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Thread: COMPILE: Linux Port

  1. #181
    J Bytheway
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    Did you do a 'make bootstrap' to get the anet automake stuff updated?

    If you did, then I suspect that this is my fault. I messed with the way those headers were included. Could you post the compile command which gave rise to those errors, and - if you can figure it out - where in the directory tree the command was being executed from (it should be in the most recent "make: Entering directory 'blah'" message).

    Sorry if I caused these problems , and thank you for putting in all this effort to allow us to find the problems .

  2. #182
    arrow014
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    Originally posted by J Bytheway
    Did you do a 'make bootstrap' to get the anet automake stuff updated?
    Oh, duh. *slaps head* I had a feeling there was *something* I was forgetting...

    W00t!!! It compiles! And it runs!!! And THE MENU APPEARS!!!!!!!!! Music playing and everything!

    Ok...so anyway, yeah, the main menus seem to work now. The mouse cursor is kind of color-inverted or whatever but that's no big deal. Whenever a game launches, I see the main game screen (map, controls, etc) for a second or two and then it exits with:

    Fatal signal: Segmentation Fault (SDL Parachute Deployed)
    PeepEvents failed:
    Segmentation fault
    Time to start debugging? What's next?

    Sorry if I caused these problems , and thank you for putting in all this effort to allow us to find the problems .
    Nope, wasn't you! And you're quite welcome...this has become quite an adventure.

  3. #183
    J Bytheway
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    Originally posted by arrow014
    Oh, duh. *slaps head* I had a feeling there was *something* I was forgetting...

    W00t!!! It compiles! And it runs!!! And THE MENU APPEARS!!!!!!!!! Music playing and everything!
    Music? Wow, that's more than is working for me .

    Ok...so anyway, yeah, the main menus seem to work now. The mouse cursor is kind of color-inverted or whatever but that's no big deal. Whenever a game launches, I see the main game screen (map, controls, etc) for a second or two and then it exits with:

    Fatal signal: Segmentation Fault (SDL Parachute Deployed)
    PeepEvents failed:
    Segmentation fault


    Time to start debugging? What's next?
    Well, when all you have to go on is a segfault message like that, you have to resort to gdb. Start up the game in gdb (as I described a few posts ago), and when you hit that error, gdb should catch it and tell you where it happened. Then you have to start staring at the code, and using all of gdb's other exciting features to find out more. Have a play and see what you can see.

    I draw your attention to the gdb 'print' command, which is astonishingly good at parsing expressions (although it can't evaluate inlined functions...).

    In any case, if you can't figure it out for yourself, and want me to have a hope of understanding what's going wrong, then post a backtrace here (get it with the 'bt' command).

    Nope, wasn't you! And you're quite welcome...this has become quite an adventure.
    I'm glad to hear it .
    Last edited by J Bytheway; December 14, 2005 at 17:30.

  4. #184
    ctplinuxfan
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    Hi, hope you all had a great xmas.

    John, perhaps you are not in the cdrom or audio group (adduser myusersname cdrom; adduser myusersname audio), or your soundcards driver is not loaded/mixer muted.

    I started merging /trunk to the linux branch (many conflicts to reduce, so this will last quite some time (revisions 430 - 503) ). When done, we are nearly sync with /trunk (504. 505 to be commited), and can merge back trivial changes (e.g. headers) while continuing to work on the port. I don't know how much i can contribute at these tasks, merging can be quite time consuming.

  5. #185
    J Bytheway
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    Phew, I'd shied away from that task. Good for you for taking it up . I see Fromafar has been merging some of our changes back into trunk, as well. The only thing I tried to do in this regard was make the linux branch compile in MSVC++6 directly, which met with compiler errors deep in the locale handling of the STL that I couldn't figure out.

  6. #186
    J Bytheway
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    Originally posted by ctplinuxfan
    John, perhaps you are not in the cdrom or audio group (adduser myusersname cdrom; adduser myusersname audio), or your soundcards driver is not loaded/mixer muted.
    I'm in both groups, and other uses of the sound card (e.g. xmms) work fine.

  7. #187
    J Bytheway
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    Someone has requested access to the linux branch source code. Since the SVN repository won't take new users, that means uploading it somewhere. It bzips to 18MB, so it would fit in my Apolyton upload space, except for the fact that I have the playtest version there. Could anyone else here who has access to the repository upload it?

