jd823592 Posted December 30, 2009 Report Share Posted December 30, 2009 (edited) snd_mgr.cpp line 552 throws error: impossible conversion of types (to const ALuint* (second arg))preventing the compilation to go onlibxml2 has to be reconfigured with --with-threads option and recompiledthen the game can be build and it runsbut i get:ERROR: Failed to load water shader. Falling back to non-fancy water.andWARNING: missing a simulation turn due to low FPSboth of these depend on my video card and drivers i guessor might there be a different problem causing the shaders not to work properly.(non-fancy water is black, is that how it is supposed to look like when the shaders cant load?)thanks Edited January 2, 2010 by jd823592 Quote Link to comment Share on other sites More sharing options...
janwas Posted December 30, 2009 Report Share Posted December 30, 2009 my bad, the recent changes weren't 64-bit clean. Fixed now.All graphics-related messages indicate your graphics card is probably too old. A GF3 or better ought to do it.But black? No, it should be a non-fancy looking shade of blue Do you see any other messages, possible in the main log? Quote Link to comment Share on other sites More sharing options...
Ykkrosh Posted December 30, 2009 Report Share Posted December 30, 2009 libxml2 has to be reconfigured with --with-threads option and recompiledBug in the version packaged by Ubuntu.ERROR: Failed to load water shader. Falling back to non-fancy water.andWARNING: missing a simulation turn due to low FPSboth of these depend on my video card and drivers i guessor might there be a different problem causing the shaders not to work properly.Could you post the file ~/.config/0ad/logs/system_info.txt? That should show what drivers it's detecting. "Low FPS" might be caused by graphics or by CPU - the game compiles in unoptimised debug mode by default so it'll be slow. (It's possible to build with "CONFIG=Release make" to enable optimisations, which should go faster.)(non-fancy water is black, is that how it is supposed to look like when the shaders cant load?)No. If you create a file .../binaries/data/config/local.cfg containing the line "fancywater = false" then it shouldn't attempt to load the water shaders at all - does that make it look any different? Quote Link to comment Share on other sites More sharing options...
jd823592 Posted December 30, 2009 Author Report Share Posted December 30, 2009 ~/.config/0ad/logs/system_info.txt(generated 2009-12-30 20:05:33 UTC)OS : Linux 2.6.31-14-generic (#48-Ubuntu SMP Fri Oct 16 14:05:01 UTC 2009)CPU : x86_64, AMD Athlon 64 Processor 3000+ (1x1x1), -0.00 MHzMemory : 999 MiB; 286 MiB freeGraphics Card : DRI R300 Project Mesa DRI R300 (RV530 71C6) 20090101 TCLOpenGL Drivers : 1.5 Mesa 7.6; OpenGL 1.5 Mesa 7.6Video Mode : 1024x768:24@0Sound Card : UnknownSound Drivers : UnknownNetwork Name : desktop (127.0.1.1)OpenGL Extensions: GL_ARB_depth_textureGL_ARB_draw_buffersGL_ARB_fragment_programGL_ARB_imagingGL_ARB_multisampleGL_ARB_multitextureGL_ARB_occlusion_queryGL_ARB_point_parametersGL_ARB_shadowGL_ARB_shadow_ambientGL_ARB_texture_border_clampGL_ARB_texture_compressionGL_ARB_texture_cube_mapGL_ARB_texture_env_addGL_ARB_texture_env_combineGL_ARB_texture_env_crossbarGL_ARB_texture_env_dot3GL_MESAX_texture_floatGL_ARB_texture_mirrored_repeatGL_ARB_texture_rectangleGL_ARB_transpose_matrixGL_ARB_vertex_array_bgraGL_ARB_vertex_buffer_objectGL_ARB_vertex_programGL_ARB_window_posGL_EXT_abgrGL_EXT_bgraGL_EXT_blend_colorGL_EXT_blend_equation_separateGL_EXT_blend_func_separateGL_EXT_blend_logic_opGL_EXT_blend_minmaxGL_EXT_blend_subtractGL_EXT_compiled_vertex_arrayGL_EXT_convolutionGL_EXT_copy_textureGL_EXT_draw_range_elementsGL_EXT_fog_coordGL_EXT_gpu_program_parametersGL_EXT_histogramGL_EXT_multi_draw_arraysGL_EXT_packed_depth_stencilGL_EXT_packed_pixelsGL_EXT_point_parametersGL_EXT_polygon_offsetGL_EXT_rescale_normalGL_EXT_secondary_colorGL_EXT_separate_specular_colorGL_EXT_shadow_funcsGL_EXT_stencil_two_sideGL_EXT_stencil_wrapGL_EXT_subtextureGL_EXT_textureGL_EXT_texture3DGL_EXT_texture_edge_clampGL_EXT_texture_env_addGL_EXT_texture_env_combineGL_EXT_texture_env_dot3GL_EXT_texture_filter_anisotropicGL_EXT_texture_lod_biasGL_EXT_texture_mirror_clampGL_EXT_texture_objectGL_EXT_texture_rectangleGL_EXT_texture_sRGBGL_EXT_vertex_arrayGL_EXT_vertex_array_bgraGL_APPLE_packed_pixelsGL_ATI_blend_equation_separateGL_ATI_texture_env_combine3GL_ATI_texture_mirror_onceGL_ATI_separate_stencilGL_IBM_multimode_draw_arraysGL_IBM_rasterpos_clipGL_IBM_texture_mirrored_repeatGL_INGR_blend_func_separateGL_MESA_pack_invertGL_MESA_ycbcr_textureGL_MESA_window_posGL_NV_blend_squareGL_NV_light_max_exponentGL_NV_texture_rectangleGL_NV_texgen_reflectionGL_NV_vertex_programGL_OES_read_formatGL_SGI_color_matrixGL_SGI_color_tableGL_SGIS_generate_mipmapGL_SGIS_texture_border_clampGL_SGIS_texture_edge_clampGL_SGIS_texture_lodand if i am getting it right this should not happen eitherxxx:~/0ad/trunk/build/workspaces/gcc$ export CONFIG="Release make"xxx:~/0ad/trunk/build/workspaces/gcc$ make==== Building mocks_real ====mkdir: missing operandTry `mkdir --help' for more information.make[1]: [/mocks_real.o] Error 1 (ignored)mocks_real.cppcc1plus: error: to generate dependencies you must specify either -M or -MMmake[1]: *** [/mocks_real.o] Error 1make: *** [mocks_real] Error 2 Quote Link to comment Share on other sites More sharing options...
