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grinch Apprentice
Joined: 30 Jan 2003 Posts: 151
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Posted: Mon Feb 17, 2003 1:49 am Post subject: Scorched Earth 3D |
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They've started a linux port of Scorched Earth 3D, the windows version apparently uses SDL/OpenGL as well, so I wouldn't imagine it would be too hard to port. Anyway here's the link for the port:
http://users.pandora.be/redzebra/
And here's the link for Scorched3D
http://www.scorched3d.co.uk/
I've added it to my list of stuff I should try to compile _________________ the linux gaming guy! |
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DuF Advocate
Joined: 09 Dec 2002 Posts: 2687 Location: Paris
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Posted: Mon Feb 17, 2003 2:07 am Post subject: |
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A new games for linux is always a good news and when I read : Quote: | Windows & Linux code (Input/Graphics/Sound) have finaly merged. |
I think that is definitively a good news |
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kres Tux's lil' helper
Joined: 14 Jan 2003 Posts: 122 Location: Narnia
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Posted: Mon Feb 17, 2003 5:30 am Post subject: |
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Duuuude!
On a whim I searched for Scorched Earth on the forum, and lo-and behold I find a post! Thanks man... I'm gunna give it a go. I don't think it's possible to waste as much time as I have on that silly game! _________________ Kres |
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IWBCMAN Guru
Joined: 25 Jun 2002 Posts: 474
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Posted: Mon Feb 17, 2003 11:00 am Post subject: |
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no luck here, when trying to compile...errors concerning GL.... ./configure won't succeed unless you have emerged sdl-image...
Code: | Making all in src
make[1]: Entering directory `/home/karl/scorch/scorched3d-0.0.31/src'
source='3dsparse/ASEArrayFact.cpp' object='ASEArrayFact.o' libtool=no \
depfile='.deps/ASEArrayFact.Po' tmpdepfile='.deps/ASEArrayFact.TPo' \
depmode=gcc3 /bin/sh ../depcomp \
g++ -DPACKAGE_NAME=\"\" -DPACKAGE_TARNAME=\"\" -DPACKAGE_VERSION=\"\" -DPACKAGE_
STRING=\"\" -DPACKAGE_BUGREPORT=\"\" -DPACKAGE=\"scorched3d\" -DVERSION=\"0.0.31
\" -I. -I. -I./include -I./. -g -O2 -c -o ASEArrayFact.o `test -f 3dsparse/A
SEArrayFact.cpp || echo './'`3dsparse/ASEArrayFact.cpp
In file included from include/windows.h:21,
from GL/GLState.h:11,
from GL/GLVertexArray.h:11,
from GL/GLVertexTexArray.h:4,
from 3dsparse/ASEArrayFact.h:4,
from 3dsparse/ASEArrayFact.cpp:1:
include/port_GLBitmap.h:63:31: warning: no newline at end of file
In file included from GL/GLState.h:11,
from GL/GLVertexArray.h:11,
from GL/GLVertexTexArray.h:4,
from 3dsparse/ASEArrayFact.h:4,
from 3dsparse/ASEArrayFact.cpp:1:
include/windows.h:48:7: warning: no newline at end of file
In file included from GL/GLVertexArray.h:11,
from GL/GLVertexTexArray.h:4,
from 3dsparse/ASEArrayFact.h:4,
from 3dsparse/ASEArrayFact.cpp:1:
GL/GLState.h:12:19: gl/gl.h: No such file or directory
GL/GLState.h:13:20: gl/glu.h: No such file or directory
In file included from GL/GLState.h:14,
from GL/GLVertexArray.h:11,
from GL/GLVertexTexArray.h:4,
from 3dsparse/ASEArrayFact.h:4,
from 3dsparse/ASEArrayFact.cpp:1:
GL/GLext.h:1544: `GLclampf' was not declared in this scope
GL/GLext.h:1544: parse error before `,' token
GL/GLext.h:1545: `GLenum' was not declared in this scope
....
the same
....
each and every line (after 1544=of GL/GLext.h has some error...
...
GL/GLext.h:2712: parse error before `,' token
GL/GLext.h:2713: parse error before `*' token
GL/GLext.h:2714: `GLfloat' was not declared in this scope
GL/GLext.h:2714: parse error before `,' token
GL/GLext.h:2715: parse error before `*' token
GL/GLext.h:2716: `GLfloat' was not declared in this scope
....
still going same
...