  8. #188
    Ekmek
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    J,

    Sorry, I'm out of space too. My civ3 mod is looking to be 12MB too so I was looking to maybe putting it over at civfanatics and creating a thread there.
    Formerly known as "E" on Apolyton

    See me at Civfanatics.com

  9. #189
    arrow014
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    Just wanted to post a screenshot to show that at least the main menu is working on my side (sorry about the weird size--I've got a widescreen laptop): *grin*



    I recieved the news over Christmas that my cancer is in remission (nice present ), so I'll be trying to head back to school this semester for a class or two. If I get time I might try to dig into gdb as suggested...I doubt I'd ever come up with anything useful, though, but it would be cool to try. Anyway, if I don't get the chance, I just wanted to thank everyone here (specifically J Bytheway and ctplinuxfan) who helped and taught me during this whole process. For you people to quietly plug away at a game that has been forgotten by nearly everyone else takes dedication and a little bit of healthy insanity. I salute you.

    So, have a great New Year, everyone, and God Bless!

    -- Michael

  10. #190
    MarkG
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    wondefull!
    Co-Founder, Apolyton Civilization Site
    Co-Owner/Webmaster, Top40-Charts.com | CTO, Apogee Information Systems
    giannopoulos.info: my non-mobile non-photo news & articles blog

  11. #191
    ctplinuxfan
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    Well, that's indeed wonderful news!

    Perhaps you noted i started commiting on some the merges of the first revisions. I had a complete merge ready, which still didn't compile after a couple of fixes, so i started from scratch with a revision by revision merge, fixing possible compilation errors before the next conflicting revision. The next revisions to merge hold restructurations on order of header inclusion and type declarations, so more errors need to be fixed.

    By the end of February, merging will be harder without the repository, so i hope we get the merge from trunk to linux working soon. After that, it must be made compilable under windows again and merged back to the windows branch.

    Btw., i uploaded the source code (branches/linux at revision 516).

  12. #192
    awkuhn
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    ctplinuxfan,

    Thanks for uploading the files, unfortunatly I get an error when uncompressing it. I am running debian unstable, but I doubt that makes a difference. Here is the error.

    cat ctp2-src-branches-linux-r516-aa.tar.bz2 ctp2-src-branches-linux-r516-ab.tar.bz2|bzip2 -dc -|tar -xvpf - | more
    ctp2-src-branches-linux-r516/
    ctp2-src-branches-linux-r516/Scenarios/
    ctp2-src-branches-linux-r516/Scenarios/NuclearDetente/
    ctp2-src-branches-linux-r516/Scenarios/NuclearDetente/scen0000/
    ctp2-src-branches-linux-r516/Scenarios/NuclearDetente/scen0000/default/
    ctp2-src-branches-linux-r516/Scenarios/NuclearDetente/scen0000/default/gamedata/
    ctp2-src-branches-linux-r516/Scenarios/NuclearDetente/scen0000/default/gamedata/
    civilisation.txt
    .
    .
    .
    ctp2-src-branches-linux-r516/ctp2_data/french/gamedata/add_str.txt
    ctp2-src-branches-linux-r516/ctp2_data/french/gamedata/err_str.txt
    ctp2-src-branches-linux-r516/ctp2_data/french/gamedata/Info_str.txt
    ctp2-src-branches-linux-r516/ctp2_data/french/gamedata/cut_str.txt
    ctp2-src-branches-linux-r516/ctp2_data/french/gamedata/exp_str.txt
    ctp2-src-branches-linux-r516/ctp2_data/french/gamedata/dip2_str.txt

    bzip2: Data integrity error when decompressing.
    Input file = (stdin), output file = (stdout)

    It is possible that the compressed file(s) have become corrupted.
    You can use the -tvv option to test integrity of such files.

    You can use the `bzip2recover' program to attempt to recover
    data from undamaged sections of corrupted files.

    tar: Read 8560 bytes from -
    tar: Unexpected EOF in archive
    tar: Unexpected EOF in archive
    tar: Error is not recoverable: exiting now

