ukognos Posted July 12, 2009 Report Share Posted July 12, 2009 Building on linux requires following additional libraries: valgrind and enet, which are not listed at BuildInstructions Page.After adding this libraries to my system, the build failed on following step: ==== Building Collada ====Linking Collada/usr/bin/ld: cannot find -lFColladaSDcollect2: ld returned 1 exit statusmake[1]: *** [../../../binaries/system/libCollada_dbg.so] Error 1make: *** [Collada] Error 2Am i missing another library? And where can i obtain it?Best RegardsUkognos Quote Link to comment Share on other sites More sharing options...
hendson Posted July 12, 2009 Report Share Posted July 12, 2009 I have the same problem. Any answer to this???.Thanks a lot. Quote Link to comment Share on other sites More sharing options...
desert-falcon Posted July 12, 2009 Report Share Posted July 12, 2009 --Solved--cd trunk/libraries/fcollada/srcmakesudo make installto compile the FCollada library and install it Quote Link to comment Share on other sites More sharing options...
olsner Posted July 12, 2009 Report Share Posted July 12, 2009 I've now added Valgrind and enet to the dependency list on the Build Instructions wiki page, together with some instructions for building fcollada.Thanks for the reports Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted July 12, 2009 Report Share Posted July 12, 2009 Early adopters get all the headaches. Quote Link to comment Share on other sites More sharing options...
Ykkrosh Posted July 12, 2009 Report Share Posted July 12, 2009 You shouldn't need to do "sudo make install" - it installs into local directories (not /usr/lib or anything that needs root access) so there's no need for 'sudo', and also it does the 'install' by default so just running "make" should be fine.The Makefile for FCollada is probably pretty rubbish - I just wrote the simplest thing that would work for me (FCollada's standard Scons-based build system was needlessly complex and didn't work so I wanted something easier). So I wouldn't mind if somebody who knows what they're doing rewrites it Quote Link to comment Share on other sites More sharing options...
hendson Posted July 13, 2009 Report Share Posted July 13, 2009 Thanks for information!!. Quote Link to comment Share on other sites More sharing options...
Belisarivs Posted July 13, 2009 Report Share Posted July 13, 2009 I managed to compile and run it. It looks nice. How can I increase resolution, though? Quote Link to comment Share on other sites More sharing options...
Belisarivs Posted July 13, 2009 Report Share Posted July 13, 2009 Yo.I forgot to mention that there is one issue people and I encountered. Newer boost libs end with "-mt".I had to run "sudo ln libboost_signals-mt.so libboost_signals.so" in /usr/lib. Quote Link to comment Share on other sites More sharing options...
feneur Posted July 14, 2009 Report Share Posted July 14, 2009 The resolution can be edited by going to [the place where you checked out 0 A.D.]/binaries/data/config/default.cfg and edit the lines:xres = 1024yres = 768 Quote Link to comment Share on other sites More sharing options...
Ykkrosh Posted July 14, 2009 Report Share Posted July 14, 2009 Nooooo! As default.cfg says: ; **************************************************************; * DO NOT EDIT THIS FILE if you want personal customisations: *; * create a filed called "local.cfg" instead, and copy into *; * it the lines from this file that you want to change. *; **************************************************************so put the xres, yres lines into a new file called local.cfg. Quote Link to comment Share on other sites More sharing options...
feneur Posted July 14, 2009 Report Share Posted July 14, 2009 Yeah, you're right I have to blame that I just got up and isn't awake yet or something =) Thanks for being awake Philip Quote Link to comment Share on other sites More sharing options...
Ykkrosh Posted July 14, 2009 Report Share Posted July 14, 2009 Wait a minute, it really says "create a filed"? I guess I wasn't awake enough to notice that Quote Link to comment Share on other sites More sharing options...
feneur Posted July 14, 2009 Report Share Posted July 14, 2009 It was a minor thing compared to mine though, so you're still more awake than me Quote Link to comment Share on other sites More sharing options...