Ykkrosh Posted December 30, 2009 Report Share Posted December 30, 2009 There's no GL_ARB_fragment_shader in that list, so it looks like your drivers don't support GLSL (though this indicates the hardware does have shader support). Apparently it's work in progress, so maybe future driver versions will handle it.$ export CONFIG="Release make"$ makeWhat I meant was $ CONFIG=Release make or $ export CONFIG=Release$ makeso either of those should work better Quote Link to comment Share on other sites More sharing options...
jd823592 Posted December 30, 2009 Author Report Share Posted December 30, 2009 right, that makes sense my drivers are xserver-xorg-video-radeonhd nowprobably i wont be able to play this game on this machine, its sooo slow.. but still funny a lotcompilation on winxp failed in vc++ and i am not familiar with that environment so i didnt know what to do about it ... ati drivers are ok in win Quote Link to comment Share on other sites More sharing options...
jd823592 Posted December 30, 2009 Author Report Share Posted December 30, 2009 Compiling Release /usr/bin/ld: ../../../binaries/system/libwxJS.a(treeevt.o): relocation R_X86_64_PC32 against undefined symbol `wxKeyEvent::Clone() const@@WXU_2.8' can not be used when making a shared object; recompile with -fPIC/usr/bin/ld: final link failed: Bad valuecollect2: ld returned 1 exit statusmake[1]: *** [../../../binaries/system/libAtlasUI.so] Error 1make: *** [AtlasUI] Error 2[code] Quote Link to comment Share on other sites More sharing options...
Ykkrosh Posted December 30, 2009 Report Share Posted December 30, 2009 Oops, yes, that happens if you use GCC 4.4 (but not 4.3). It's possible to make the error go away by removing the "-fvisibility=hidden" bit from build/premake/premake.lua and running update-workspaces.sh again, but that's not ideal. Or run "make pyrogenesis Collada" so it only builds the game, not the editor. I don't know what the cause of the problem is (maybe GCC bug? or an intentional but undesirable effect of hiding inlined symbols in certain situations?), and it seems hard to debug, and maybe it'll magically go away in the future, so I'm not planning to find a proper solution now compilation on winxp failed in vc++Could you give the error message? Might be something that's easy to fix Quote Link to comment Share on other sites More sharing options...
jd823592 Posted December 30, 2009 Author Report Share Posted December 30, 2009 (edited) i started to install gcc via cygwin already but:------ Build started: Project: gui, Configuration: Debug Win32 ------Compiling...precompiled.cppCompiling...JSInterface_IGUIObject.cpp..\..\..\source\gui\scripting\JSInterface_IGUIObject.cpp(436) : error C2660: 'JS_GetClass' : function does not take 2 arguments..\..\..\source\gui\scripting\JSInterface_IGUIObject.cpp(473) : error C2660: 'JS_GetClass' : function does not take 2 argumentsCButton.cppCCheckBox.cppCDropDown.cppCGUI.cppCGUIScrollBarVertical.cppCGUISprite.cppCImage.cppCInput.cppCList.cppCProgressBar.cppCRadioButton.cppCText.cppCTooltip.cppGUIbase.cppGUIManager.cppGUIRenderer.cppGUItext.cppGUITooltip.cppGUIutil.cppGenerating Code...Compiling...IGUIButtonBehavior.cppIGUIObject.cppIGUIScrollBar.cppIGUIScrollBarOwner.cppIGUITextOwner.cppMiniMap.cppJSInterface_GUITypes.cppGenerating Code...Build log was saved at "file://h:\Documents and Settings\usr\Plocha\0AD\build\workspaces\vc2008\obj\gui_Debug\BuildLog.htm"gui - 2 error(s), 0 warning(s)------ Build started: Project: test_gen, Configuration: Debug Win32 ------Generating ../../../source/ps/XML/tests/test_XMLWriter.cppCannot open input file "h:./Documents"Project : error PRJ0019: A tool returned an error code from "Generating ../../../source/ps/XML/tests/test_XMLWriter.cpp"Build log was saved at "file://h:\Documents and Settings\usr\Plocha\0AD\build\workspaces\vc2008\obj\test_gen_Debug\BuildLog.htm"test_gen - 1 error(s), 0 warning(s)------ Build started: Project: engine, Configuration: Debug Win32 ------Compiling...precompiled.cppCompiling...JSInterface_Console.cppJSInterface_Selection.cppJSInterface_VFS.cppAtlas.cppCmdLineArgs.cppConfig.cppGameSetup.cppPaths.cppXeromyces.cppXeroXMB.cppXMLWriter.cppCConsole.cppCLogger.cppConfigDB.cppCStr.cppDllLoader.cppErrors.cppFileIo.cppFilesystem.cppFont.cppGenerating Code...Compiling...Game.cppGameAttributes.cppGameRecord.cppGlobals.cppHotkey.cppi18n.cppInteract.cppKeyName.cppLoader.cppOverlay.cppParser.cppPlayer.cppProfile.cppProfileViewer.cppPyrogenesis.cppStringConvert.cppUtil.cppWorld.cppSimulationScriptInit.cppAStarEngine.cppGenerating Code...Compiling...Aura.cppBoundingObjects.cppCollision.cppEntity.cppEntityFormation.cppEntityHandles.cppEntityManager.cppEntityRendering.cppEntityScriptInterface.cppEntityStateProcessing.cppEntitySupport.cppEntityTemplate.cppEntityTemplateCollection.cppEventHandlers.cppFormation.cppFormationCollection.cppFormationManager.cppLOSManager.cppPathfindEngine.cppPathfindSparse.cppGenerating Code...Compiling...ProductionQueue.cppProjectile.cppScheduler.cppScriptObject.cppSimulation.cppStance.cppTechnology.cppTechnologyCollection.cppTerritoryManager.cppTRAStarEngine.cppTriggerManager.cppTurnManager.cppCMusicPlayer.cppCPlayList.cppJSI_Sound.cppSoundGroup.cppSoundGroupMgr.cppDOMEvent.cppJSConversions.cppJSUtil.cppGenerating Code...Compiling...ScriptableComplex.cppScriptableObject.cppScriptCustomTypes.cppScriptGlue.cpp..\..\..\source\scripting\ScriptGlue.cpp(255) : error C2660: 'JS_GetClass' : function does not take 2 arguments..\..\..\source\scripting\ScriptGlue.cpp(345) : error C2660: 'JS_GetClass' : function does not take 2 argumentsScriptingHost.cpp..