GL/GLext.h:2833: parse error before `,' token
GL/GLext.h:2834: `GLenum' was not declared in this scope
GL/GLext.h:2834: parse error before `,' token
GL/GLext.h:2835: `GLenum' was not declared in this scope
GL/GLext.h:2835: parse error before `,' token
GL/GLext.h:2836: `GLenum' was not declared in this scope
GL/GLext.h:2836: parse error before `,' token
GL/GLext.h:2837: `GLenum' was not declared in this scope
GL/GLext.h:2837: parse error before `,' token
GL/GLext.h:2838: `GLenum' was not declared in this scope
GL/GLext.h:2838: parse error before `,' token
....
not much happening here, same old same old
....
GL/GLext.h:2953: `GLenum' was not declared in this scope
GL/GLext.h:2953: parse error before `,' token
GL/GLext.h:2954: `GLenum' was not declared in this scope
GL/GLext.h:2954: parse error before `,' token
GL/GLext.h:2955: `GLenum' was not declared in this scope
GL/GLext.h:2955: parse error before `,' token
GL/GLext.h:2956: type specifier omitted for parameter `GLenum'
GL/GLext.h:2956: parse error before `,' token
GL/GLext.h:2957: type specifier omitted for parameter `GLenum'
GL/GLext.h:2957: parse error before `,' token
GL/GLext.h:2998: `GLclampf' was not declared in this scope
GL/GLext.h:2998: parse error before `,' token
GL/GLext.h:2999: `GLenum' was not declared in this scope
GL/GLext.h:2999: parse error before `)' token
GL/GLext.h:3031: `GLenum' was not declared in this scope
....
ahhh, now something is happening
.....
GL/GLext.h:3031: parse error before `,' token
In file included from GL/GLVertexTexArray.h:4,
from 3dsparse/ASEArrayFact.h:4,
from 3dsparse/ASEArrayFact.cpp:1:
GL/GLVertexArray.h:18: 'GLfloat' is used as a type, but is not defined as a
type.
GL/GLVertexArray.h:19: 'GLfloat' is used as a type, but is not defined as a
type.
GL/GLVertexArray.h:20: 'GLfloat' is used as a type, but is not defined as a
type.
GL/GLVertexArray.h:25: 'GLfloat' is used as a type, but is not defined as a
type.
GL/GLVertexArray.h:26: 'GLfloat' is used as a type, but is not defined as a
type.
GL/GLVertexArray.h:27: 'GLfloat' is used as a type, but is not defined as a
type.
GL/GLVertexArray.h:34: type specifier omitted for parameter `GLfloat'
GL/GLVertexArray.h:34: parse error before `,' token
GL/GLVertexArray.h:35: type specifier omitted for parameter `GLfloat'
GL/GLVertexArray.h:35: parse error before `,' token
In file included from 3dsparse/ASEArrayFact.h:4,
from 3dsparse/ASEArrayFact.cpp:1:
GL/GLVertexTexArray.h:11: 'GLfloat' is used as a type, but is not defined as a
type.
GL/GLVertexTexArray.h:12: 'GLfloat' is used as a type, but is not defined as a
type.
GL/GLVertexTexArray.h:18: type specifier omitted for parameter `GLfloat'
GL/GLVertexTexArray.h:18: parse error before `,' token
3dsparse/ASEArrayFact.cpp: In function `void
ASEArrayFact::drawTexArray(GLVertexTexArray*)':
3dsparse/ASEArrayFact.cpp:197: `GL_TRIANGLES' undeclared (first use this
function)
3dsparse/ASEArrayFact.cpp:197: (Each undeclared identifier is reported only
once for each function it appears in.)
3dsparse/ASEArrayFact.cpp:197: `glBegin' undeclared (first use this function)
3dsparse/ASEArrayFact.cpp:200: `struct GLVertexTexArray::GLVertexArrayTexCoord'
has no member named `a'
3dsparse/ASEArrayFact.cpp:201: `struct GLVertexTexArray::GLVertexArrayTexCoord'
has no member named `b'
3dsparse/ASEArrayFact.cpp:202: `glVertex2f' undeclared (first use this
function)
3dsparse/ASEArrayFact.cpp:204: `glEnd' undeclared (first use this function)
3dsparse/ASEArrayFact.cpp:205:2: warning: no newline at end of file
make[1]: *** [ASEArrayFact.o] Error 1
make[1]: Leaving directory `/home/karl/scorch/scorched3d-0.0.31/src'
make: *** [all-recursive] Error 1 |
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scott_ell Tux's lil' helper
Joined: 12 Nov 2002 Posts: 83 Location: Tallahassee, Florida, USA
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Posted: Mon Feb 17, 2003 8:57 pm Post subject: |
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I got it working. The configure script couldn't find openGL for me, but I just hacked the script to not check and it worked.
