Difference between revisions of "FAQ:Installing"
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** http://vegastrike.sourceforge.net/forums/viewtopic.php?p=14032#14032 | ** http://vegastrike.sourceforge.net/forums/viewtopic.php?p=14032#14032 | ||
− | == When compiling VS I get a | + | == When compiling VS I get a <code>./depcomp: No such file or directory</code> error. == |
− | A: You need to start | + | A: You need to start <code>automake</code> with the parameter <code>--add-missing</code> like this: |
− | + | <pre> | |
+ | automake --add-missing | ||
+ | </pre> | ||
== Which video cards are known to work (or not to) with Vegastrike? == | == Which video cards are known to work (or not to) with Vegastrike? == |
Revision as of 20:37, 27 February 2005
Installing and Compiling Vegastrike. See also HowTo#Installing
Contents
- 1 What are the minimum system requirements for Vegastrike?
- 2 Does the source code work with VC++ 6.0 or 7.0?
- 3 How do i turn fullscreen on or off in Vegastrike?
- 4 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?
- 5 When compiling VS I get a glXGetProcAddress or glXGetProcAddressARB error.
- 6 When compiling VS I get a ./depcomp: No such file or directory error.
- 7 Which video cards are known to work (or not to) with Vegastrike?
- 8 = I'm getting similar errors as shown below when trying to compile today's cvs version, What about that?
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:
When compiling VS I get a glXGetProcAddress
or glXGetProcAddressARB
error.
A:
- Preferred way: Inserting the following lines into the file
gl_init.cpp
(Forum Link)
#define GLX_GLXEXT_PROTOTYPES #include <GL/glx.h>
- A second way is to replace
glXGetProcAddress
withglXGetProcAddressARB
or the other way around. - If none of the other ways worked, include the line
#define glXGetProcAddress glXGetProcAddressARB
or
#define glXGetProcAddressARB glXGetProcAddress
at the top of the file gl_init.cpp
(the very first line)
- See also the forum entries below:
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>
- After that, gcc will probably have to rebuild most of the vega strike files again because that file changed.
- See also [this|http://vegastrike.sourceforge.net/forums/viewtopic.php?p=22473#22473] post in the forum.