\..\..\source\scripting\ScriptingHost.cpp(67) : error C3861: 'JS_BeginRequest': identifier not found..\..\..\source\scripting\ScriptingHost.cpp(94) : error C3861: 'JS_EndRequest': identifier not foundSynchedJSObject.cppJSInterface_Vector3D.cppBound.cppBrush.cppMatrix3D.cppNoise.cppNUSpline.cppPlane.cppQuaternion.cppVector3D.cppJSCollection.cppGenerating Code...Build log was saved at "file://h:\Documents and Settings\usr\Plocha\0AD\build\workspaces\vc2008\obj\engine_Debug\BuildLog.htm"engine - 4 error(s), 0 warning(s)------ Build started: Project: mocks_test, Configuration: Debug Win32 ------Compiling...mocks_test.cppCreating library...Build log was saved at "file://h:\Documents and Settings\usr\Plocha\0AD\build\workspaces\vc2008\obj\mocks_test_Debug\BuildLog.htm"mocks_test - 0 error(s), 0 warning(s)------ Build started: Project: mocks_real, Configuration: Debug Win32 ------Compiling...mocks_real.cppCreating library...Build log was saved at "file://h:\Documents and Settings\usr\Plocha\0AD\build\workspaces\vc2008\obj\mocks_real_Debug\BuildLog.htm"mocks_real - 0 error(s), 0 warning(s)------ Build started: Project: lowlevel, Configuration: Debug Win32 ------Compiling...precompiled.cppCompiling...allocators.cppbucket.cppdynarray.cppheaderless.cppmem_util.cpppool.cppshared_ptr.cppstring_pool.cppdbghelp.cpparchive.cpparchive_builder.cpparchive_zip.cppcodec.cppcodec_zlib.cppstream.cppfile_loader.cppfile_stats.cppreal_directory.cpptrace.cppblock_cache.cppGenerating Code...Compiling...io.cppio_align.cppwrite_buffer.cppfile_cache.cppvfs.cppvfs_lookup.cppvfs_path.cppvfs_populate.cppvfs_tree.cppfile.cppfile_system.cppfile_system_util.cppposix.cppcursor.cppogl_shader.cppogl_tex.cppunifont.cppogghack.cppsnd_mgr.cpph_mgr.cppGenerating Code...Compiling...ia32.cpptopology.cppx86_x64.cppwaio.cppwdlfcn.cppwfilesystem.cppwmman.cppwposix.cppwpthread.cppwsock.cppwterminal.cppwtime.cppwutsname.cppcounter.cpphpet.cpppmt.cppqpc.cpptgt.cpptsc.cppwhrt.cppGenerating Code...Compiling...mahaf.cppmanifest.cppwclipboard.cppwcpu.cppwcursor.cppwdbg.cppwdbg_heap.cppwdbg_sym.cppwdir_watch.cppwdll_delay_load.cppwdll_ver.cppwgfx.cppwinit.cppwmi.cppwnuma.cppwprintf.cppwprofiler.cppwsdl.cppwseh.cppwsnd.cppGenerating Code...Compiling...wstartup.cppwsysdep.cppwutil.cppmsc.cppacpi.cppcpu.cppgfx.cppos_cpu.cppsnd.cpptex.cpptex_bmp.cpptex_codec.cpptex_dds.cpptex_jpg.cpptex_png.cpptex_tga.cppapp_hooks.cppbase32.cppbits.cppbyte_order.cppGenerating Code...Compiling...debug.cppdebug_stl.cppfat_time.cppfnv_hash.cppfrequency_filter.cppinput.cpplib.cpplib_errors.cpplockfree.cppmodule_init.cppogl.cpppath_util.cpprand.cppregex.cppsecure_crt.cppself_test.cppsvn_revision.cpptimer.cppwchar.cppwsecure_crt.cppGenerating Code...Compiling...aligned_allocator.cppGenerating Code...Creating library...secure_crt.obj : warning LNK4221: no public symbols found; archive member will be inaccessibleos_cpu.obj : warning LNK4221: no public symbols found; archive member will be inaccessiblecpu.obj : warning LNK4221: no public symbols found; archive member will be inaccessiblevfs_path.obj : warning LNK4221: no public symbols found; archive member will be inaccessibleio_align.obj : warning LNK4221: no public symbols found; archive member will be inaccessibleBuild log was saved at "file://h:\Documents and Settings\usr\Plocha\0AD\build\workspaces\vc2008\obj\lowlevel_Debug\BuildLog.htm"lowlevel - 0 error(s), 5 warning(s)------ Build started: Project: network, Configuration: Debug Win32 ------Compiling...precompiled.cppCompiling...NetClient.cppNetLog.cppNetMessage.cppNetServer.cppNetSession.cppNetwork.cppServerSocket.cppSocketBase.cppStreamSocket.cppfsm.cppGenerating Code...Creating library...Build log was saved at "file://h:\Documents and Settings\usr\Plocha\0AD\build\workspaces\vc2008\obj\network_Debug\BuildLog.htm"network - 0 error(s), 0 warning(s)------ Build started: Project: atlas, Configuration: Debug Win32 ------Compiling...precompiled.cppCompiling...CameraCtrlHandlers.cppCinemaHandler.cppCommandHandlers.cppElevationHandlers.cppEnvironmentHandlers.cppGraphicsSetupHandlers.cppMapHandlers.cppMessageHandler.cppMiscHandlers.cppObjectHandlers.cppTerrainHandlers.cppTriggerHandler.cppActorViewer.cppBrushes.cppCommandProc.cppGameLoop.cppInputProcessor.cppMessagePasserImpl.cppMisc.cppRegister.cppGenerating Code...Compiling...SimState.cppView.cppBrushHandlers.cppGenerating Code...Creating library...Build log was saved at "file://h:\Documents and Settings\usr\Plocha\0AD\build\workspaces\vc2008\obj\atlas_Debug\BuildLog.htm"atlas - 0 error(s), 0 warning(s)------ Build started: Project: i18n, Configuration: Debug Win32 ------Compiling...precompiled.cppCompiling...CLocale.cppInterface.cppScriptInterface.cppStringBuffer.cppTranslatedString.cppTSComponent.cppBufferVariable.cppGenerating Code...Creating library...Build log was saved at "file://h:\Documents and Settings\usr\Plocha\0AD\build\workspaces\vc2008\obj\i18n_Debug\BuildLog.htm"i18n - 0 error(s), 0 warning(s)------ Build started: Project: graphics, Configuration: Debug Win32 ------Compiling...precompiled.cppCompiling...JSInterface_LightEnv.cppCamera.cppCinemaTrack.cppColladaManager.cppColor.cppDefaultEmitter.cppFrustum.cppGameView.cppHFTracer.cppLightEnv.cppMapReader.cppMapWriter.cppMaterial.cppMaterialManager.cppMeshManager.cppMiniPatch.cppModel.cppModelDef.cppObjectBase.cppObjectEntry.cppGenerating Code...Compiling...ObjectManager.cppParticleEmitter.cppParticleEngine.cppPatch.cppSkeletonAnimDef.cppSkeletonAnimManager.cppSprite.cppTerrain.cppTerrainProperties.cppTextureEntry.cppTextureManager.cppUnit.cppUnitAnimation.cppUnitManager.cppAlphaMapCalculator.cppFixedFunctionModelRenderer.cppHWLightingModelRenderer.cppInstancingModelRenderer.cppModelRenderer.cppPatchRData.cppGenerating Code...Compiling...PlayerRenderer.cppRenderer.cppRenderModifiers.cppRenderPathVertexShader.cppScene.cppShadowMap.cppSkyManager.cppTerrainOverlay.cppTerrainRenderer.cppTransparencyRenderer.cppVertexArray.cppVertexBuffer.cppVertexBufferManager.cppWaterManager.cppJSInterface_Camera.cppGenerating Code...Creating library...Build log was saved at "file://h:\Documents and Settings\usr\Plocha\0AD\build\workspaces\vc2008\obj\graphics_Debug\BuildLog.htm"graphics - 0 error(s), 0 warning(s)------ Build started: Project: test, Configuration: Debug Win32 ------Compiling...precompiled.cppCompiling...test_Color.