  13. #193
    ctplinuxfan
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    There seems to be a problem downloading uploaded files. In the attached file you can see the files i uploaded. md5sums are:
    Code:
    b75643ba82dd4d88525a5bc7fdc5d984  ctp2-src-branches-linux-r516-aa.tar.bz2
    ca7e9abab5e766318980ec5b0e188891  ctp2-src-branches-linux-r516-ab.tar.bz2
    7d3a02d950c4096def405429e070ede4  infloop.diff
    When i download them, i get at least one byte appended to each file. So you can try using just the first 9216244 bytes of each file:
    Code:
    dd if=47230_ctp2-src-branches-linux-r516-aa.tar.bz2 bs=9216244  count=1 > ctp2-r516.tar.bz2 ; dd if=47230_ctp2-src-branches-linux-r516-ab.tar.bz2 bs=9216244 count=1 >> ctp2-r516.tar.bz2
    md5sum ctp2-r516.tar.bz2
    Last command should result in:
    Code:
    e419e24776a2c63e69b7a29af243d237  ctp2-r516.tar.bz2
    Then, run:
    Code:
    tar -xvpjf ctp2-r516.tar.bz2
    You will also need to apply the patch to -r517:
    Code:
    cd ctp2-src-branches-linux-r516
    dd if=../47230_infloop.diff bs=468 count=1|patch -p0

  14. #194
    ctplinuxfan
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    Hm, 2nd try with the uploads picture.

    If you already got the two parts of the archive file bigger than the uploaded 9216244 bytes, you just need to download the patch to -r517 and try above solution.
    Attached Images Attached Images

  15. #195
    J Bytheway
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    Originally posted by ctplinuxfan
    Perhaps you noted i started commiting on some the merges of the first revisions. I had a complete merge ready, which still didn't compile after a couple of fixes, so i started from scratch with a revision by revision merge, fixing possible compilation errors before the next conflicting revision. The next revisions to merge hold restructurations on order of header inclusion and type declarations, so more errors need to be fixed.
    Great .

    Unfortunately I don't seem to be able to get access to the repository right now (too much packet loss, I think). In a few days I should be able to again.

  16. #196
    awkuhn
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    I got the sourcecode and patch ctplinuxfan posted, and it is working. It looks like everyone has done a great job getting the linux version running. I did make a simple code change to make it fullscreen and change the resolution, the display dialog box was not working for me.

    I did notice a lot of filename errors. It must be a hold over from windows, but a lot of the data files are not the correct capitalization. Here is a sample of one of the errors I am getting (I added some extra debug info)

    Messagebox(Targa Load Error): Unable to find the file 'UC030.rim' filename='UC030.TGA'

    All I did to fix the problem was to rename a bunch of the data files, such as.

    SpriteEditor.ldl to spriteeditor.ldl
    Strings.txt to strings.txt
    UC030.tga to UC030.TGA

    Did everyone else have to rename a bunch of files. Or am I missing a fix to the code and ldl files to look for different filenames.

  17. #197
    ctplinuxfan
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    Originally posted by awkuhn
    I got the sourcecode and patch ctplinuxfan posted, and it is working. It looks like everyone has done a great job getting the linux version running. I did make a simple code change to make it fullscreen and change the resolution, the display dialog box was not working for me.
    Great Can you provide a diff against your downloaded release?

    I did notice a lot of filename errors. It must be a hold over from windows, but a lot of the data files are not the correct capitalization.
    Yes, we have not adressed this problem, yet. In fact, the ctp2 installation is on a fat32 partition (or image file) atm., because this fs behaves case insensitive on linux as well. For the furture this must be fixed via implementation or unique cased filenames (however i fear it must be the first to provide modding compatibility).

  18. #198
    ctplinuxfan
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    Today i commited further merges (we are up to revision 458) now.
    In case you don't have access to the server, a diff from r517 to 531 is in my signature for download.

    After r531 (Merge of r451 from /trunk), a bug is introduced which makes the sprites of units vanish sometimes. The Unit count is still displayed, but the sprite is not drawn.

    I'm not sure wether this is a bug introduced by the merged code or by merging, because a similar problem was found in the current playtest. Well, i'd be glad if somebody could have a glance on the remaining revisions 532-538 and maybe find the bug, i'll try to find it, too.

  19. #199
    J Bytheway
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    Hopefully tomorrow I'll be able to take a look and see if I can spot what's causing the bug.

  20. #200
    Ekmek
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    i believe fromafar fixed that flashing in a later revision
    Formerly known as "E" on Apolyton

    See me at Civfanatics.com

  21. #201
    prygme
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    "It is no longer possible to gain access to the SVN repository if you don't already have access. If anyone wants a copy of the source, ask, and I may be able to upload it somewhere."

    I'd like to get a copy of the source. How can I get it?
    If it is smaller then 8Mb (tar.gz-ed) I can receive as an e-mail here, prygme AT gmail DOT com
    if it's larger I can set up an ftp site.