Looks great. The only problem I notice is that zooming function with the middle mouse button is not working correctly. |
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seaweed n00b
Joined: 22 Apr 2002 Posts: 53 Location: NJ, USA
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Posted: Mon Feb 17, 2003 10:12 pm Post subject: have_opengl=yes |
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FYI
You just need to change line 3,439 in the configure file.
From:
To:
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spbecker Retired Dev
Joined: 10 Dec 2002 Posts: 73
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Posted: Tue Feb 25, 2003 11:41 pm Post subject: ebuild? |
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Has anyone given any thought to an ebuild for this game by chance? (just curious) |
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Sir Al Guru
Joined: 08 Jul 2003 Posts: 326 Location: Vancouver, Canada
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Posted: Tue Jul 15, 2003 8:01 pm Post subject: ebuild for this game |
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I second that! Someone should definetly make an ebuild...
Perhaps I will if I have time, but that might be a while |
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rihteri n00b
Joined: 01 Jun 2003 Posts: 36 Location: Seinäjoki, Finland
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Posted: Wed Jul 16, 2003 12:52 pm Post subject: ebuild |
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Check http://koti.mbnet.fi/rihteri/ebuild/
The ebuild is in app-games/scorched3d/, but there is also the license in license/.
It works for me but I'd like someone check it out before I submit it anywhere. (custom X install path could cause trouble, for example)
It doesn't install symlinks, so type /usr/scorched3d/scorched3d to run it. |
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gregcoit Tux's lil' helper
Joined: 12 Jun 2002 Posts: 101
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Posted: Fri Aug 01, 2003 7:53 pm Post subject: New version! |
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Per slashdot - build 35 has just tbeen released... _________________ "Life would be so much easier if we could see the source code" |
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Pythonhead Developer
Joined: 16 Dec 2002 Posts: 1801 Location: Redondo Beach, Republic of Calif.
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Posted: Fri Aug 01, 2003 7:58 pm Post subject: Re: New version! |
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gregcoit wrote: | Per slashdot - build 35 has just tbeen released... |
I just downloaded it and it compiles with no problems. I can get it to start but when I select my video mode and then go to play a game it dies and says it can't set the video mode.
Anyone have any luck?
It installs everything in /usr/local/games/scorched3d, so you can just rm -rf that to delete everything if you want to try it.
P.S. I made an ebuild for Atomic Tanks, another Scorched Earth clone. Its in portage now. Has great Allegro graphics, much nicer looking thatn xscorch, a blast to play.
app-games/atanks |
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Minos Apprentice
Joined: 09 May 2003 Posts: 177
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Posted: Sun Aug 03, 2003 2:50 pm Post subject: |
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I built the latest versiion just fine. At first it wouldn't configure, but then I emerged wxGTK. Both single and multiplayer work great! I do miss the quips from the original. I bet that wouldn't be too hard to add... |
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floam Veteran
Joined: 27 Oct 2002 Posts: 1067 Location: Vancouver, WA USA
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Posted: Sun Aug 03, 2003 4:43 pm Post subject: |
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Minos: Where's the ebuild? _________________ Think about your breathing.
http://floam.sh.nu |
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grant.mcdorman Apprentice
Joined: 29 Jan 2003 Posts: 295 Location: Toronto, ON, Canada
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Posted: Mon Aug 04, 2003 2:20 am Post subject: ebuild submitted to bugs.gentoo.org |
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https://bugs.gentoo.org/show_bug.cgi?id=25846
Installs to /usr/share/games/scorched3d, and puts a wrapper script in /usr/games/bin which will automagically detect if you're running artsd (the KDE sound server), and if so use artsdsp to run the game. (Failing to do this can cause the game to hang at startup when it tries to open the sound device.)
All dependancies are in the ebuild (at least those listed by the game developers).
EDIT 6 Aug 2003: The ebuild is in Portage.