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\graphics\tests\test_Color.cpp': No such file or directorytest_MeshManager.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\graphics\tests\test_MeshManager.cpp': No such file or directorytest_allocators.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\lib\allocators\tests\test_allocators.cpp': No such file or directorytest_headerless.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\lib\allocators\tests\test_headerless.cpp': No such file or directorytest_trace.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\lib\file\common\tests\test_trace.cpp': No such file or directorytest_tex.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\lib\res\graphics\tests\test_tex.cpp': No such file or directorytest_topology.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\lib\sysdep\arch\x86_x64\tests\test_topology.cpp': No such file or directorytest_ia32.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\lib\sysdep\os\win\tests\test_ia32.cpp': No such file or directorytest_wdbg_sym.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\lib\sysdep\os\win\tests\test_wdbg_sym.cpp': No such file or directorytest_printf.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\lib\sysdep\tests\test_printf.cpp': No such file or directorytest_sysdep.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\lib\sysdep\tests\test_sysdep.cpp': No such file or directorytest_adts.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\lib\tests\test_adts.cpp': No such file or directorytest_base32.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\lib\tests\test_base32.cpp': No such file or directorytest_bits.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\lib\tests\test_bits.cpp': No such file or directorytest_byte_order.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\lib\tests\test_byte_order.cpp': No such file or directorytest_cache_adt.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\lib\tests\test_cache_adt.cpp': No such file or directorytest_fnv_hash.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\lib\tests\test_fnv_hash.cpp': No such file or directorytest_lib.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\lib\tests\test_lib.cpp': No such file or directorytest_lockfree.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\lib\tests\test_lockfree.cpp': No such file or directorytest_path_util.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\lib\tests\test_path_util.cpp': No such file or directoryGenerating Code...Compiling...test_rand.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\lib\tests\test_rand.cpp': No such file or directorytest_regex.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\lib\tests\test_regex.cpp': No such file or directorytest_secure_crt.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\lib\tests\test_secure_crt.cpp': No such file or directorytest_wchar.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\lib\tests\test_wchar.cpp': No such file or directorytest_Bound.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\maths\tests\test_Bound.cpp': No such file or directorytest_Matrix3d.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\maths\tests\test_Matrix3d.cpp': No such file or directorytest_CmdLineArgs.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\ps\GameSetup\tests\test_CmdLineArgs.cpp': No such file or directorystub_impl_hack.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\ps\tests\stub_impl_hack.cpp': No such file or directorytest_CLogger.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\ps\tests\test_CLogger.cpp': No such file or directorytest_CStr.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\ps\tests\test_CStr.cpp': No such file or directorytest_Parser.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\ps\tests\test_Parser.cpp': No such file or directorytest_test.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\ps\tests\test_test.cpp': No such file or directorytest_Xeromyces.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\ps\XML\tests\test_Xeromyces.cpp': No such file or directorytest_XeroXMB.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\ps\XML\tests\test_XeroXMB.cpp': No such file or directorytest_XMLWriter.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\ps\XML\tests\test_XMLWriter.cpp': No such file or directorytest_root.cppc1xx : fatal error C1083: Cannot open source file: '..\..\..\source\test_root.cpp': No such file or directorytest_setup.cppGenerating Code...Build log was saved at "file://h:\Documents and Settings\usr\Plocha\0AD\build\workspaces\vc2008\obj\test_Debug\BuildLog.htm"test - 36 error(s), 0 warning(s)------ Build started: Project: pyrogenesis, Configuration: Debug Win32 ------Compiling...main.cppLinking...LINK : fatal error LNK1104: cannot open file '.