    Thanx.

  22. #202
    Ekmek
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  23. #203
    J Bytheway
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    Also, ctplinuxfan said that he uploaded a copy of the source (he said so here), although he didn't say where... I presume in his upload space.

  24. #204
    DarkDust
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    Hi folks,
    maybe someone of you could help me... I managed to compile the source, and I managed to unpack the stuff on the Civ:CTP2 CD (most of the .dat files are just normal ZIPs) and copied everything to /usr/local/share/ctp2_data (both the files from the source and from the CD).

    But I can't find an userprofile.txt and the only appstr.txt I've found doesn't look useful.

    Has someone succeeded in installing the data without a Windows installation ? I don't have a Windows computer... the only one I have access to is at work, and I'd only use that one as a "last resort".

    Thnx a lot.

  25. #205
    Ekmek
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    userprofile is usually in ctp2_program, but I think its generated after the game starts.
    Formerly known as "E" on Apolyton

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  26. #206
    J Bytheway
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    Originally posted by DarkDust
    Hi folks,
    maybe someone of you could help me... I managed to compile the source, and I managed to unpack the stuff on the Civ:CTP2 CD (most of the .dat files are just normal ZIPs) and copied everything to /usr/local/share/ctp2_data (both the files from the source and from the CD).

    But I can't find an userprofile.txt and the only appstr.txt I've found doesn't look useful.

    Has someone succeeded in installing the data without a Windows installation ? I don't have a Windows computer... the only one I have access to is at work, and I'd only use that one as a "last resort".
    What you've done sounds like the correect thing. As E said, you need to run ctp2 at least once to create userprofile.txt (Note - obviously CTP needs write permission to the current directory for this).

  27. #207
    DarkDust
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    Originally posted by J Bytheway


    What you've done sounds like the correect thing. As E said, you need to run ctp2 at least once to create userprofile.txt (Note - obviously CTP needs write permission to the current directory for this).
    I managed to get that working, thanks. I think I'll write a short howto the next days on how to unpack CTP2 on Linux.

    I also created a script that renames a lot of files so CTP2 finds them (case didn't match, some post earlier already mentioned this). I guess I haven't caught all yet but at least it's enough to get the menu running. The only issue that remains is that CTP2 looks for a file UC088.tga but it's missing. I've attached the script, you need to copy it to chdir to the ctp2_data dir and call the script.

    BTW, would a mailing list be desired ? Because as I mentioned in the "svn server" thread I could host the source and also mailing lists if you'd like.
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  28. #208
    DarkDust
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    I now took the time to write a README on how to compile and install CTP2 on Linux. I'm not sure whether it's complete yet but at least following the instructions currently makes the game start until the menu appears.

    I've already checked it into the SubVersion repository but have attached it to this post for easy reading ;-)
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  29. #209
    Ekmek
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    Fugi had the uc088 problem also . I have it but I'm not sure how this came about.

    anyways I posted the files see here:

    http://apolyton.net/forums/showthrea...92#post4287292
    Formerly known as "E" on Apolyton

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  30. #210
    DarkDust
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    Originally posted by E
    Fugi had the uc088 problem also . I have it but I'm not sure how this came about.

    anyways I posted the files see here:

    http://apolyton.net/forums/showthrea...92#post4287292
    Thanks a lot... I now noticed that these files are already in the SubVersion repository but had the wrong file name cases... the fix_data_names.sh script now handles them as well and CTP2 doesn't complain any more.

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    Replies: 62
    Last Post: July 8, 2004, 00:25
  4. Linux port?
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CTP2 Linux

_msize gcc

gcc _msize

make[3]: *** [quickslic.lo] error 1

unable to open appstr.txtsprites-still file not foundcall to power open sourcecannot find -lttfbash ctp2 configure errord3des.hunable to open appstr.txt. terminating app._msize gcc_msize in gccbinsh: .config.status: no such file or directoryctp2 libttftype sint32 on linuxmake[3]: *** [quickslic.lo]powered by vBulletin health portbinsh: cannot create .dep.inc: operation not permittedx64 linux ctp2 apolyton.neterror: possibly undefined macro: AM_CPPFLAGSpacked attribute ignored for field of type unsigned char workaround deprecated conversion from string constant to char* linux problemdisable warning packed attribute ignoredundefined reference to `lt_dlclose --no-as-needed

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