Last edited by grant.mcdorman on Wed Aug 06, 2003 9:33 pm; edited 1 time in total |
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Minos Apprentice
Joined: 09 May 2003 Posts: 177
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Posted: Mon Aug 04, 2003 5:57 pm Post subject: |
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floam wrote: | Minos: Where's the ebuild? |
Sorry, I've been too busy playing the game to write an ebuild for it
grant.mcdorman: I'll test your ebuild later, but shouldn't it really be installed to /usr/games/scorched3d? |
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spbecker Retired Dev
Joined: 10 Dec 2002 Posts: 73
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Posted: Mon Aug 04, 2003 6:06 pm Post subject: Re: ebuild submitted to bugs.gentoo.org |
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grant.mcdorman wrote: | https://bugs.gentoo.org/show_bug.cgi?id=25846
Installs to /usr/share/games/scorched3d, and puts a wrapper script in /usr/games/bin which will automagically detect if you're running artsd (the KDE sound server), and if so use artsdsp to run the game. (Failing to do this can cause the game to hang at startup when it tries to open the sound device.)
All dependancies are in the ebuild (at least those listed by the game developers). |
Hmm...when I run the game using your wrapper script that detects artsdsp, the sound lags waaaaaaaaaay behind actual events (ie, the blast occurs up to two seconds after the explosion). When I start the binary directly from it's installed directory, I don't have this problem. I'm using the latest kde and arts ebuilds under ~x86. |
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Roguelazer Veteran
Joined: 10 Feb 2003 Posts: 1233 Location: San Francisco, CA
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Posted: Mon Aug 04, 2003 6:57 pm Post subject: |
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Maybe I'm stupid, but when I try to emerge your ebuild (the one from bugs.gentoo.org), it gives me the following error:
Code: |
bash-2.05b# emerge scorched3d_0.35.ebuild
Calculating dependencies \Traceback (most recent call last):
File "/usr/bin/emerge", line 1921, in ?
retval,favorites=mydepgraph.select_files(myfiles)
File "/usr/bin/emerge", line 684, in select_files
if not self.create(["ebuild",portage.root,mykey],None,"--onlydeps" not in myopts):
File "/usr/bin/emerge", line 635, in create
edepend[x]=string.join(portage.portdb.aux_get(mykey,[x]), " ")
File "/usr/lib/python2.2/site-packages/portage.py", line 3416, in aux_get
myebuild,in_overlay=self.findname2(mycpv)
File "/usr/lib/python2.2/site-packages/portage.py", line 3385, in findname2
for myloc in suffix_array(self.overlays, "/"+mysplit[0]+"/"+psplit[0]+"/"+mysplit[1]+".ebuild"):
TypeError: unsubscriptable object
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Interesting, no? _________________ Registered Linux User #263260 |
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grant.mcdorman Apprentice
Joined: 29 Jan 2003 Posts: 295 Location: Toronto, ON, Canada
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Posted: Mon Aug 04, 2003 8:10 pm Post subject: My ebuild |
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Minos wrote: | grant.mcdorman: I'll test your ebuild later, but shouldn't it really be installed to /usr/games/scorched3d? |
Opinion seems to be divided on that. In /usr/share/games: Code: | BillardGL/ abuse/ d2x/ freedroidRPG/ lpairs/ pinball/ quadra.res scorched3d/ tuxkart/ xmahjongg/
PossibleWorlds/ cube/ freecraft/ lbreakout2/ monopd/ pingus/ raptor2/ torcs/ vegastrike/
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In /usr/games, there is also a share directory, where geki3 (app-games/geki3-KXL) is installed.
However, since the bulk of "shared" data is in /usr/share/games, that's where I put scorched3d. (Technically, the program shouldn't go there, but since the supplied install puts everything in one directory, I leave it that way).
(Aside: the PossibleWorlds directory in the above listing is for a game for which I have made, but not submitted, an ebuild. If anyone wants the ebuild, let me know.)
spbecker wrote: | Hmm...when I run the game using your wrapper script that detects artsdsp, the sound lags waaaaaaaaaay behind actual events (ie, the blast occurs up to two seconds after the explosion). When I start the binary directly from it's installed directory, I don't have this problem. I'm using the latest kde and arts ebuilds under ~x86. |
Odd. I'd say it's a problem with artsdsp and/or artsd; you may want to see if there are known issues with them, and if not submit a bug. If you can run without it, that's fine - just be aware that if you start it right after KDE has played a sound, the game will hang until artsd releases the sound device. (This is true for all applications that do not use artsd.)
Roguelazer wrote: | Maybe I'm stupid, but when I try to emerge your ebuild (the one from bugs.gentoo.org), it gives me the following error: |
I doubt you're stupid; I've seen this happen with syntax errors in ebuild scripts; perhaps I have something in the script that needs a tool you don't have installed. Can you use the --debug option with emerge and post what you get (or at least the last bit)? Thanks. |
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Roguelazer Veteran
Joined: 10 Feb 2003 Posts: 1233 Location: San Francisco, CA
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Posted: Mon Aug 04, 2003 8:34 pm Post subject: |
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Aah...