\obj\gui_debug\jsinterface_iguiobject.obj'Build log was saved at "file://h:\Documents and Settings\usr\Plocha\0AD\build\workspaces\vc2008\obj\pyrogenesis_Debug\BuildLog.htm"pyrogenesis - 1 error(s), 0 warning(s)========== Build: 7 succeeded, 5 failed, 1 up-to-date, 0 skipped ==========i must admit i was lazy to go through all this cause i found messypyrogenesis.exe throwsFunction call failed: return value was -1 (Function failed (no details available))Location: lib_errors.cpp:105 (LibError_from_errno)Call stack:LibError_from_errno (lib_errors.cpp:105) warn_if_failed = true CreateDirectories (file_system.cpp:129) path = 0x0012F7C8 -> m_path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) mode = 448 (0x000001C0) path_c = m_path = (error -100500 while analyzing string >)CreateDirectories (file_system.cpp:124) path = 0x0012F830 -> m_path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) mode = 448 (0x000001C0) path_c = m_path = (error -100500 while analyzing string >)CreateDirectories (file_system.cpp:122) path = 0x0012F94C -> m_path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) mode = 448 (0x000001C0) path_c = m_path = (error -100500 while analyzing string >)InitVfs (gamesetup.cpp:495) args = (unavailable) mods = (error -100500 while analyzing vector<CStr8 >) logs = m_path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) modLoosePath = m_path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) modArchivePath = m_path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) paths = m_root = m_path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) m_rdata = m_path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) m_data = m_path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) m_config = m_path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) m_cache = m_path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) m_logs = m_path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) LINE_489_ = m_t0 = 5.68456e-307 (0x00598C383FD2F823) m_description = 0x014B0000 -> [8] { 200, 0, 320, 0, 61183, 61183, 4098, 0 } modName = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >)Init (gamesetup.cpp:816) args = 0xFFFFFFFF -> m_Args = (error -100500 while analyzing vector<pair<CStr8,CStr8> >) m_Arg0 = { (error -100500 while analyzing string >) } flags = 4202196 (0x00401ED4) hooks = override_gl_upload_caps = 0x003E3D48 -> get_log_dir = 0x003E0640 -> bundle_logs = 0x003E0380 -> translate = 0x003E3D10 -> translate_free = 0x003E3D98 -> log = 0x003E03B0 -> display_error = 0x003E3CE0 -> setup_gui = (bool)0x90 windowed = false buf = [500] 0 0 15760 62 ('>') 10 0 0 0 8 0 13 0 ... LINE_955_ = m_t0 = 2.00802e-317 (0x00000000003E0418) m_description = 0x003E03A0 -> [8] { 928, 62 ('>'), 928, 62 ('>'), 936, 62 ('>'), 936, 62 ('>') }GetFileVersionInfoSizeW (:0)CallStartupWithinTryBlock (wseh.cpp:357) ret = 3633630748 (0xD894CE1C)RegisterWaitForInputIdle (:0)errno = 0 (?)OS error = 0 (no error code was set) Edited December 30, 2009 by jd823592 Quote Link to comment Share on other sites More sharing options...
Ykkrosh Posted December 30, 2009 Report Share Posted December 30, 2009 i started to install gcc via cygwinI think it's very unlikely the game will work in Cygwin (since nobody's ever tried that before, and the game does lots of system-dependent things)...\..\..\source\gui\scripting\JSInterface_IGUIObject.cpp(436) : error C2660: 'JS_GetClass' : function does not take 2 argumentsHmm, it sounds like the JS_THREADSAFE option is missing from the project settings - I made some changes to that in the past few days, so you may have an outdated project file. Have you run update-workspaces.bat immediately before building?c1xx : fatal error C1083: Cannot open source file: '..\..\..\source\graphics\tests\test_Color.cpp': No such file or directoryI think that might be caused by using a directory name containing a space ("h:\Documents and Settings\") - it would work better if you moved it to a different location with no spaces. Quote Link to comment Share on other sites More sharing options...
janwas Posted December 31, 2009 Report Share Posted December 31, 2009 Hmm, it sounds like the JS_THREADSAFE option is missing from the project settings - I made some changes to that in the past few days, so you may have an outdated project file. Have you run update-workspaces.bat immediately before building?The same thing happened to me - updating the workspace and doing a clean build (or at least regenerating the PCH) fixed it here.As to the runtime error, could you please break on file_system.cpp!CreateDirectories and see what path is the culprit? Quote Link to comment Share on other sites More sharing options...
jd823592 Posted January 1, 2010 Author Report Share Posted January 1, 2010 (edited) tomorrow i will try these suggestions out.. is there any other way to compile 0ad on windows.. without problems.. than vc++it might have happened that i accidentally forgot to run update-workspaces.bati thought vc++ express was free but it counts down 30 days trial... and i cant find a way to register and unlock it...but thats maybe just because MS websites are badly organized for me and i feel lost when i am trying to find a thing there.thanks a lot for your effort even though the game runs really slow on my pc in linux without proper drivers i enjoy exploring it i am looking forward to seeing the marvellous water shaders. Edited January 1, 2010 by jd823592 Quote Link to comment Share on other sites More sharing options...
