[phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 3781: ob_start(): output handler 'ob_gzhandler' conflicts with 'zlib output compression' Building Oolite Windows from source - The Easier Way - Page 17 - Oolite Bulletins
Commander_X's 'quick fix' posted above appears to have done the trick!
Thanks so much to C_X and a_c for helping me out with this
Now I'm free to mangle the source code to suit my peculiar tastes
another_commander wrote:Redspear, have you changed user access privileges at any point recently? Check the shortcut used for msys.bat (right click, Properties, Advanced...). Is it set to run as administrator? You can try toggling this option and see if it helps.
That was certainly a possibility but no, I can run it as a regular 'user'. Thanks for investigating.
I haven't built it yet but I'll post back at some stage to (hopefully ) confirm a success!
This will start copying the source code from the repository to your working dir. When finished, there will be a folder named oolite under the folder you performed the checkout. Next do a
to enter in the trunk folder, where the actual build will take place. Finally, execute this command to pull in all the binary dependencies needed for the full build (maybe you can take a coffee break here, this takes a while):
This command clones both the source and the submodules in the one step.
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
A new version of the development environment for Windows has been uploaded. See first post for download link.
In this version:
New git version (2.16.2), which uses the latest GitHub security protocols. If you tried to clone or pull from github and received an error, try again with this one.
Latest home-made gnustep-base-1.20.1.dll,with include files and import libraries. This is capable of TLS downloads.
New home-made SDL.dll + include files and import libraries, with embedded haptic devices and mousewheel delta support. This may come handy for upcoming features.
Following the commit of revision 36834ab, an updated version of the development environment is required to compile the Windows port. See the first post for the new download link.
The update is very simple and adds one line of code to the SDL_video.h header included in the environment. If you can't be bothered to re-download, you can update it yourself manually by doing the following:
Get the updated SDL_video.h file from here: https://github.com/OoliteProject/oolite ... DL_video.h . Then just replace the file in your dev environment located at <DevEnvPath>/gcc/Msys_x2/1.0/Devlibs/include/SDL with this one and you should be good to go.
A new update to the Windows dev environment has been posted here. The first post of this topic has also been updated accordingly.
This version contains the necessary headers and updated import libraries to support detection of HDR capable devices under Windows and will be the required environment to compile the game binary once the HDR detection code has been committed to github.
Please be advised that following the merge of PR #416 on github, the dev environment linked in the post above and on the first page of this topic is now a requirement for successfully building Oolite on Windows. Alternatively, you can download a zip of the full Windows dev environment from github by following this link, but note that this is a much bigger download, it is configured primarily for the github actions bot and is not as portable as the Light Edition you can get from this topic.
In any case, previous versions of the environment will not be able to build the game's code from revision 43b4781 onwards.
Basically anyone who wants to fiddle with the source code and experiment with stuff rather than just get a ready-made executable can benefit from having the actual environment that is used for building the game.
another_commander wrote: ↑Tue Feb 14, 2023 6:11 am
Basically anyone who wants to fiddle with the source code and experiment with stuff rather than just get a ready-made executable can benefit from having the actual environment that is used for building the game.
Well, I can already clone the source, change it and get it built without hassle on Github.
So maybe I want to compile locally if there are more advantages to it than just to include a simple modification.
One use case might be to compile using debug symbols and then go into a detailed debugging session I can still see the need for a local build.
Or a matter of preference for those who also compile their own Linux kernel. I was in that guild but stopped some years ago - when ready made kernels were modular and sufficiently well built.
I have not failed. I've just found 10,000 ways that won't work. [Thomas Edison]