skelas Posted July 14, 2009 Report Share Posted July 14, 2009 Hi,The build crashed when I tried to start the single player game.****@****:~$ /home/******/trunk/binaries/system/pyrogenesis_dbgTIMER| InitVfs: 1.13653 msTIMER| InitScripting: 6.21483 msTIMER| CONFIG_Init: 22.012 msTIMER| write_sys_info: 7.28633 msTIMER| ps_console: 59.854 msTIMER| ps_lang_hotkeys: 3.92292 msTIMER| ps_gui_init: 26.121 usTIMER| ps_gui_setup_xml: 2.03601 msTIMER| ps_gui_styles_xml: 1.35946 msTIMER| ps_gui_sprite1_xml: 57.5605 msTIMER| ps_gui_1: 36.6209 msTIMER| ps_gui_2: 171.827 msTIMER| ps_gui_3: 2.12876 msTIMER| ps_gui_4: 55.2902 msTIMER| ps_gui_6: 213.435 usTIMER| ps_gui_6_1: 2.96169 msTIMER| ps_gui_6_2: 1.15462 msTIMER| ps_gui_7: 208.337 usTIMER| ps_gui_9: 3.68399 msCompile log for shader shaders/globallight.vs (type VERTEX_SHADER):Vertex shader was successfully compiled to run on hardware.Compile log for shader shaders/model_light.vs (type VERTEX_SHADER):Vertex shader was successfully compiled to run on hardware.Linker log for shaders/model_light.xml:Vertex shader(s) linked, no fragment shader(s) defined. Compile log for shader shaders/postouv1.vs (type VERTEX_SHADER):Vertex shader was successfully compiled to run on hardware.Compile log for shader shaders/model_lightp.vs (type VERTEX_SHADER):Vertex shader was successfully compiled to run on hardware.Linker log for shaders/model_lightp.xml:Vertex shader(s) linked, no fragment shader(s) defined. Compile log for shader shaders/instancing_base.vs (type VERTEX_SHADER):Vertex shader was successfully compiled to run on hardware.Compile log for shader shaders/instancing_light.vs (type VERTEX_SHADER):Vertex shader was successfully compiled to run on hardware.Linker log for shaders/instancing_light.xml:Vertex shader(s) linked, no fragment shader(s) defined. Compile log for shader shaders/instancing_lightp.vs (type VERTEX_SHADER):Vertex shader was successfully compiled to run on hardware.Linker log for shaders/instancing_lightp.xml:Vertex shader(s) linked, no fragment shader(s) defined. Compile log for shader shaders/instancing.vs (type VERTEX_SHADER):Vertex shader was successfully compiled to run on hardware.Linker log for shaders/instancing.xml:Vertex shader(s) linked, no fragment shader(s) defined. Compile log for shader shaders/instancingp.vs (type VERTEX_SHADER):Vertex shader was successfully compiled to run on hardware.Linker log for shaders/instancingp.xml:Vertex shader(s) linked, no fragment shader(s) defined. TIMER| InitRenderer: 35.3435 msTIMER| SimulationInit: 1.61731 msTIMER| Init_miscgamesection: 12.8226 msTIMER| Init_guiload: 157.003 msheaderless.cpp(333): Assertion failed: "((m_bitmap & Bit<u32>(i)) == 0) == m_rangeLists[i].IsEmpty()"udbg_bfd_init: loading symbols from /home/*****/trunk/binaries/system/pyrogenesis_dbg.Assertion failed: "((m_bitmap & Bit<u32>(i)) == 0) == m_rangeLists[i].IsEmpty()"Location: headerless.cpp:333 (Validate)Call stack:(0x008b9c76) ldbg.cpp:99 debug_DumpStack(wchar_t*, unsigned long, void*, char const*)(0x0087edb9) debug.cpp:316 debug_BuildErrorMessage(wchar_t const*, char const*, int, char const*, void*, char const*, ErrorMessageMem*)(0x0087f45b) debug.cpp:437 debug_DisplayError(wchar_t const*, unsigned long, void*, char const*, char const*, int, char const*, unsigned char*)(0x0087f55c) debug.cpp:515 debug_OnAssertionFailure(char const*, unsigned char*, char const*, int, char const*)(0x008bc00e) headerless.cpp:333 SegregatedRangeLists::Validate(unsigned int) const(0x008bcc33) headerless.cpp:660 HeaderlessAllocator::Impl::Validate() const(0x008bce1e) headerless.cpp:653 HeaderlessAllocator::Impl::Deallocate(unsigned char*, unsigned long)(0x008bb5a3) headerless.cpp:753 HeaderlessAllocator::Deallocate(void*, unsigned long)(0x0089bec4) file_cache.cpp:122 Allocator::Deallocate(unsigned char*, unsigned long)(0x0089851c) file_cache.cpp:137 FileCacheDeleter::operator()(unsigned char*) const(0x0089c281) sp_counted_impl.hpp:146 boost::detail::sp_counted_impl_pd<unsigned char*, FileCacheDeleter>::dispose()(0x005b61a2) sp_counted_base_gcc_x86.hpp:146 boost::detail::sp_counted_base::release()(0x005b61d2) shared_count.hpp:209 ~shared_count(0x0061a5ab) shared_ptr.hpp:131 ~shared_ptr(0x0089c225) file_cache.cpp:180 FileCache::Impl::Reserve(unsigned long)(0x00898555) file_cache.cpp:229 FileCache::Reserve(unsigned long)errno = 0 (?)OS error = ?(C)ontinue, (S)uppress, (B)reak, Launch (D)ebugger, or (E)xit? Quote Link to comment Share on other sites More sharing options...
janwas Posted July 15, 2009 Report Share Posted July 15, 2009 The build crashed when I tried to start the single player game.My bad. A somewhat complicated memory allocation data structure's invariant is apparently being violated. This has also been reported in another thread. Are you running 64-bit Linux? Quote Link to comment Share on other sites More sharing options...
skelas Posted July 15, 2009 Report Share Posted July 15, 2009 Yes, I am using 64-bit Ubuntu 9.04. I have read the thread and followed advices. There were no fatal errors in the compilation so I hoped that it will work. It is worth mentioning that I got some warning similar as mentioned in the thread (1) I see several warnings of type"warning: format ‘%d’ expects type ‘int’, but argument 4 has type ‘long unsigned int’" but I did notice any useful comments on it (sorry if I missed them). Quote Link to comment Share on other sites More sharing options...
olsner Posted July 18, 2009 Report Share Posted July 18, 2009 I had to run "sudo ln libboost_signals-mt.so libboost_signals.so" in /usr/lib.The scripts have been changed to always include the -mt libraries (since we couldn't find an example of someone having only the non-mt variants installed), so this shouldn't be required any longer.It is worth mentioning that I got some warning similar as mentioned in the thread [...]Basically, all these warnings require some developer to go through them one by one and fix them - not terribly difficult but someone needs to take the time to do it. This should probably be reported to the bug tracker and handled there. Quote Link to comment Share on other sites More sharing options...
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