Oolite Bulletins Forum Index Oolite Bulletins
For information and discussion about Oolite.
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

How to build Oolite source on Ubuntu
Goto page Previous  1, 2, 3, 4, 5, 6, 7, 8, 9  Next
 
Post new topic   Reply to topic    Oolite Bulletins Forum Index -> Oolite-Linux
View previous topic :: View next topic  
Author Message
_ds_
Deadly
Deadly


Joined: 22 Jan 2009
Posts: 180
Location: In a cloaked ship behind you

PostPosted: Thu Nov 12, 2009 5:54 pm    Post subject: Re: Thanks for the work Reply with quote

[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.)
_________________
http://tartarus.org/~ds/oolite/patches, Buzzer OXP etc.
Back to top
View user's profile Send private message
Simon B
---- E L I T E ----
---- E L I T E ----


Joined: 23 Oct 2008
Posts: 691
Location: Red Beach NZ

PostPosted: Tue Nov 24, 2009 11:11 am    Post subject: Reply with quote

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 :)
_________________
Simon Bridge
oolite resources
"Everything is perfect down to every last flaw..."
HTB: The Book of Verse - Principia Discordia
Back to top
View user's profile Send private message Visit poster's website
DaddyHoggy
Intergalactic Spam Assassin
Intergalactic Spam Assassin


Joined: 05 Dec 2006
Posts: 4899
Location: Newbury, UK

PostPosted: Tue Nov 24, 2009 12:17 pm    Post subject: Reply with quote

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 Smile


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.
_________________
Life, the Ooniverse, Everything
Real life can be found here: DaddyH's RL
Oolite Life is now revealed here
Back to top
View user's profile Send private message Visit poster's website
another_commander
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral


Joined: 28 Feb 2007
Posts: 2294

PostPosted: Tue Nov 24, 2009 12:59 pm    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message
Simon B
---- E L I T E ----
---- E L I T E ----


Joined: 23 Oct 2008
Posts: 691
Location: Red Beach NZ

PostPosted: Fri Dec 11, 2009 10:01 am    Post subject: Reply with quote

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/collaborate/publications/linux-graphics-essay

Basically, for ATI, the linux drivers pull ahead and fall back periodically. With nvidia, the linux version is always behind.
_________________
Simon Bridge
oolite resources
"Everything is perfect down to every last flaw..."
HTB: The Book of Verse - Principia Discordia
Back to top
View user's profile Send private message Visit poster's website
Ahruman
Supreme Grand Admiral
Supreme Grand Admiral


Joined: 02 Apr 2005
Posts: 5677
Location: Sweden

PostPosted: Fri Dec 11, 2009 6:39 pm    Post subject: Reply with quote

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.
_________________
E-mail: ahruman@oolite.org
Twitter: Oolite
Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address
jpab
Poor
Poor


Joined: 24 Dec 2009
Posts: 6

PostPosted: Thu Dec 24, 2009 2:03 am    Post subject: Reply with quote

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:
Code:
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
Back to top
View user's profile Send private message
Micha
---- E L I T E ----
---- E L I T E ----


Joined: 02 Sep 2008
Posts: 523
Location: London, UK

PostPosted: Thu Dec 31, 2009 9:16 am    Post subject: Reply with quote

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:
Code:
make -f Makefile release


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

_________________
The glass is twice as big as it needs to be.
Back to top
View user's profile Send private message
Getafix
Slightly Grand Rear Admiral
Slightly Grand Rear Admiral


Joined: 01 Apr 2008
Posts: 274
Location: A small asteroid, orbiting Oresrati in Galaxy 8 (a.k.a. northwest Armorica).

PostPosted: Thu Jan 14, 2010 11:45 am    Post subject: How to build Oolite source on Ubuntu Reply with quote

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... Cool

Cheers.
_________________
Ubuntu 8.04LTS Desktop amd64 - Intel Pentium Dual Core 2.00GHz - 4GB DDR2 - nVidia 8600GT 512MB
"Any sufficiently advanced information is indistinguishable from noise." [Newman, Lachmann, Moore]
Back to top
View user's profile Send private message Send e-mail Visit poster's website
shazbut
Poor
Poor


Joined: 01 May 2010
Posts: 5

PostPosted: Sat May 01, 2010 11:14 pm    Post subject: /usr/bin/ld: cannot find -lpng14 Reply with quote

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:
Code:
svn up
make -f Makefile clean
make -f Makefile release


and it fails with:
Code:
/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...) Embarassed
Back to top
View user's profile Send private message
Getafix
Slightly Grand Rear Admiral
Slightly Grand Rear Admiral


Joined: 01 Apr 2008
Posts: 274
Location: A small asteroid, orbiting Oresrati in Galaxy 8 (a.k.a. northwest Armorica).

PostPosted: Sat May 01, 2010 11:54 pm    Post subject: /usr/bin/ld: cannot find -lpng14 Reply with quote

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:
Code:
$ 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 Rolling Eyes ) it's not yet in its final form.
Is anything working for you from the above suggestions?
_________________
Ubuntu 8.04LTS Desktop amd64 - Intel Pentium Dual Core 2.00GHz - 4GB DDR2 - nVidia 8600GT 512MB
"Any sufficiently advanced information is indistinguishable from noise." [Newman, Lachmann, Moore]
Back to top
View user's profile Send private message Send e-mail Visit poster's website
shazbut
Poor
Poor


Joined: 01 May 2010
Posts: 5

PostPosted: Sun May 02, 2010 1:00 am    Post subject: Re: /usr/bin/ld: cannot find -lpng14 Reply with quote

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... Embarassed

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:
Code:
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
Back to top
View user's profile Send private message
Getafix
Slightly Grand Rear Admiral
Slightly Grand Rear Admiral


Joined: 01 Apr 2008
Posts: 274
Location: A small asteroid, orbiting Oresrati in Galaxy 8 (a.k.a. northwest Armorica).

PostPosted: Sun May 02, 2010 1:04 am    Post subject: Reply with quote

Execute it! Cool
Code:
$ 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.
Code:
$ make -f Makefile clean
$ make -f Makefile distro-release

_________________
Ubuntu 8.04LTS Desktop amd64 - Intel Pentium Dual Core 2.00GHz - 4GB DDR2 - nVidia 8600GT 512MB
"Any sufficiently advanced information is indistinguishable from noise." [Newman, Lachmann, Moore]
Back to top
View user's profile Send private message Send e-mail Visit poster's website
shazbut
Poor
Poor


Joined: 01 May 2010
Posts: 5

PostPosted: Sun May 02, 2010 3:34 am    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message
Getafix
Slightly Grand Rear Admiral
Slightly Grand Rear Admiral


Joined: 01 Apr 2008
Posts: 274
Location: A small asteroid, orbiting Oresrati in Galaxy 8 (a.k.a. northwest Armorica).

PostPosted: Mon May 03, 2010 8:53 pm    Post subject: How to build Oolite source on Ubuntu Reply with quote

First post has been updated to handle trunk oolite Linux deps restructure.
_________________
Ubuntu 8.04LTS Desktop amd64 - Intel Pentium Dual Core 2.00GHz - 4GB DDR2 - nVidia 8600GT 512MB
"Any sufficiently advanced information is indistinguishable from noise." [Newman, Lachmann, Moore]
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    Oolite Bulletins Forum Index -> Oolite-Linux All times are GMT
Goto page Previous  1, 2, 3, 4, 5, 6, 7, 8, 9  Next
Page 6 of 9

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group