janwas Posted January 1, 2010 Report Share Posted January 1, 2010 is there any other way to compile 0ad on windows.. without problems.. than vc++You could try running a gcc build under cygwin, but the VC route is much easier and the preferred way of doing things on Windows. I'm confident that the trouble you are seeing is due to outdated intermediate files after our JS library upgrade, and will go away as soon as you do the update-workspaces + full rebuild as mentioned above.i thought vc++ express was free but it counts down 30 days trial... and i cant find a way to register and unlock it...but thats maybe just because MS websites are badly organized for me and i feel lost when i am trying to find a thing there.Sorry, I don't know about that (am using VC2005 and 2008 Pro), but that's the first time I've heard of a countdown or trial mode.even though the game runs really slow on my pc in linux without proper drivers i enjoy exploring it i am looking forward to seeing the marvellous water shaders. We'll get it working! Quote Link to comment Share on other sites More sharing options...
jd823592 Posted January 2, 2010 Author Report Share Posted January 2, 2010 (edited) i checked out the latest revision and downloaded the source code to a directory with path without spaces (blank chars), run update-workspaces.bat and built with vc++2008 without an errorrunning pyrogenesis_dbg.exe throws:Function call failed: return value was -1 (Function failed (no details available))Location: lib_errors.cpp:105 (LibError_from_errno)Call stack:LibError_from_errno (lib_errors.cpp:97) warn_if_failed = (bool)0x48 lea = 0x00AAEA10 -> err = 136598667 (0x0824548B) description = 0x8B0C428D -> (unavailable - internal error) errno_equivalent = 4294914186 (0xFFFF308A) next = 0xE8C833FF -> err = (unavailable - internal error) description = (unavailable - internal error) errno_equivalent = (unavailable - internal error) next = (unavailable - internal error) ret = 3 (0x00000003)CreateDirectories (file_system.cpp:111) path = 0x0012F454 -> m_path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) mode = 448 (0x000001C0) path_c = m_path = (error -100500 while analyzing string<﻾td::char_traits<char> >)CreateDirectories (file_system.cpp:111) path = 0x0012F7E4 -> m_path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) mode = 448 (0x000001C0) path_c = m_path = (error -100500 while analyzing string<﻾td::char_traits<char> >)CreateDirectories (file_system.cpp:111) path = 0x0012FEC8 -> m_path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) mode = 3401635473 (0xCAC0D691) path_c = m_path = (error -100500 while analyzing string<﻾td::char_traits<char> >)InitVfs (gamesetup.cpp:488) args = 0x0012FEC8 (see above) mods = (error -100500 while analyzing vector<CStr8 >) logs = m_path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) modLoosePath = m_path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) modArchivePath = m_path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) paths = m_root = m_path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) m_rdata = m_path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) m_data = m_path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) m_config = m_path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) m_cache = m_path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) m_logs = m_path = (error -100500 while analyzing basic_string<wchar_t,char_traits<wchar_t> >) LINE_489_ = m_t0 = -3689348814741910324 (0xCCCCCCCCCCCCCCCC) m_description = 0xCCCCCCCC cacheSize = 3435973836 (0xCCCCCCCC)Init (gamesetup.cpp:801) args = 0x00000001 flags = 28727392 (0x01B65860) setup_vmode = 204 (0xCC) hooks = override_gl_upload_caps = 0x00000000 get_log_dir = 0xCCCCCCCC bundle_logs = 0x01B68530 -> translate = 0xCCCCCCCC translate_free = 0xCCCCCCCC log = 0xCCCCCCCC display_error = 0x0000002A setup_gui = false quality = 13421772 (0x00CCCCCC) missing = 0x3E92BF74 -> (unavailable - internal error) windowed = 204 (0xCC)RunGameOrAtlas (main.cpp:378) argc = 1 (0x00000001) argv = 0x01B65860 -> 0x01B65868 -> "H:\0AD\binaries\system\pyrogenesis_dbg.exe" ran_atlas = false args = m_Args = (error -100500 while analyzing vector<pair<CStr8,CStr8> >) m_Arg0 = { (error -100500 while analyzing string<﻾td::char_traits<char> >) } res = 1.6976e-314 (0x00000000CCCCCCCC)main (main.cpp:410) argc = 1245112 (0x0012FFB8) argv = 0x005078E4 -> 0xC7E04589 -> (unavailable - internal error)__tmainCRTStartup (crtexe.c:410)mainCRTStartup (crtexe.c:393)CallStartupWithinTryBlock (wseh.cpp:352) ret = 1245060 (0x0012FF84)00000000 ret = 2147323904 (0x7FFD9000)errno = 0 (?)OS error = 0 (no error code was set) Edited January 2, 2010 by jd823592 Quote Link to comment Share on other sites More sharing options...
jd823592 Posted January 2, 2010 Author Report Share Posted January 2, 2010 (edited) i might have found a reason for some errs on WinXPi possess localized version of WinXP so the home directories etc have in my case Czech names what brings diacritics alongthe path that the CreateDir gets is "H:/Documents and Settings/Jakub Daniel/Data aplikacÄ‚Â/0ad/config"while it should be "H:/Documents and Settings/Jakub Daniel/Data aplikacÃ/0ad/config"could any one help me force 0ad to store its config files and other user specific data in a different folder..i put the correct path as a constant into the createdir function but mkdir returned -1 anyway Edited January 2, 2010 by jd823592 Quote Link to comment Share on other sites More sharing options...
janwas Posted January 3, 2010 Report Share Posted January 3, 2010 Ooh, interesting, I don't think we've ever seen special characters in the appdata path yet However, it looks like that path is retrieved and passed along as Unicode:wutil:281 SHGetFolderPathW -> boost::filesystem::wpath -> Paths.cpp:46Could you please check if Paths.cpp:46's 'appdata' is still correct, or whether that's broken already?(Since I can't see anything obvious happening like temporarily converting the path to 8-bit, we need your help to find out where it's going wrong.)could any one help me force 0ad to store its config files and other user specific data in a different folder..As a temporary workaround, you can use the -writableRoot command line switch to get the game to use a subfolder within the SVN tree - provided there are no special characters in that path, it should work then. Quote Link to comment Share on other sites More sharing options...
