Difference between revisions of "FAQ:Installing"

From VsWiki
Jump to: navigation, search
 
(Does the source code work with VC++ 6.0 or 7.0?)
Line 24: Line 24:
 
== Does the source code work with VC++ 6.0 or 7.0? ==
 
== Does the source code work with VC++ 6.0 or 7.0? ==
  
A:Most certainly.
+
A: Most certainly.
VC++ 6.0/7.0 is unfortunately the only way I know how to compile it in windows.
+
VC++ 6.0/7.0 is unfortunately the only way I know how to compile it in windows.<BR/>
%%%''Not completly true, it works with cygwin too. See VsHowtoCompileCvsCygwin.''
+
''Not completly true, it works with cygwin too. See [[HowTo:Compile CVS under Cygwin]].''
  
Download __vega-proj__ (vc++ 6) or __vega-vc7__ (vc++ 7), __''not''__ the outdated vega-new-proj and have at it (from CVS).
+
Download '''vega-proj''' (vc++ 6) or '''vega-vc7''' (vc++ 7), '''''not''''' the outdated ''vega-new-proj'' and have at it (from CVS).
  
See VsHowtoCompileCvsVcpp for more information.
+
See [[HowTo:Compile CVS under VCpp]] for more information.
  
Note for people with an old project (such as vega-new-proj):
+
Note for people with an old project (such as ''vega-new-proj''):
  
 
It's a bit of a trick to get all the .lib files into the project because a lot of the people who are in charge of maintaining the project somehow got rid if the library include directories from the project since I committed it. However, it's pretty easy to add those paths.
 
It's a bit of a trick to get all the .lib files into the project because a lot of the people who are in charge of maintaining the project somehow got rid if the library include directories from the project since I committed it. However, it's pretty easy to add those paths.
Line 38: Line 38:
 
You have to add a few simple .cpp files to the project so give it a shot if you will.
 
You have to add a few simple .cpp files to the project so give it a shot if you will.
  
The simplest way is to checkout __vega-proj__ as it says in VsHowtoCheckoutCvs.
+
The simplest way is to checkout '''vega-proj''' as it says in [[HowTo:Checkout CVS]].
  
 
== How do i turn fullscreen on or off in Vegastrike? ==
 
== How do i turn fullscreen on or off in Vegastrike? ==

Revision as of 20:29, 27 February 2005

Installing and Compiling Vegastrike. See also HowTo#Installing

What are the minimum system requirements for Vegastrike?

A:Your computer needs to have OpenGL support (which most do nowadays).

  • Minimum Requirement
    • Processor: Pentium I 200Mhz or Apple G3 400Mhz
    • Video card: 3d card with 16Mb of memory (although it will work without a 3d card too)
    • Screen color depth: 16bit
    • RAM: 512 Mb
    • Swap space: ???
    • HD: ???
  • Recommended Requirement
    • Processor: ???
    • Video card: ???
    • Screen color depth: ???
    • RAM: ???
    • Swap space: ???
    • HD: ???

If your graphics card is poor, put it on low/retro detail and low resolution/16bit color, fullscreen.
More info about video cards is here: [#Q7]

Does the source code work with VC++ 6.0 or 7.0?

A: Most certainly. VC++ 6.0/7.0 is unfortunately the only way I know how to compile it in windows.
Not completly true, it works with cygwin too. See HowTo:Compile CVS under Cygwin.

Download vega-proj (vc++ 6) or vega-vc7 (vc++ 7), not the outdated vega-new-proj and have at it (from CVS).

See HowTo:Compile CVS under VCpp for more information.

Note for people with an old project (such as vega-new-proj):

It's a bit of a trick to get all the .lib files into the project because a lot of the people who are in charge of maintaining the project somehow got rid if the library include directories from the project since I committed it. However, it's pretty easy to add those paths.

You have to add a few simple .cpp files to the project so give it a shot if you will.

The simplest way is to checkout vega-proj as it says in HowTo:Checkout CVS.

How do i turn fullscreen on or off in Vegastrike?

A: Edit vegastrike.config or ~/.vegastrike/vegastrike.config and change fullscreen to false/true wherever it occurs.

A: Run Launcher.exe program, select OPTIONS, and adjust color.

While compiling VS from CVS i got lots of error like seen in this thread in the forum. (e.g pasting "operator" and "+" does not give a valid preprocessing token) and they are all in somewhere like the __../src/boost129/__ directory. What should i do?

A: Try to run __./configure__ with the __--enable-boost-128__ parameter %%%See also VsHowtoCompileCvs and VsHowtoCompileCvsCygwin.

When compiling VS I get a "glXGetProcAddress" or "glXGetProcAddressARB" error.

A:

<verbatim>

  1. define GLX_GLXEXT_PROTOTYPES
  2. include <GL/glx.h>

</verbatim>

  • A second way is to replace __glXGetProcAddress__ with __glXGetProcAddressARB__ or the other way around.
  • If none of the other ways worked, include the line

<verbatim>

  1. define glXGetProcAddress glXGetProcAddressARB

</verbatim> or <verbatim>

  1. define glXGetProcAddressARB glXGetProcAddress

</verbatim> at the top of the file gl_init.cpp (the very first line)

When compiling VS I get a "./depcomp: No such file or directory" error.

A: You need to start __automake__ with the parameter __--add-missing__ like this:

automake --add-missing

Which video cards are known to work (or not to) with Vegastrike?

