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Compiling DarkRadiant 0.10.0


mkultra333
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Hi.

 

I downloaded DarkRadiant from the svn, I've followed the instructions for compiling in the wiki, but I get a ton of errors. I've got all the dependencies as well. I'm using XP sp2, VC9.

 

My top level of folders looks like this:

 

darkradiant

w32deps

w64deps

 

I followed the instructions to use the DarkRadiant.sln file in the VCProjects folder.

 

Here's a small section of the errors I get:

 

1>------ Build started: Project: libiconv, Configuration: Release Win32 ------

2>------ Build started: Project: libgdkglext, Configuration: Release Win32 ------

1>Compiling...

2>Compiling...

1>win_iconv.c

1>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\win_iconv\src\win_iconv.c': No such file or directory

2>gdkglconfig.c

1>Build log was saved at "file://C:\Ogre\UltraBSP\DarkRadiant\darkradiant\build\libiconv\BuildLog.htm"

1>libiconv - 1 error(s), 0 warning(s)

2>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\gtkglext\gdk\gdkglconfig.c': No such file or directory

2>gdkglwindow-win32.c

2>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\gtkglext\gdk\win32\gdkglwindow-win32.c': No such file or directory

2>gdkglwglext.c

2>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\gtkglext\gdk\win32\gdkglwglext.c': No such file or directory

2>gdkglquery-win32.c

2>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\gtkglext\gdk\win32\gdkglquery-win32.c': No such file or directory

2>gdkglpixmap-win32.c

2>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\gtkglext\gdk\win32\gdkglpixmap-win32.c': No such file or directory

2>gdkglfont-win32.c

2>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\gtkglext\gdk\win32\gdkglfont-win32.c': No such file or directory

2>gdkgldrawable-win32.c

2>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\gtkglext\gdk\win32\gdkgldrawable-win32.c': No such file or directory

2>gdkglcontext-win32.c

2>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\gtkglext\gdk\win32\gdkglcontext-win32.c': No such file or directory

2>gdkglconfig-win32.c

2>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\gtkglext\gdk\win32\gdkglconfig-win32.c': No such file or directory

2>gdkglwindow.c

2>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\gtkglext\gdk\gdkglwindow.c': No such file or directory

2>gdkglversion.c

2>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\gtkglext\gdk\gdkglversion.c': No such file or directory

2>gdkglshapes.c

2>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\gtkglext\gdk\gdkglshapes.c': No such file or directory

2>gdkglquery.c

2>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\gtkglext\gdk\gdkglquery.c': No such file or directory

2>gdkglpixmap.c

2>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\gtkglext\gdk\gdkglpixmap.c': No such file or directory

2>gdkglinit.c

2>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\gtkglext\gdk\gdkglinit.c': No such file or directory

2>gdkglglext.c

2>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\gtkglext\gdk\gdkglglext.c': No such file or directory

2>gdkglenumtypes.c

2>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\gtkglext\gdk\gdkglenumtypes.c': No such file or directory

2>gdkgldrawable.c

2>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\gtkglext\gdk\gdkgldrawable.c': No such file or directory

2>gdkglcontext.c

2>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\gtkglext\gdk\gdkglcontext.c': No such file or directory

2>Generating Code...

2>Build log was saved at "file://C:\Ogre\UltraBSP\DarkRadiant\darkradiant\build\libgdkglext\BuildLog.htm"

2>libgdkglext - 19 error(s), 0 warning(s)

3>------ Build started: Project: libxml2, Configuration: Release Win32 ------

4>------ Build started: Project: mathlib, Configuration: Release Win32 ------

3>Compiling...

4>Compiling...

4>aabb.cpp

3>c14n.c

3>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\libxml2\c14n.c': No such file or directory

3>xpointer.c

3>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\libxml2\xpointer.c': No such file or directory

3>xpath.c

3>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\libxml2\xpath.c': No such file or directory

3>xmlwriter.c

3>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\libxml2\xmlwriter.c': No such file or directory

3>xmlunicode.c

3>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\libxml2\xmlunicode.c': No such file or directory

3>xmlstring.c

3>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\libxml2\xmlstring.c': No such file or directory

3>xmlschemastypes.c

3>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\libxml2\xmlschemastypes.c': No such file or directory

3>xmlschemas.c

3>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\libxml2\xmlschemas.c': No such file or directory

3>xmlsave.c

3>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\libxml2\xmlsave.c': No such file or directory

3>xmlregexp.c

3>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\libxml2\xmlregexp.c': No such file or directory