Code: |
bash-2.05b# emerge --debug /usr/local/portage/app-games/scorched3d/scorched3d_0.35.ebuild
Calculating dependencies \Traceback (most recent call last):
File "/usr/bin/emerge", line 1921, in ?
retval,favorites=mydepgraph.select_files(myfiles)
File "/usr/bin/emerge", line 684, in select_files
if not self.create(["ebuild",portage.root,mykey],None,"--onlydeps" not in myopts):
File "/usr/bin/emerge", line 635, in create
edepend[x]=string.join(portage.portdb.aux_get(mykey,[x]), " ")
File "/usr/lib/python2.2/site-packages/portage.py", line 3416, in aux_get
myebuild,in_overlay=self.findname2(mycpv)
File "/usr/lib/python2.2/site-packages/portage.py", line 3385, in findname2
for myloc in suffix_array(self.overlays, "/"+mysplit[0]+"/"+psplit[0]+"/"+mysplit[1]+".ebuild"):
TypeError: unsubscriptable object
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Doesn't look like --debug did anyhting... _________________ Registered Linux User #263260 |
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grant.mcdorman Apprentice
Joined: 29 Jan 2003 Posts: 295 Location: Toronto, ON, Canada
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Posted: Mon Aug 04, 2003 8:46 pm Post subject: |
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Roguelazer wrote: | Aah...
Code: |
bash-2.05b# emerge --debug /usr/local/portage/app-games/scorched3d/scorched3d_0.35.ebuild
Calculating dependencies \Traceback (most recent call last):
File "/usr/bin/emerge", line 1921, in ?
retval,favorites=mydepgraph.select_files(myfiles)
File "/usr/bin/emerge", line 684, in select_files
if not self.create(["ebuild",portage.root,mykey],None,"--onlydeps" not in myopts):
File "/usr/bin/emerge", line 635, in create
edepend[x]=string.join(portage.portdb.aux_get(mykey,[x]), " ")
File "/usr/lib/python2.2/site-packages/portage.py", line 3416, in aux_get
myebuild,in_overlay=self.findname2(mycpv)
File "/usr/lib/python2.2/site-packages/portage.py", line 3385, in findname2
for myloc in suffix_array(self.overlays, "/"+mysplit[0]+"/"+psplit[0]+"/"+mysplit[1]+".ebuild"):
TypeError: unsubscriptable object
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Doesn't look like --debug did anyhting... |
Oops - missed it in your earlier post. Portage borks when you give the ebuild files wierd names. It should be scorched3d-35.ebuild. |
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Roguelazer Veteran
Joined: 10 Feb 2003 Posts: 1233 Location: San Francisco, CA
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Posted: Mon Aug 04, 2003 8:57 pm Post subject: |
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Thanks! It works now...
/me sits through the compile and hopes nothing beeps at him _________________ Registered Linux User #263260 |
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Roguelazer Veteran
Joined: 10 Feb 2003 Posts: 1233 Location: San Francisco, CA
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Posted: Mon Aug 04, 2003 9:09 pm Post subject: |
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That was quick.
Code: |
../tankgraph/TankModelStore.cpp: In member function `bool
TankModelStore::loadTankMeshes()':
../tankgraph/TankModelStore.cpp:189: could not convert `&skinName' to `const
wxString&'
/usr/include/wx/filefn.h:152: in passing argument 1 of `bool wxFileExists(const
wxString&)'
../tankgraph/TankModelStore.cpp:196: could not convert `&meshName' to `const
wxString&'
/usr/include/wx/filefn.h:152: in passing argument 1 of `bool wxFileExists(const
wxString&)'
make[2]: *** [TankModelStore.o] Error 1
make[2]: *** Waiting for unfinished jobs....
make[2]: Leaving directory `/var/tmp/portage/scorched3d-35/work/scorched/src/scorched'
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory `/var/tmp/portage/scorched3d-35/work/scorched/src'
make: *** [all-recursive] Error 1
!!! ERROR: app-games/scorched3d-35 failed.
!!! Function src_compile, Line 47, Exitcode 2
!!! (no error message)
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Grrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr _________________ Registered Linux User #263260 |
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grant.mcdorman Apprentice
Joined: 29 Jan 2003 Posts: 295 Location: Toronto, ON, Canada
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Posted: Mon Aug 04, 2003 10:31 pm Post subject: |
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Roguelazer wrote: | That was quick.