A: This question is also discussed in the following thread in the forum: http://vegastrike.sourceforge.net/forums/viewtopic.php?t=1399

Working

^__Card Info__ |^__Operation System__ |^__Additional Info__ Rage 128 Pro |- |- Radeon 7000 Mobility |G3 |- Radeon 7200 |Linux |- Radeon 7500 |Linux |- Radeon 7500 |WinXP |[Forum-Link|http://vegastrike.sourceforge.net/forums/viewtopic.php?p=28072#28072] Radeon 7500 |Linux |[Forum-Link|http://vegastrike.sourceforge.net/forums/viewtopic.php?p=28072#28072] Radeon 8500 |Linux |- Radeon 9000 Pro |Win98SE |[Forum-Link|http://vegastrike.sourceforge.net/forums/viewtopic.php?p=16354#16354] Radeon 9200 |Linux DRI XF4.3 | Use the 16bit depth, not 24!! Radeon 9500 Pro |Linux |- Radeon 9600 Pro |Win2k |- Radeon 9700 Pro |Linux/Win2k |- Radeon 9800 Pro |G4 867Mhz OSX 10.2.8 |- ~GeForce 2 GTS 32M |Windows/Linux |[Forum-Link|http://vegastrike.sourceforge.net/forums/viewtopic.php?p=16374#16374] ~GeForce 2 MX |Linux/Windows |- ~GeForce 2 MX |power mac G4 800 Mhz |- ~GeForce 3 (standard) |Linux/Windows |- ~GeForce 3 Ti200 128 MB|WinXP |- ~GeForce 3 Ti500 64 MB |- |- ~GeForce 4 MX440 64 MB |WinME |- ~GeForce 4 MX (integrated)|? |[Forum-Link|http://vegastrike.sourceforge.net/forums/viewtopic.php?p=28907#28907] ~GeForce 4 Ti series |- |- ~GeForce 4 Ti 4600 128mb|Linux |[Forum-Link|http://vegastrike.sourceforge.net/forums/viewtopic.php?p=29718#29718] ~GeForce FX 5600 |- |- ~GeForce FX 5900 |- |-
Erazor III Pro |Win2k |- Voodoo3 16Mb |Linux/Win2k |- Voodoo5000 64Mb |Linux |- 630 16Mb shared memory |256RAM/WinXP |(But no cursor at the bases and some minor graphical issues) Millenium G400 |Win2k |[Forum-Link|http://vegastrike.sourceforge.net/forums/viewtopic.php?p=15059#15059] G440 ~DualHead MAX 32Mb |Mandrake 10.1 Community|[Forum-Link|http://vegastrike.sourceforge.net/forums/viewtopic.php?p=29041#29041]

Not Working

^__Card Info__ |^__Operation System__ |^__Additional Info__ Kyro II 64MB |- |- G400 |Win98 |Marginally usable: -No mouse cursor on bases. - Poor frame rate - Works only in fullscreen mode. If the game is running in a window, graphics are turning to gibberish. Re-maximizing doesn't help to restore graphics G450 32MB |Linux |- Voodoo 4500 |Win98SE |- Rage 128 Pro 8MB |G3 iMac DV 400 (512mb ram)|-

= I'm getting similar errors as shown below when trying to compile today's cvs version, What about that?

if g++ -DHAVE_CONFIG_H -I. -I. -I../..   -DHAVE_SDL=1 -DSDL_WINDOWING=1      -DHAVE_AL=1  -DUSE_STENCIL_BUFFER=1 -DDATA_DIR=\"/usr/share/games/vegastrike/data\"  -I/usr/include/python2.3 -DHAVE_PYTHON=1  -DUSE_BOOST_128=1 -I../../src/boost  -I../../src   -pipe  -falign-loops=2 -falign-jumps=2 -falign-functions=2  -I/usr/include/SDL -D_REENTRANT -pthread -pipe -MT gl_globals.o -MD -MP -MF ".deps/gl_globals.Tpo" -c -o gl_globals.o gl_globals.cpp; \
then mv -f ".deps/gl_globals.Tpo" ".deps/gl_globals.Po"; else rm -f ".deps/gl_globals.Tpo"; exit 1; fi
In file included from gl_globals.cpp:22:
gl_globals.h:123: error: syntax error before `;' token
gl_globals.h:124: error: syntax error before `;' token
gl_globals.h:125: error: syntax error before `;' token
gl_globals.h:126: error: syntax error before `;' token
gl_globals.h:127: error: syntax error before `;' token
gl_globals.h:128: error: syntax error before `;' token
make[4]: *** [gl_globals.o] Error 1
make[4]: Leaving directory `/usr/src/vegastrike-20040724/vegastrike/src/gldrv'
make[3]: *** [all-recursive] Error 1
make[3]: Leaving directory `/usr/src/vegastrike-20040724/vegastrike/src'
make[2]: *** [all-recursive] Error 1
make[2]: Leaving directory `/usr/src/vegastrike-20040724/vegastrike'
make[1]: *** [all] Error 2
make[1]: Leaving directory `/usr/src/vegastrike-20040724/vegastrike'

A:

  • You need the latest version of glext.h to fix the error.
  • Get it at http://oss.sgi.com/projects/ogl-sample/ABI/glext.h
  • Then you probably need to save it in /usr/include/GL/glext.h as root (Make a backup first).
  • If there is no glext.h in /usr/include/GL then do a search for it...

<verbatim> find /usr -name glext.h </verbatim>