3>xmlreader.c

3>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\libxml2\xmlreader.c': No such file or directory

3>xmlmodule.c

3>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\libxml2\xmlmodule.c': No such file or directory

3>xmlmemory.c

3>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\libxml2\xmlmemory.c': No such file or directory

3>xmlIO.c

3>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\libxml2\xmlIO.c': No such file or directory

3>xlink.c

3>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\libxml2\xlink.c': No such file or directory

3>xinclude.c

4>C:\Ogre\UltraBSP\DarkRadiant\darkradiant\tools\vcprojects\/../../libs\math/Vector3.h(24) : fatal error C1083: Cannot open include file: 'boost/format.hpp': No such file or directory

4>quaternion.cpp

3>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\libxml2\xinclude.c': No such file or directory

3>valid.c

3>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\libxml2\valid.c': No such file or directory

3>uri.c

3>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\libxml2\uri.c': No such file or directory

3>triostr.c

3>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\libxml2\triostr.c': No such file or directory

3>trionan.c

3>c1 : fatal error C1083: Cannot open source file: '..\..\..\w32deps\libxml2\trionan.c': No such file or directory

3>Generating Code...

3>Compiling...

 

... and it continues on in similar style for quite some time.

 

I haven't changed any compiler settings, apart from compiling Release instead of Debug, though I checked and Debug does the same thing.

 

How do I get it to compile?

Edited by mkultra333
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Got it compiling. After downloading from...

 

https://darkradiant.svn.sourceforge.net/svn...rkradiant/trunk

 

...I didn't realize I also needed to move the w32deps folder into the darkradiant folder. After I did that it was fine.

 

Really pleased to see a working descendent of GtkRadiant functioning. I've been trying to get hold of an open source .map editor for ages, all the various versions out there are out of date and impossible to compile. This one looks really good.

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I see you already solved the problem on your own. I'm sure the folder hierarchy is mentioned somewhere in the compilation guide, but I'll better double-check.

 

The reason we moved the w32deps/w64deps out of the trunk/darkradiant folder is to not clutter the tree for Linux users, who won't need to download the windows dependencies when checking out the trunk.

 

Thanks for the words, in any case. :)

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I see you already solved the problem on your own. I'm sure the folder hierarchy is mentioned somewhere in the compilation guide, but I'll better double-check.

 

The reason we moved the w32deps/w64deps out of the trunk/darkradiant folder is to not clutter the tree for Linux users, who won't need to download the windows dependencies when checking out the trunk.

 

Thanks for the words, in any case. :)

 

Yeah, the wiki does tell you the proper folder structure, I just missed it because I assumed the default svn structure would be correct. It was late at night, I'd spent many a frustrating hour (again) downloading various other Radiant sources that didn't work. My eye's had kinda glazed over at that point... So my fault.

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Out of curiosity: you're using it for mapping, or are you going to branch off to create your own editor?

 

Beware that I've been updating the boost libraries in the w32deps/w64deps recently (I'm still not done, due to sourceforge's server going at whopping 1.4 kB/sec for days now), so there might be some linker breakage in the next few days.

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Out of curiosity: you're using it for mapping, or are you going to branch off to create your own editor?

 

I'm building a project with the Ogre graphics library, the idea is to use the Q3A engine source, but with shadow mapping from shadow casting spotlights, small point lights from a deferred render stage, plus normal maps, specular maps... and maybe some SSAO. I also have a modified Q3Map2 for compiling, I'm already setup for compiling brush primitives and the Doom3 texture mapping matrices and can load the .bsp into Ogre (using my own loader rather than Ogre's outdated bsp scene manager.)

 

Up till now I've been using a version of GtkRadiant I had as part of an old XreaL project, but just yesterday I discovered it has a fatal bug that I've got little chance of fixing, so the hunt was on for a new .map editor.

 

I had modified that version of GtkRadiant to draw special wireframes for spotlights, and have special keys, so I was going to do that with DarkRadiant too. But I'd much rather use it without any change so I don't add bugs myself. So I'll probably change my other projects to use DarkRadiant's spotlights and points lights.

 

Only tricky bit might be entities, but I'm not up to that yet, so I'll cross that bridge when I get there.

 

Beware that I've been updating the boost libraries in the w32deps/w64deps recently (I'm still not done, due to sourceforge's server going at whopping 1.4 kB/sec for days now), so there might be some linker breakage in the next few days.

 

The version I got compiled fine, and I may not need to do any modifications for a while, if at all, so it doesn't look like that's a problem.

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