinGW Makefiles"
set "generator=MinGW Makefiles"
set "source_dir=%dependencies%\ogre"
set "build_dir=%source_dir%\build"
set "path=%dependencies%\CodeBlocks\MinGW\bin;%path%;%dependencies%\cmake-2.8.11.2-win32-x86\bin"
echo 8a. configure ogre
RMDIR /S /Q "%build_dir%"
cmake.exe -G"%generator%" -DOGRE_DEPENDENCIES_DIR:PATH=%dep_source_dir%;%dep_source_dir%\build;%dependencies%\zlib;%dep_source_dir%\src\Cg;%dep_source_dir%\src\FreeImage\Source;%dep_source_dir%\build\src\FreeImage;%dep_source_dir%\src\zziplib;%dep_source_dir%\build\src\zziplib -H"%source_dir%" -B"%build_dir%"
echo Press CTRL-C To stop or...
pause
echo 8b. build ogre
cd /D %build_dir%
rem -j [N], --jobs[=N] in an attempt to speed it up
mingw32-make -j > %dependencies%\ogre.log
cd /D %dependencies%
%dep_source_dir%\src\zziplib
rem set "codeblocks="%dependencies%\CodeBlocks\codeblocks.exe""

rem %codeblocks% %build_dir%\OGRE.cbp
rem --rebuild > ogre.log
I changed some stuff around in my batch files. Rebuilt orderdeps with  generator=MinGW Makefiles. (really no need to use the code::blocks ide at this point.)
Added some more search paths to OGRE_DEPENDENCIES_DIR
Now i'm letting it run.

It takes a while for it to build. Last night, it ran for a few hours, while I slept
#edit to update my batch file...

159
My cmake seemed to find directx okay..

Though ogredeps seems to not compile some things like zlib or zziplib, when I use codeblocks to compile it...

Then later when i tried to compile ogre it's like *can't find zlib.h* so I pointed right at it (with OGRE_DEPENDENCIES_DIR). :P
made a batch file so i could change some stuff up quickly with out having to do everything manually :P
2c_Build_Ogre.bat
Code: [Select]
@echo off
REM http://stackoverflow.com/questions/1459482/how-to-use-cmake-for-non-interactive-build-on-windows
set "dependencies=%cd%"
set source_dir = %dependencies%\boost_1_54_0
set "BOOST_ROOT=%dependencies%"
set "BOOST_INCLUDEDIR=%source_dir%"
set "BOOST_LIBRARYDIR=%source_dir%\stage\lib"
set "dep_source_dir=%dependencies%\ogredeps"
cd /D %dependencies%
set "generator=CodeBlocks - MinGW Makefiles"
set "source_dir=%dependencies%\ogre"
set "build_dir=%source_dir%\build"
set "path=%dependencies%\CodeBlocks\MinGW\bin;%path%;%dependencies%\cmake-2.8.11.2-win32-x86\bin"
RMDIR /S /Q "%build_dir%"
echo running cmake:
cmake.exe -G"%generator%" -DOGRE_DEPENDENCIES_DIR:PATH=%dep_source_dir%;%dep_source_dir%\build;%dep_source_dir%\src\zlib -H"%source_dir%" -B"%build_dir%"
set "codeblocks="%dependencies%\CodeBlocks\codeblocks.exe""
echo Press CTRL-C To stop or...
pause
%codeblocks% %build_dir%\OGRE.cbp
rem --rebuild > ogre.log

current errors I'm getting I think are from it wanting zziplib.

