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Author Topic: Linux Users!  (Read 20815 times)

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Offline necno

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Re: Linux Users!
« Reply #30 on: May 16, 2010, 06:10:22 PM »
Your free to distribute the source from my end.
Click here to donate
After you do so please pm me the email address you used so I can add you to the donation forum.

Working on:
Whoremaster II (Official)
Birthright (Now a commercial rougelike)

Offline slate

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Re: Linux Users!
« Reply #31 on: June 07, 2010, 04:48:39 PM »
on r424 lua.h and other lua includes are not found in the gcc flags.
fixed this by adding: -I /usr/include/lua5.1

Offline DocClox

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Re: Linux Users!
« Reply #32 on: June 07, 2010, 05:16:36 PM »
Thank you - should be fixed in svn. I didn't commit last night's changes for some reason

Offline slate

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Re: Linux Users!
« Reply #33 on: June 16, 2010, 01:53:16 PM »
Linux version is crashing on r445
the log:
rm -rf trunk
svn co svn://pinkpetal.org:3693/whm_svn/trunk
cd trunk/BrothelMaster/
make (does not find lua)
vim Makefile (set gcc flag -I lua/src)
make (some other lua thing)
cd lua
make linux
cd ..
make (some revision thing)
./mk_rev
make (success)
make install (*.png not found)
vim Makefile (comment out *.png copy)
make install
cd
cd wm
./WhoreMaster
segfault

The last lines on the console before segfault:
registering ID 0 to name 'UseAntiPregToggle'
registering ID 1 to name 'PrevButton'
registering ID 2 to name 'NextButton'
registering ID 3 to name 'AccomUpButton'
registering ID 4 to name 'AccomDownButton'
registering ID 5 to name 'InventoryButton'
registering ID 6 to name 'SendDungeonButton'
registering ID 7 to name 'ReleaseDungeonButton'
registering ID 8 to name 'InteractButton'
registering ID 9 to name 'TakeGoldButton'
Segmentation fault (in native language)


Offline DocClox

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Re: Linux Users!
« Reply #34 on: June 16, 2010, 03:12:24 PM »
ummm... ok. I've been using the lua libs installed on my box rather than compile the code in directly. But since that's how the windows side is handling the dependency, I guess the best thing is for the linux side to do likewise.

I'll sort it out. Meanwhile, you might try installing the lua 5.1 runtime and seeing if that's sufficient to get it running :)

[edit]

OK, I've added the lua files into the makefile and given it a quick test run here. Let me know if there's any further problems.
« Last Edit: June 16, 2010, 03:43:05 PM by DocClox »

Offline slate

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Re: Linux Users!
« Reply #35 on: June 16, 2010, 03:35:54 PM »
I do not think that the segfault is related to lua.
I removed the complete lua subdirectory and included the os' lua5.1 files.
The result is the same.
Maybe some datafiles causing the crash.
Where can I download the resources? How can I make a clean full install?

Offline slate

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Re: Linux Users!
« Reply #36 on: June 16, 2010, 03:45:47 PM »
I have unzipped the 1.30 into a new directory and copyed the compiled binary there.
It is working.
Maybe some downloaded additional character is causing the bug.

However crashing is not nice:)

Offline DocClox

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Re: Linux Users!
« Reply #37 on: June 16, 2010, 03:47:32 PM »
Maybe some datafiles causing the crash.
Where can I download the resources? How can I make a clean full install?

Just unpack the windows download, and then copy in the Linux WhoreMaster executable. That's all I do anyway :)

Can you run it under gdb and get a stack trace by any chance?

[edit]

I'm too slow - you beat me to it :)

Glad you got it working!

Maybe some downloaded additional character is causing the bug.

However crashing is not nice:)

Agreed. And I try to make the game fail gracefully whenever possible.

Looking at the log file, i suspect the problem was a missing XML screen file. I'll have to take a look at how  that handles missing files
« Last Edit: June 16, 2010, 03:58:57 PM by DocClox »

Offline slate

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Re: Linux Users!
« Reply #38 on: June 16, 2010, 03:55:10 PM »
The following line in the Makefile causing the binary to crash:
cp Resources/Interface/* ~/wm/Resources/Interface

If I do not execute this, the binary is working, however set house% is not.

Offline DocClox

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Re: Linux Users!
« Reply #39 on: June 16, 2010, 06:37:44 PM »
Humm... probably because I'm assuming your game is installed into ~/wm - which is a bit daft, since even mine isn't there at the moment. One of these days I'm going to have get my head around automake and set this all up properly.

Meanwhile, consider the make install option as broken and just build and copy the library. It's not like there's a full resource tree in svn anyway, so you're still tied to the windows d/l for resources. the makefile just builds a linux binary at the moment.

I suppose a comment to that effect in the makefilewould probably be helpful.

Offline slate

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Re: Linux Users!
« Reply #40 on: August 28, 2010, 06:30:38 PM »
checked out revision: 527
cListDragBar.h  and cpp is missing, downloaded from the myrikhan  branch
build is succesfull.
The binary fails with segfaults after:
CLogInner::init
Loading configration variables from './Resources/Data/config.xml'
calling init
Initializing Graphics
Reading Screen Mode
Initializing SDL
Setting Window Icon
Determining Fullscreen or Windowed Mode
Setting Window Caption
Initializing TTF
Graphics Initialized
Background Image Set
Loading InterfaceColors
Loading Main Menu Screen
Loading MainMenu
Loading Load Game Screen
Adding listbox...
initializing listbox
creating listbox
enabling events
getting scrollbar ID
adding scrollbar
initializing scrollbar
creating scrollbar
segmentation fault

Offline DocClox

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Re: Linux Users!
« Reply #41 on: August 29, 2010, 02:04:42 AM »
Yeah, sorry about that. I've spent most of this month in hospital, so the linux build has been a little neglected.

I'll take a look at it later today if I feel up to it.

Offline slate

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Re: Linux Users!
« Reply #42 on: August 29, 2010, 07:23:17 AM »
Get well!

Offline slate

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Re: Linux Users!
« Reply #43 on: October 12, 2010, 01:10:09 PM »
checked out r 534
It did not compile. I attach the logs.

Offline DocClox

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Re: Linux Users!
« Reply #44 on: October 12, 2010, 04:53:10 PM »
Hmmm, good point. I put off sorting that out until I could merge in the changes I was working on about four months ago. I suppose it's time I bit the bullet and had a look at it.

I'll go at it tomorrow :)