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Re: Thanks for the work

Posted: Thu Nov 12, 2009 5:54 pm
by _ds_
[quote="foxbow"][…]
# make -f Makefile dpkg
will build the changelog file but bail out due to a missing 'debuild' utility.[/quote
# aptitude install devscripts

And you only need to be root to install the resulting .deb. (For dpkg-buildpackage, running it via fakeroot is enough.)

Posted: Tue Nov 24, 2009 11:11 am
by Simon B
also needs debhelp installed.

On my aspire 4315 (i965 gfx, celeron mobile, and 1gig of ram) the screen became unstable with neolite core. de-maximising the window stops that.

With compiz switched off I can run a full neolite system on that machine with full shaders quite happily. Have not tried griffs ships :)

Posted: Tue Nov 24, 2009 12:17 pm
by DaddyHoggy
Simon B wrote:
also needs debhelp installed.

On my aspire 4315 (i965 gfx, celeron mobile, and 1gig of ram) the screen became unstable with neolite core. de-maximising the window stops that.

With compiz switched off I can run a full neolite system on that machine with full shaders quite happily. Have not tried griffs ships :)
so Intel do actually make a chipset that supports FULL shaders? Praise Be! I've have been informed on another thread that a netbook I was looking at does not support full shaders because it only has a 950 - bah humbug to Intel.

Posted: Tue Nov 24, 2009 12:59 pm
by another_commander
The i965 chipset is fully capable of doing shaders, it's just that Intel's drivers have only relatively recently caught up. That was the situation with Windows at least, but I don't imagine it would be any different (as in better) for Linux.

Posted: Fri Dec 11, 2009 10:01 am
by Simon B
i950 graphics cards, do not seem to support shaders. No.
The Aspire 4315 uses i965.

The emachine EL1600 plays this game jerkily.
It has i950 gfx - when I go to the game options screen it informs me that shaders are not available.

Intel says the chipset supports:
http://www.intel.com/products/chipsets/gma950/index.htm
Texture Decompression for DirectX* and OpenGL*
OpenGL* 1.4 support plus ARB_vertex_buffer and EXT_shadow_funcs extensions and TexEnv shader caching
... this could mean I have the wrong driver or that the entire functionality has not been implimented in this machine. I'll have to look into this.

The intel drivers are usually slightly ahead in linux.

For more detail on the state of play:
https://www.linuxfoundation.org/collabo ... hics-essay

Basically, for ATI, the linux drivers pull ahead and fall back periodically. With nvidia, the linux version is always behind.

Posted: Fri Dec 11, 2009 6:39 pm
by JensAyton
GMA 950 supports fragment shaders under Mac OS X (vertex shaders are done in software), but the instruction limit is so low that it’s tricky to write interesting shaders that work on it. One of my interesting upcoming projects is to make sure all flavours of the default shaders work on it in simple shader mode.

Posted: Thu Dec 24, 2009 2:03 am
by jpab
In Step 2.2, it seems pretty weird to perform a debug build of SpiderMonkey and then *rename* it to pretend it was an optimized release build.
Replacing the two "make -f Makefile.ref" commands (steps 2.2.2 and 2.2.3) with:

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make -f Makefile.ref BUILD_OPT=1
Will do a real optimized build and produce the Linux_All_OPT.OBJ directory that the rest of the Oolite build system expects.

John B

Posted: Thu Dec 31, 2009 9:16 am
by Micha
Just a reminder, using the included 'Makefile' instead of the default GNUMakefile will perform all the build steps automagically, including building optimised versions of the javascript library.

This is all that should be required for a 'release' build from a clean source tree:

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make -f Makefile release
or, for a 'debug' build:

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make -f Makefile debug

How to build Oolite source on Ubuntu

Posted: Thu Jan 14, 2010 11:45 am
by Getafix
The first post of this topic has just been updated to simplify the build task without the need of separate javascript build.

Thank you all for your feedback. Keep it coming... 8)

Cheers.