Code: [Select]
||=== Build: all in OGRE (compiler: GNU GCC Compiler) ===|
CMakeFiles\OgreMain.dir\objects.a(OgreDeflate.cpp.obj)||In function `ZN4Ogre13DeflateStream4seekEj':|
L:\dependencies\ogre\build\OgreMain\..\..\OgreMain\src\OgreDeflate.cpp|367|undefined reference to `inflateReset'|
CMakeFiles\OgreMain.dir\objects.a(OgreDeflate.cpp.obj)||In function `ZN4Ogre13DeflateStream4readEPvj':|
L:\dependencies\ogre\build\OgreMain\..\..\OgreMain\src\OgreDeflate.cpp|203|undefined reference to `inflate'|
CMakeFiles\OgreMain.dir\objects.a(OgreDeflate.cpp.obj)||In function `ZN4Ogre13DeflateStream7destroyEv':|
L:\dependencies\ogre\build\OgreMain\..\..\OgreMain\src\OgreDeflate.cpp|152|undefined reference to `inflateEnd'|
CMakeFiles\OgreMain.dir\objects.a(OgreDeflate.cpp.obj)||In function `ZN4Ogre13DeflateStream13compressFinalEv':|
L:\dependencies\ogre\build\OgreMain\..\..\OgreMain\src\OgreDeflate.cpp|261|undefined reference to `deflateInit_'|
L:\dependencies\ogre\build\OgreMain\..\..\OgreMain\src\OgreDeflate.cpp|292|undefined reference to `deflate'|
L:\dependencies\ogre\build\OgreMain\..\..\OgreMain\src\OgreDeflate.cpp|303|undefined reference to `deflateEnd'|
L:\dependencies\ogre\build\OgreMain\..\..\OgreMain\src\OgreDeflate.cpp|278|undefined reference to `deflateEnd'|
CMakeFiles\OgreMain.dir\objects.a(OgreDeflate.cpp.obj)||In function `ZN4Ogre13DeflateStream4initEv':|
L:\dependencies\ogre\build\OgreMain\..\..\OgreMain\src\OgreDeflate.cpp|85|undefined reference to `inflateInit_'|
L:\dependencies\ogre\build\OgreMain\..\..\OgreMain\src\OgreDeflate.cpp|100|undefined reference to `inflate'|
L:\dependencies\ogre\build\OgreMain\..\..\OgreMain\src\OgreDeflate.cpp|106|undefined reference to `inflateReset'|
||=== Build failed: 10 error(s), 0 warning(s) (8 minute(s), 19 second(s)) ===|

160
One thing I noticed is you can't install DirectX SDK. If you have some C++ redistribute that are newer installed, or I think newer windows SDKs can cause this too.
http://blogs.msdn.com/b/chuckw/archive/2011/12/09/known-issue-directx-sdk-june-2010-setup-and-the-s1023-error.aspx
I think I had to uninstall all of these before I could get DirectX SDK to install.

I was thinking you had HG for most of the files I noticed you could pull boost with SVN if you wanted to:
Code: [Select]
svn co https://svn.boost.org/svn/boost/tags/release/Boost_1_54_0/ F:/dependencies/boost_1_54_0
Though it may be slower than grabbing the zip :P (it is a lot of files).

I'm following your instructions. Thank you :D

161
I kinda frustrated... maybe i shouldn't be using cmake... I donno.

Code: [Select]
libQGearsMain.a(QGearsApplication.cpp.obj)QGearsApplication.cpp:(.text.startup+0x1a)||undefined reference to `boost::system::generic_category()'|
i donno why, cmake finds everything then makes a code::blocks project file. I open that and press compile. I guess it's not linking to boost::system.

I'm gonna try to get the project file that comes with the source that doesn't use cmake to work. So far it can't find any of the headers. I'll throw a bunch of directories in the search locations.

162
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2014-03-18 15:44:55 »
I read that there wasn't any 80 inch CRT tvs.. and I was like really?! lol I never realized my huge crts were never larger than like 43 inches....

I was thinking maybe they have hung a 80 rear projection television on the wall :P

though maybe not

http://reviews.cnet.com/8301-33199_7-57557233-221/rip-rear-projection-tv/ here is one of the last rptvs. i guess it was 92 inch.

http://reviews.cnet.com/projection-tvs/mitsubishi-wd-65737/4505-6484_7-33588548.html review of last rptv as shown above... some side profile images and such. :P

163
http://www.ogre3d.org/tikiwiki/Prerequisites#Boost
"It's recommended to get Boost 1.49.0."
First I used 1.51 - Compiled but then got an error when trying to run it.
I tried 1.47 and 1.40 - didn't compile it was saying threading was disabled *shrugs*
So Now i'm trying 1.49.