jd823592 Posted January 3, 2010 Author Report Share Posted January 3, 2010 Thanks for your response, i will get to it when i get home (today, in about 4-5 hours) then i should investigate this. I will be happy to help, if i get a chance.If i remember correctly some other games (of US origin etc) used "ROOT/USER_HOME_DIR/Applications Data" directory even on non english systems.. maybe to avoid this.. but still it would be great to fix this concept.. (even though i wont play this game on windows as long as i wont have to) Quote Link to comment Share on other sites More sharing options...
jd823592 Posted January 3, 2010 Author Report Share Posted January 3, 2010 (edited) GameSetup.cpp--InitVfs----CreateDirectories------wchar.cpp 204--------Encodecreates the invalid characterrunning with -writableRoot (path to the game doesnt contain diacritics nor blank chars) made it startbut it failed when the map loadedi have saved the report windows made but there was no error report from the game.seems to have failed in wrap_oal.dll on division by zeroaddr 0x0c161d5awhat might that be? Edited January 4, 2010 by jd823592 Quote Link to comment Share on other sites More sharing options...
janwas Posted January 4, 2010 Report Share Posted January 4, 2010 Thanks for your help! I see the problem: we're passing the path to Windows as UTF8, but Windows only understands CP1252. In the past, the problem wasn't noticed because all required characters were covered by CP1252.Looks like the previous design (providing a POSIX interface and doing some magic behind the scenes so that it also works on Windows) wasn't so great. I suppose we could go from wpath to UTF8 for the opendir wrapper and then back to UCS-2 for Windows' FindNextFileW, but that's a bit ugly/inefficient/risky.Instead, I've now added a layer of functions that dispatch to the Unicode variants on Windows and only convert to UTF8 on Unix - we'll now call wopendir instead of opendir, etc.I will commit this later tonight (caveat: Unix version only compiles, can't test); if you'd like to try beforehand, the patch is attached.seems to have failed in wrap_oal.dll on division by zerowrap_oal is part of the OpenAL sound library. There may be any number of causes - the first thing to check is whether your sound drivers are up to date. What hardware do you have? (see binaries/logs/system_info.txt)In the meantime, we have yet another trick that will hopefully save the day: if you launch with -quickstart, sound will be disabled. (Caveat: the writing of system_info.txt will also be skipped, but you should already have that from the first run) Quote Link to comment Share on other sites More sharing options...
jd823592 Posted January 4, 2010 Author Report Share Posted January 4, 2010 thanks for the replyyesterday i tried to reinstall OpenAL without any outcomei will check the system_info.txt when i get home (later tonight (GMT+1))i tried to disable sound as well but didnt find a way so thanks for the optioni think it might be good to further document default.cfg so that if there are any other options people can use themThanks a lot for the effort you put into the game. Quote Link to comment Share on other sites More sharing options...
Ykkrosh Posted January 4, 2010 Report Share Posted January 4, 2010 Looks like the previous design (providing a POSIX interface and doing some magic behind the scenes so that it also works on Windows) wasn't so great. I suppose we could go from wpath to UTF8 for the opendir wrapper and then back to UCS-2 for Windows' FindNextFileW, but that's a bit ugly/inefficient/risky.Why risky? The only problems I imagine with roundtripping through UTF-8 are if the input contains noncharacters or surrogates, in which case a lot of our code will be unhappy, and which should be extremely rare. Still, avoiding needless conversions sounds like a good idea.I expect it'll actually be a lot more risky on Linux, because (as far as I'm aware) paths are strings of arbitrary 8-bit bytes (whose interpretation as characters by applications typically depends on environment variables) and we incorrectly assume they're always UTF-8 and convert them to Unicode. As soon as someone runs the game on a filesystem with ISO-8859-1 names (which is quite common) containing non-ASCII characters, it's going to break. Could we avoid unnecessary string conversions in that case too? i.e. handle pathnames internally as fs::path on Linux, fs::wpath on Windows, so they're stored in their native format with no conversions, with some wrapper functions for e.g. appending ASCII strings to native paths; and then have a "convert native path to std::wstring for display" function that accounts for locale settings on Linux (and if the user's got the wrong locale settings it'll just display funny, it won't break the game)? Quote Link to comment Share on other sites More sharing options...
jd823592 Posted January 4, 2010 Author Report Share Posted January 4, 2010 Well and would it be a problem to use thouse ENV VARS to determine what encoding to use (if set)? Quote Link to comment Share on other sites More sharing options...
Ykkrosh Posted January 4, 2010 Report Share Posted January 4, 2010 I think it would, because they might be wrong. E.g. the user may have LANG=en_GB.UTF-8 but try to run the game from a CD or a FAT32-formatted USB drive that has ISO-8859-1 names instead. If we try to decode them as UTF-8 we'll get unrecoverable errors. The OS and filesystem don't care about the encoding (they just see bytes), and there's no reason we need to care (except in a few cases where we print filenames to users, like in log files), so it seems best for us to avoid encoding conversions as much as possible. Quote Link to comment Share on other sites More sharing options...