Code: |
../tankgraph/TankModelStore.cpp: In member function `bool
TankModelStore::loadTankMeshes()':
../tankgraph/TankModelStore.cpp:189: could not convert `&skinName' to `const
wxString&'
/usr/include/wx/filefn.h:152: in passing argument 1 of `bool wxFileExists(const
wxString&)'
../tankgraph/TankModelStore.cpp:196: could not convert `&meshName' to `const
wxString&'
/usr/include/wx/filefn.h:152: in passing argument 1 of `bool wxFileExists(const
wxString&)'
make[2]: *** [TankModelStore.o] Error 1
make[2]: *** Waiting for unfinished jobs....
make[2]: Leaving directory `/var/tmp/portage/scorched3d-35/work/scorched/src/scorched'
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory `/var/tmp/portage/scorched3d-35/work/scorched/src'
make: *** [all-recursive] Error 1
!!! ERROR: app-games/scorched3d-35 failed.
!!! Function src_compile, Line 47, Exitcode 2
!!! (no error message)
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Grrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr |
Hmmm. We probably have the same version of wxWindows (x11-libs/wxGTK-2.4.1, the latest portage ebuild) installed. Looking at the source I have, the offending lines do not have code like '&skinName' but rather just 'skinName'.
Unless there is a difference in the source you've downloaded (unlikely), the only possiblilty I can think of is that you're using a different version of gcc (i.e. gcc 3.3); I'm using the current stable release in portage, 3.2.3. (I have seen references that implied that gcc 3.3 is pickier about some C++ constructs.)
If so, try the following patch (no guarantees that it will work, though):
Code: | --- src/tankgraph/TankModelStore.cpp.orig 2003-07-30 17:41:28.000000000 -0400
+++ src/tankgraph/TankModelStore.cpp 2003-08-04 18:24:18.000000000 -0400
@@ -186,14 +186,14 @@
static char meshName[1024];
sprintf(meshName, PKGDIR "data/tanks/%s", meshNameContent);
- if (!::wxFileExists(skinName))
+ if (!::wxFileExists(wxString(skinName)))
{
dialogMessage("Scorched Models",
"Skin file \"%s\" does not exist for tank \"%s\"",
skinName, modelName);
return false;
}
- if (!::wxFileExists(meshName))
+ if (!::wxFileExists(wxString(meshName)))
{
dialogMessage("Scorched Models",
"Mesh file \"%s\"does not exist for tank \"%s\"",
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Save this to a file; you may need to convert spaces to tabs (unexpand <infile >outfile). Then add the following line to the start of the src_compile() function in the ebuild: Code: |
[ -n "$PATCHES" ] && for p in $PATCHES; do patch <$p; done
| and do Code: | PATCHES=_path_to_file_ emerge scorched3d |
Another possiblity that appears from inspecting headers is that wxGTK has been configured to use Unicode (a #define wxUSE_UNICODE would appear in some header in /usr/include/wx). If so, your USE flags would presumably be the problem. |
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Roguelazer Veteran
Joined: 10 Feb 2003 Posts: 1233 Location: San Francisco, CA
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Posted: Mon Aug 04, 2003 11:16 pm Post subject: |
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gcc version: 3.2.3-r1
wxGTK version: 2.4.0 (most recent stable in portage)
USE flags: apache2, emacs, gb, gd, gnomedb, gtk2, pda, plotutils, samba, tiff, usb, Xaw3d, xml
Now testing patch...
<EDIT>!!!
My line 189 ALSO does not have &skinName. It has Code: | if (!::wxFileExists(skinName)) |
Interestin! _________________ Registered Linux User #263260 |
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grant.mcdorman Apprentice
Joined: 29 Jan 2003 Posts: 295 Location: Toronto, ON, Canada
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Posted: Wed Aug 06, 2003 9:34 pm Post subject: |
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Roguelazer wrote: | gcc version: 3.2.3-r1
wxGTK version: 2.4.0 (most recent stable in portage)
USE flags: apache2, emacs, gb, gd, gnomedb, gtk2, pda, plotutils, samba, tiff, usb, Xaw3d, xml
Now testing patch...
<EDIT>!!!
My line 189 ALSO does not have &skinName. It has Code: | if (!::wxFileExists(skinName)) |
Interestin! |
Any luck?
As per my edit above, the ebuild is now in Portage. If your build didn't work, we may need to submit a new bug. |
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