Code: [Select]
bootstrap.bat gcc
b2 toolset=gcc install --prefix=c:\boost
then i'll set
Code: [Select]
BOOST_ROOT=c:\boost

I'm still waiting on boost to install to c:\boost it takes a while... So I thought I should post an update. I didn't do anything on the weekend, because I work. :P

164
I'll try again with the older boost, thank you for the reply.


Man compiling ogre was a pain too. It took 30 mins to an hour and then popped out an error saying Failed. I kinda gave up and just started playing FF7 after a while :P

165
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2014-03-12 13:41:33 »
I like the first texture. I'm not sure if it's 100% match but I like it. I thought of that kinda floor when I look at the original picture.

166
FF7 Tools / Re: 7thHeaven
« on: 2014-03-12 04:19:57 »
That worked, Thank you. I tried deleting the folder and restarting but the stuff kept coming back. I guess it keeps it's settings in appdata or somewhere else. I just wanted to start from scratch :D

I got it how I want it now TY again.

I look forward to when this can handle all the mod types. It's kinda like modding Skyrim with Mod Organizer. It does something similar where you keep all the mods in separate directories and when you run the game it compiles like a virtual folder structure.

167
FF7 Tools / Re: 7thHeaven
« on: 2014-03-11 17:13:06 »
I can't seem to find a way to delete any mods.

168
From what I gather I may need to compile ogre using the same libraries that i'm using to compile Q-Gears. I didn't want to have to go that far. As who knows how many depencencies, I'll need to download, to make that compile :D

169

Code: [Select]
The procedure entry point __gxx_peronality_v0 could not be located in the dynamic link library libstdc++-6.dllman trying to find a place to store an image is a pain.

Flickr and Google have no way to embed images anymore.

First I got all the files cloned to my pc. I set the paths and all. I used cmake. Then I tried Visual Studio bah. Errors and warnings. I saw later you guys were using code blocks and so I swapped to that. Eventually After realizing I needed to build boost and everything. It all compiled in code blocks 0 errors and like 500 warnings. Then I tried to run it. I copied the dlls from the boost folder because it said it couldn't find them. Then Tried again and got the above error in the picture...

I kinda taking a break. for the rest of the day.

170
Q-Gears / Interested in trying to contribute to Q Gears
« on: 2014-03-10 01:02:31 »
I have an Associates in Software Application Programming. I was taught command line C++, Visual Basic 6 and some Java. I'm not really experienced. Lately my skills have been used in messing with PHP and Python. And, my job has nothing to do with programming.

I have tried to code a game engine before. It was a clone of ARC. I wrote it with C++ and SDL 1.2. It worked, but it was slow. And, I never finished it. I told my self, I was going to wait for SDL 1.3 or 2.0. The one that was updated to use newer hardware acceleration. I poked at trying to use opengl. But I didn't understand how to take a 2d top down game like ARC and port it to a 3d engine.

Since you guys are short handed, and I am off 3/4 days a week. Maybe I could lend a hand. I don't know how much time it'd take to get up to speed, though.

I guess the first step would be to compile it on my system.

I was wondering what IDE you guys recommend for Windows. I last used Visual Studio Express 2005 or something.

I spent a whole evening reading old posts, and I couldn't sign up at the time. I hope I can help.

I have 3 copies of FF7 (Steam, Original PC, PSX version). I have FF8 (Steam and PSX) and FF9, I had FFX lost it, I have FFX-2 though. Oh yeah I have FFXII as well almost forgot.

I think I'll just focus on compiling it this week.

My System Specs:
Window 7 64bit Home Premium
AMD Phenom X4 2.30 Ghz
6 GBs of ram
nVidia Geforce 465 GTX

171
I've tried to register for a couple weeks. I kept getting that error. I'm glad you figured out what it was.

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