Compilation woes

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Compilation woes

by Laurie Harper :: Rate this Message:

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I've been trying to compile Nebula2 with varying degrees of success of
different platforms. To what extent are the different build platforms /
configurations currently maintained and/or supported?

I started on Mac OS X, but found that the makefiles were pretty messed
up. I fixed the worst of the problems in the makefile generation and,
with a bit of tweaking and hacking, was able to make some progress, but
the dependencies still seem incomplete; I get large numbers of undefined
symbols at link time for virtually any library or executable. Not even
nkernel links cleanly, needing symbols form ngfx, TinyXML and other
modules that are not included (and don't look like they should be;
surely nkernel shouldn't have a dependency on gfx2?) At any rate,
scanning the archives, it doesn't look like anyone's worked with Nebula
on OS X in some years, so I doubt I can expect much help on this platform.

Next I tried on Linux (Mandriva Linux 2007.1). On that platform, the
build chokes almost immediately with compilation errors. I suspect that
the gcc/libc/whatever version is incompatible, but didn't investigate
further yet.

Finally, I gave Windows a try. After some pain getting Visual C++ 2007
and the latest platform and DirectX SDKs installed I was able to get a
fair bit compiled, but many of the workspaces still need manual
dependency tweaks and other hackery. And quite a few just fail to
compile or fail to link.

Can anyone give me *specific* configurations (i.e. OS vendor/version,
tool versions, library versions) that will fully compile and run? Is
there somewhere better (e.g. one of the forums, a different mailing
list) I should pursue help with build issues and/or porting to OS X?

Thanks for any pointers,

L.


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Re: Compilation woes

by Jack Popovciuc :: Rate this Message:

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I can't say about "fully compile and run", because I haven't tried to run many of the Contributed modules, but the core Nebula2 and Mangalore projects compile without problems for me (mviewer works). I use: Windows XP/Vista, Visual C++ 2005, latest DX SDK, dependencies from the published on the sourceforge archives (dated April 2007). You might want to check  the Nebula forum, there are a couple of threads about compilation there.

2007/8/6, Laurie Harper <laurie@...>:
I've been trying to compile Nebula2 with varying degrees of success of
different platforms. To what extent are the different build platforms /
configurations currently maintained and/or supported?

I started on Mac OS X, but found that the makefiles were pretty messed
up. I fixed the worst of the problems in the makefile generation and,
with a bit of tweaking and hacking, was able to make some progress, but
the dependencies still seem incomplete; I get large numbers of undefined
symbols at link time for virtually any library or executable. Not even
nkernel links cleanly, needing symbols form ngfx, TinyXML and other
modules that are not included (and don't look like they should be;
surely nkernel shouldn't have a dependency on gfx2?) At any rate,
scanning the archives, it doesn't look like anyone's worked with Nebula
on OS X in some years, so I doubt I can expect much help on this platform.

Next I tried on Linux (Mandriva Linux 2007.1). On that platform, the
build chokes almost immediately with compilation errors. I suspect that
the gcc/libc/whatever version is incompatible, but didn't investigate
further yet.

Finally, I gave Windows a try. After some pain getting Visual C++ 2007
and the latest platform and DirectX SDKs installed I was able to get a
fair bit compiled, but many of the workspaces still need manual
dependency tweaks and other hackery. And quite a few just fail to
compile or fail to link.

Can anyone give me *specific* configurations (i.e. OS vendor/version,
tool versions, library versions) that will fully compile and run? Is
there somewhere better (e.g. one of the forums, a different mailing
list) I should pursue help with build issues and/or porting to OS X?

Thanks for any pointers,

L.


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InExIn - AI library

by Engeor :: Rate this Message:

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Hello,

month ago we were finished and released our game based on The Nebula
Device 2. Part of the sources (they are included in the release with
sources of exporter and editor) was turned into an open source project
InExIn. InExIn is an AI library for games development and it covers
agent's navigation and agent's behavior. Maybe someone will be interested.

You can find InExIn here:
http://inexin.sourceforge.net

Jindřich Rohlík

BTW: Many thanks to TND2 community :-)



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Re: Compilation woes

by Lawson :: Rate this Message:

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I have successfully built all the projects generated by the update.py. (Env: WinXP+VS.net 2005).
But I have modified several files to correct the problems.
For example, In project signal01 and signal02. I have to modife some MACRO, add "LOKI_" prefix.
and replace "STATIC_CHECK" to "LOKI_STATIC_CHECK".
and add something to the loki head file....
I don't know if it's the problem about the loki lib version.
And, I have to define USE_MCEGUI for the mangalore lib, because the mViewer defines USE_MCEGUI.
or, you will faild to run it and it's very hard to find out the problem!

Laurie Harper wrote:
I've been trying to compile Nebula2 with varying degrees of success of
different platforms. To what extent are the different build platforms /
configurations currently maintained and/or supported?

I started on Mac OS X, but found that the makefiles were pretty messed
up. I fixed the worst of the problems in the makefile generation and,
with a bit of tweaking and hacking, was able to make some progress, but
the dependencies still seem incomplete; I get large numbers of undefined
symbols at link time for virtually any library or executable. Not even
nkernel links cleanly, needing symbols form ngfx, TinyXML and other
modules that are not included (and don't look like they should be;
surely nkernel shouldn't have a dependency on gfx2?) At any rate,
scanning the archives, it doesn't look like anyone's worked with Nebula
on OS X in some years, so I doubt I can expect much help on this platform.

Next I tried on Linux (Mandriva Linux 2007.1). On that platform, the
build chokes almost immediately with compilation errors. I suspect that
the gcc/libc/whatever version is incompatible, but didn't investigate
further yet.

Finally, I gave Windows a try. After some pain getting Visual C++ 2007
and the latest platform and DirectX SDKs installed I was able to get a
fair bit compiled, but many of the workspaces still need manual
dependency tweaks and other hackery. And quite a few just fail to
compile or fail to link.

Can anyone give me *specific* configurations (i.e. OS vendor/version,
tool versions, library versions) that will fully compile and run? Is
there somewhere better (e.g. one of the forums, a different mailing
list) I should pursue help with build issues and/or porting to OS X?

Thanks for any pointers,

L.


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