jd823592 Posted January 4, 2010 Author Report Share Posted January 4, 2010 So this is my system info (game still crashes because of openAL)(generated 2010-01-04 07:27:26 UTC)OS : WinXP SP 2 (5.1.2600)CPU : IA-32, AMD Athlon 64 Processor 3000+ (1x1x1), 2.16 GHzMemory : 1024 MiB; 556 MiB freeGraphics Card : Radeon X1650 Series SecondaryOpenGL Drivers : 2.0.6012 WinXP Release; atioglxx.dll (6.14.10.6012)Video Mode : 1280x800:32@75Sound Card : Realtek AC'97 AudioSound Drivers : ALCXWDM.SYS (5.10.5830 built by: WinDDK), OpenAL32.dll (6.14.0357.19), wrap_oal.dll (2.1.4.0)Network Name : desktop (192.168.1.194)OpenGL Extensions: GL_ARB_multitextureGL_EXT_texture_env_addGL_EXT_compiled_vertex_arrayGL_S3_s3tcGL_ARB_depth_textureGL_ARB_fragment_programGL_ARB_fragment_program_shadowGL_ARB_fragment_shaderGL_ARB_multisampleGL_ARB_occlusion_queryGL_ARB_point_parametersGL_ARB_point_spriteGL_ARB_shader_objectsGL_ARB_shading_language_100GL_ARB_shadowGL_ARB_shadow_ambientGL_ARB_texture_border_clampGL_ARB_texture_compressionGL_ARB_texture_cube_mapGL_ARB_texture_env_addGL_ARB_texture_env_combineGL_ARB_texture_env_crossbarGL_ARB_texture_env_dot3GL_ARB_texture_floatGL_ARB_texture_mirrored_repeatGL_ARB_texture_rectangleGL_ARB_transpose_matrixGL_ARB_vertex_blendGL_ARB_vertex_buffer_objectGL_ARB_vertex_programGL_ARB_vertex_shaderGL_ARB_window_posGL_ARB_draw_buffersGL_ATI_draw_buffersGL_ATI_element_arrayGL_ATI_envmap_bumpmapGL_ATI_fragment_shaderGL_ATI_map_object_bufferGL_ATI_separate_stencilGL_ATI_shader_texture_lodGL_ATI_texture_compression_3dcGL_ATI_texture_env_combine3GL_ATI_texture_floatGL_ATI_texture_mirror_onceGL_ATI_vertex_array_objectGL_ATI_vertex_attrib_array_objectGL_ATI_vertex_streamsGL_ATIX_texture_env_combine3GL_ATIX_texture_env_routeGL_ATIX_vertex_shader_output_point_sizeGL_EXT_abgrGL_EXT_bgraGL_EXT_blend_colorGL_EXT_blend_func_separateGL_EXT_blend_minmaxGL_EXT_blend_subtractGL_EXT_clip_volume_hintGL_EXT_draw_range_elementsGL_EXT_fog_coordGL_EXT_framebuffer_objectGL_EXT_multi_draw_arraysGL_EXT_packed_pixelsGL_EXT_point_parametersGL_EXT_rescale_normalGL_EXT_secondary_colorGL_EXT_separate_specular_colorGL_EXT_shadow_funcsGL_EXT_stencil_wrapGL_EXT_texgen_reflectionGL_EXT_texture3DGL_EXT_texture_compression_s3tcGL_EXT_texture_cube_mapGL_EXT_texture_edge_clampGL_EXT_texture_env_combineGL_EXT_texture_env_dot3GL_EXT_texture_filter_anisotropicGL_EXT_texture_lod_biasGL_EXT_texture_mirror_clampGL_EXT_texture_objectGL_EXT_texture_rectangleGL_EXT_vertex_arrayGL_EXT_vertex_shaderGL_HP_occlusion_testGL_NV_blend_squareGL_NV_occlusion_queryGL_NV_texgen_reflectionGL_SGI_color_matrixGL_SGIS_generate_mipmapGL_SGIS_multitextureGL_SGIS_texture_border_clampGL_SGIS_texture_edge_clampGL_SGIS_texture_lodGL_SUN_multi_draw_arraysGL_WIN_swap_hintWGL_EXT_extensions_stringWGL_EXT_swap_control Quote Link to comment Share on other sites More sharing options...
jd823592 Posted January 4, 2010 Author Report Share Posted January 4, 2010 in Ubuntu i still get the following output every time i run the gameTIMER| InitVfs: 3.70159 msTIMER| InitScripting: 4.43017 msTIMER| CONFIG_Init: 5.98121 msTIMER| write_sys_info: 720.484 usogl_tex.cpp(703): Performance warning: your graphics card does not support compressed textures. The game will try to continue anyway, but may be slower than expected. Please try updating your graphics drivers; if that doesn't help, please try upgrading your hardware.udbg_bfd_init: loading symbols from /home/jakub/0ad/trunk/binaries/system/pyrogenesis_dbg.Performance warning: your graphics card does not support compressed textures. The game will try to continue anyway, but may be slower than expected. Please try updating your graphics drivers; if that doesn't help, please try upgrading your hardware.Location: ogl_tex.cpp:703 (detect_gl_upload_caps)Call stack:(0x8ff3d7) ldbg.cpp:102 debug_DumpStack(wchar_t*, unsigned long, void*, wchar_t const*)(0x8c6f8e) debug.cpp:319 debug_BuildErrorMessage(wchar_t const*, wchar_t const*, int, char const*, void*, wchar_t const*, ErrorMessageMem*)(0x8c7342) debug.cpp:477 debug_DisplayError(wchar_t const*, unsigned long, void*, wchar_t const*, wchar_t const*, int, char const*, unsigned char*)(0x8e5a57) ogl_tex.cpp:704 detect_gl_upload_caps(0x8e5d88) ogl_tex.cpp:828 ogl_tex_upload(long, unsigned int, int, int)(0x8e7030) unifont.cpp:167 UniFont_reload(0x8e188a) h_mgr.cpp:506 call_init_and_reload(0x8e1a4e) h_mgr.cpp:545 alloc_new_handle(0x8e1c58) h_mgr.cpp:578 h_alloc(H_VTbl*, boost::filesystem::basic_path<std::basic_string<wchar_t, std::char_traits<wchar_t>, std::allocator<wchar_t> >, VfsPathTraits> const&, unsigned long, ...)(0x8e73b8) unifont.cpp:210 unifont_load(boost::filesystem::basic_path<std::basic_string<wchar_t, std::char_traits<wchar_t>, std::allocator<wchar_t> >, VfsPathTraits> const&, unsigned long)(0x74e5d6) Font.cpp:46 CFont(0x69146f) GameSetup.cpp:541 InitPs(0x692621) GameSetup.cpp:946 Init(CmdLineArgs const&, int)(0x5ea8b0) main.cpp:398 RunGameOrAtlas(0x5ea945) main.cpp:415 main(0x7fa39f105abd) /lib/libc.so.6:0 __libc_start_mainerrno = 0 (?)OS error = ? Quote Link to comment Share on other sites More sharing options...
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