For the impatient Linux people
by Gregory "Centove" McLean · in RTS Starter Kit · 11/12/2004 (4:11 am) · 7 replies
Wine/Cedega will run the installer so you can get at the code.
There are some case issues on the filenames that prevents an 'out-of-the-box' compile. There is also an unneeded file (a editor backup?) RTSUnit.~cc.
I have a patch (82k) that fixes all that if anyone is interested in it.
http://tweetie.gxsnmp.org/rts-patch-1.txt
There are some case issues on the filenames that prevents an 'out-of-the-box' compile. There is also an unneeded file (a editor backup?) RTSUnit.~cc.
I have a patch (82k) that fixes all that if anyone is interested in it.
http://tweetie.gxsnmp.org/rts-patch-1.txt
#2
11/12/2004 (11:15 am)
Greg's gone for the day, but other than a few file mangling errors (he mentioned Squid, I have no idea what that is), as far as I know he was able to get it up and running (stock).
#3
rts-engine/engine/game/fx/particleEmitter.~cc
rts-engine/engine/game/fx/particleEngine.~cc
rts-engine/engine/game/fx/particleEngine.~h
rts-engine/engine/math/mBox.~h
rts-engine/engine/platformWin32/winProcessControl.~cc
rts-engine/engine/sceneGraph/lightManager.~cc
rts-engine/engine/sceneGraph/lightManager.~h
rts-engine/engine/sim/netObject.~cc
rts-engine/lib/dtsSDK/DTSShape.~h
rts-engine/lib/opengl2d3d/opengl2d3d.~cc
rts-engine/tools/map2dif/editGeometry.~cc
rts-engine/tools/map2dif/lmapPacker.~cc
rts-engine/tools/map2dif/lmapPacker.~h
rts-engine/tools/map2dif/main.~cc
rts-engine/tools/max2mapExporter/main.~cc
And yes the stock build works nicely. (Don't worry about the squid thing, thats a webcache I run locally to maximize my bandwith :) )
PS. To find this stuff use:
find -type f -a -name *.~* -exec svn rm {} \;
11/12/2004 (1:26 pm)
Oh and a minor housekeeping nit, strip off the rts-engine bit, nuke the following files for a 'clean' base. :)rts-engine/engine/game/fx/particleEmitter.~cc
rts-engine/engine/game/fx/particleEngine.~cc
rts-engine/engine/game/fx/particleEngine.~h
rts-engine/engine/math/mBox.~h
rts-engine/engine/platformWin32/winProcessControl.~cc
rts-engine/engine/sceneGraph/lightManager.~cc
rts-engine/engine/sceneGraph/lightManager.~h
rts-engine/engine/sim/netObject.~cc
rts-engine/lib/dtsSDK/DTSShape.~h
rts-engine/lib/opengl2d3d/opengl2d3d.~cc
rts-engine/tools/map2dif/editGeometry.~cc
rts-engine/tools/map2dif/lmapPacker.~cc
rts-engine/tools/map2dif/lmapPacker.~h
rts-engine/tools/map2dif/main.~cc
rts-engine/tools/max2mapExporter/main.~cc
And yes the stock build works nicely. (Don't worry about the squid thing, thats a webcache I run locally to maximize my bandwith :) )
PS. To find this stuff use:
find -type f -a -name *.~* -exec svn rm {} \;
#4
11/13/2004 (3:45 am)
Man, you guys rock. At this rate we'll be able to release 2.0 solely off of the conversations in this forum. :P
#5
11/13/2004 (7:38 pm)
LOL here i was posting to the torque bug forum and someone here had a patch, time to apply it to a clean tree and then get some Zzzz. :)
#6
Looking at a Friday release of these updates and mac/linux installers.
11/16/2004 (3:04 pm)
Ok, looks like I've got these issues attended to. Thanks guys!Looking at a Friday release of these updates and mac/linux installers.
#7
11/16/2004 (3:16 pm)
Yay ... can't wait to get a clean installer version :)
Associate Kyle Carter
I was just working Ron Yacketta to get the linux build working, but it's possible one or the other of you has found things the other missed, so I'll make sure to look at both patches. Definitely something for the todo list. :)
We'll hopefully be launching the linux and mac installers in not too long.