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Linux x64 Compiling issues
WickedShell Offline
Junior Member

Posts: 2
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Joined: Oct 2012
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#1
Linux x64 Compiling issues

When attempting to compile the engine, I get stuck with an issue from impl/scriptstring.cpp, specificlly;

$ make
[  0%] Building CXX object CMakeFiles/HPL.dir/sources/impl/scriptstring.cpp.o
/home/wickedshell/code/HPL1Engine/sources/impl/scriptstring.cpp: In function ‘void RegisterScriptString_Native(asIScriptEngine*)’:
/home/wickedshell/code/HPL1Engine/sources/impl/scriptstring.cpp:611:109: error: overloaded function with no contextual type information
make[2]: *** [CMakeFiles/HPL.dir/sources/impl/scriptstring.cpp.o] Error 1
make[1]: *** [CMakeFiles/HPL.dir/all] Error 2
make: *** [all] Error 2

Fedora Core 17, 64bit, full 32 bit development library as well. GCC version 4.7.2 Not sure where to go with this, spent a couple hours on it, but haven't made it anywhere with that yet, so I was looking for any advice I could get to get going.
10-07-2012, 01:24 AM
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Urkle Offline
FG - Associate

Posts: 1,172
Threads: 31
Joined: Jul 2006
Reputation: 21
#2
RE: Linux x64 Compiling issues

HPL1 can not currently be compiled on 64bit. you need to compile it in 32bit mode (Newton 1.x only supported 32bit). As for the error you see there it is most likely that GCC is now being stricter than it was before.. (I compiled penumbra originally on a Fedora 4 system running gcc 4.0.2).

The file there is from Angelscript, so you'll probably have to upgrade angelscript and upgrade the scriptstring.cpp to the version in the latest angelscript to get it compiling on the latest GCC,

Developing away on one of
Multiple Macs running 10.6, 10.7, 10.8, and 10.9.
Linux, 8-core AMD, 8GB RAM, Fedora 18, nVidia 450 1GB
10-07-2012, 01:33 AM
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WickedShell Offline
Junior Member

Posts: 2
Threads: 1
Joined: Oct 2012
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#3
RE: Linux x64 Compiling issues

Yeah, I added the -m32 flag earlier, just to ensure we stuck with a 32 bit build. I was mostly wondering if you had a workaround for the GCC issue without rolling back versions. I actually started trying to build it in the first place, as the binary form no longer runs on my machine, just exits, HPL.log looks like it's an issue with grabbing OpenAL, (well that's the last error in the log), anyway I was hoping that by building I could get around that error. HPL.log below for posterity.

Spoiler below!

-------- THE HPL ENGINE LOG ------------

Creating Engine Modules
--------------------------------------------------------
Creating graphics module
Creating system module
Creating resource module
Creating input module
Creating sound module
Creating physics module
Creating ai module
Creating gui module
Creating haptic module
Creating scene module
--------------------------------------------------------

Initializing Resources Module
--------------------------------------------------------
Creating resource managers
Misc Creation
--------------------------------------------------------

Initializing Graphics Module
--------------------------------------------------------
Init low level graphics
Setting video mode: 800 x 600 - 32 bpp
Init Glee...OK
Setting up OpenGL
  Max texture image units: 32
  Max texture coord units: 8
  Two sided stencil: 1
  Vertex Buffer Object: 0
  Anisotropic filtering: 1
  Max Anisotropic degree: 16
  Multisampling: 1
  Vertex Program: 1
  Fragment Program: 1
  NV Register Combiners: 0
  NV Register Combiners Stages: 8
  ATI Fragment Shader: 0
Creating graphic systems
  Creating Renderer2D
  Renderer2D created
  Creating Renderer3D
   Load Renderer3D gpu programs:
    Extrude
CG: 'ShadowExtrude_vp.cg' using profile: 'vp40'
CG: 'ShadowExtrude_fp.cg' using profile: 'fp40'
    Diffuse Vertex
CG: 'Diffuse_Color_vp.cg' using profile: 'vp40'
    Diffuse Fragment
CG: 'Diffuse_Color_fp.cg' using profile: 'fp40'
    Fog
CG: 'Fog_Solid_vp.cg' using profile: 'vp40'
CG: 'Fog_Solid_fp.cg' using profile: 'fp40'
   Creating fog textures: Solid Additive Alpha
CG: 'refract_vp.cg' using profile: 'vp40'
CG: 'refract_fp.cg' using profile: 'fp40'
CG: 'refract_special_fp.cg' using profile: 'fp40'
   init sky box
  Renderer3D created
Creating screen buffers size 800.000000 : 600.000000
Creating programs
CG: 'PostEffect_Blur_vp.cg' using profile: 'vp40'
CG: 'PostEffect_Blur_Rect_fp.cg' using profile: 'fp40'
CG: 'PostEffect_Blur_2D_fp.cg' using profile: 'fp40'
CG: 'PostEffect_Bloom_vp.cg' using profile: 'vp40'
CG: 'PostEffect_Bloom_fp.cg' using profile: 'fp40'
CG: 'PostEffect_Motion_vp.cg' using profile: 'vp40'
CG: 'PostEffect_Motion_fp.cg' using profile: 'fp40'
CG: 'PostEffect_DoF_vp.cg' using profile: 'vp40'
CG: 'PostEffect_DoF_fp.cg' using profile: 'fp40'
  RendererPostEffects created
Adding engine materials
--------------------------------------------------------

Initializing Sound Module
--------------------------------------------------------
Initializing OpenAL.
  Trying to open audio device... ERROR: Failed to inialize Audio Trying fallback driver
FATAL ERROR: Failed! Check your OpenAL installation

10-07-2012, 03:05 AM
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