/usr/bin/ld: cannot find -lpng14

Posted: Sat May 01, 2010 11:14 pm
by shazbut
I can't get it to build any more, using the steps in section 2.4 of the OP. Built fine on 26/4/10, but I've just done:

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svn up 
make -f Makefile clean 
make -f Makefile release
and it fails with:

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/usr/bin/ld: cannot find -lpng14
collect2: ld returned 1 exit status
make[3]: *** [obj.spk/oolite] Error 1
make[2]: *** [internal-objc_program-all_] Error 2
make[1]: *** [oolite.all.objc-program.variables] Error 2
I can see libpng14.so.14 in trunk/deps/Linux-deps/x86_64/lib, but ld can't find it. I don't know too much about make-ing/compiling so I don't know where to look to try and fix it.

Also, does compiling it this way produce an x86_64 binary automatically, or do I need to specify it somehow?

All this because Ubuntu still ships with 1.60 in the repos (and that version won't even run for some reason), and because my save files are getting corrupted as per topic p=107992

(which I've just noticed now has a second page...) :oops:

/usr/bin/ld: cannot find -lpng14

Posted: Sat May 01, 2010 11:54 pm
by Getafix
Welcome aBoard shazbut.

For gaming purposes I suggest you use 1.73.4 test-release.
You may download the packaged version (distro deps free) from here or (if your distro matches) add one of these apt-source lines to your system configuration.

However, if you still want to build from source for the moment use:

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$ make -f Makefile distro-release
This should build the source using your system's libraries.

Currently, there is an ongoing restructuring for Linux dependencies, and judging from the feedback I get (to put it politely :roll: ) it's not yet in its final form.
Is anything working for you from the above suggestions?

Re: /usr/bin/ld: cannot find -lpng14

Posted: Sun May 02, 2010 1:00 am
by shazbut
Getafix wrote:
Welcome aBoard shazbut.

Is anything working for you from the above suggestions?
Hi, and thanks for the swift response.
I downloaded the oolite-1.73.4-test.x86_64.package but don't know what to do with it... :oops:

I looked at the apt sources but I am on U10.04.

I tried the distro release (after installing libespeak-dev, which it complained about the first try) I get:

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Making all for objc_program oolite...
 Linking objc_program oolite ...
./obj.spk/OOPNGTextureLoader.m.o: In function `-[OOPNGTextureLoader(OOPrivate) doLoadTexture]':
/home/brett/Games/oolite-dev/trunk/src/Core/Materials/OOPNGTextureLoader.m:134: undefined reference to `png_set_longjmp_fn'
collect2: ld returned 1 exit status
make[3]: *** [obj.spk/oolite] Error 1
make[2]: *** [internal-objc_program-all_] Error 2
make[1]: *** [oolite.all.objc-program.variables] Error 2
make[1]: Leaving directory `/home/brett/Games/oolite-dev/trunk'
make: *** [distro-release] Error 2

Posted: Sun May 02, 2010 1:04 am
by Getafix
Execute it! 8)

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$ chmod +x <packagename>.package
$ ./<packagename>.package
EDIT:
Answer yes when it asks to download runtime and GTK.
(the runtime and GTK is downloaded only the first time)

When you will be asked for your password the oolite installation has started.
Give it for system-wide installation; no password for user-only installation

EDIT#2:
For your build error, try installing libpng12-dev
(or which ever version is distributed by your distro).
Then perform a clean install.

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$ make -f Makefile clean
$ make -f Makefile distro-release

Posted: Sun May 02, 2010 3:34 am
by shazbut
Gah! That was easy, although I'm not sure I like the idea of another package manager messing with my system, but the end result is what counts.

My old save with the spinning question mark of doom (tm) now loads correctly so I am happy. Thanks for your assistance.

How to build Oolite source on Ubuntu

Posted: Mon May 03, 2010 8:53 pm
by Getafix
First post has been updated to handle trunk oolite Linux deps restructure.