Questions about TAspring on linux ...
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I opened the sconstruct for NTAI the other day and saw it had a list of .cpp files, now I dont remember ever changing those but I do believe any errors you do come across are likely because of capitalisation, .cpp files that were put in the construct, or non portable changes I might have made, such as using threads which I ain't sure anymore about and might need changing but i don't know enough outside of windows.
Other than that i have never compiled it under Linux.....
Other than that i have never compiled it under Linux.....
I saw there is a source file for NTAI_XE3 : can i simply paste the files in the trunk/AI/NTAI directory and run scons ? Otherwise i thought of reporting like a bug (after all, the game freeze every time i try to launch a NTAI game) and/or request an update...
It's a suggestion...perhaps that it is also simple.
It's a suggestion...perhaps that it is also simple.
You can try to paste it in there, but you'd have to do the porting too. The SConstruct will detect new/deleted files fine tho (note that the SConstruct inside the NTAI directory is obsolete, I'll try to remember to remove it).Vivien wrote:I saw there is a source file for NTAI_XE3 : can i simply paste the files in the trunk/AI/NTAI directory and run scons ? Otherwise i thought of reporting like a bug (after all, the game freeze every time i try to launch a NTAI game) and/or request an update...
It's a suggestion...perhaps that it is also simple.
I stopped porting new versions of AIs for a while because the ABI interface broke and some AIs are pretty hard to recompile. Once the x platform build is released (and the AI devs have modified their AIs for that build) I'll see if I can get some new versions in SVN.
There are 2 bugs in XE 3 that are capable of causing crashes and usually ocur well into the game, and not at the start.
Eitheway the itnerface.cpp used in the testbuilds needs copying into the XE builds, ti should be there in the svn, and you're better off waiting till tonight for the XE 4 source code.
Eitheway the itnerface.cpp used in the testbuilds needs copying into the XE builds, ti should be there in the svn, and you're better off waiting till tonight for the XE 4 source code.
I finnished to recompile TA (again) and i saw the modification. Thanks.
But i have another (and new) error when i join (or try to join) a game (with any choice: Commanders, random, AI, etc...) : i select one of them, choose a map...TA crash and return on the desktop.
and the infolog.txt contain:
Another thing (nothing to do with the current version): i must restart the X server each time i leave the game to restore my resolution (1280*1024). Can i specify my own when it load ?
But i have another (and new) error when i join (or try to join) a game (with any choice: Commanders, random, AI, etc...) : i select one of them, choose a map...TA crash and return on the desktop.
Code: Select all
ERROR: button9.wav
Couldnt open wav file
terminate called after throwing an instance of 'std::runtime_error'
what(): file Armor.txt not found
Abandon
Code: Select all
No such cursor: cursornormal
No such cursor: cursormove
No such cursor: cursordefend
No such cursor: cursorattack
No such cursor: cursorattack
No such cursor: cursorpatrol
No such cursor: cursorrepair
No such cursor: cursorpickup
No such cursor: cursorunload
No such cursor: cursorreclamate
No such cursor: cursorrevive
No such cursor: cursorcapture
You must put mods, maps and base data in resp game/mods, game/maps and game/base (you can grab a datafile from berlios which contains enough files to play the game)
to ~/.springrc
AddAnother thing (nothing to do with the current version): i must restart the X server each time i leave the game to restore my resolution (1280*1024). Can i specify my own when it load ?
Code: Select all
XResolution=1280
YResolution=1024
Thanks;
Is there a list of the commands which can be added to the springrc file ? it's very useful.

Is there a list of the commands which can be added to the springrc file ? it's very useful.
I know (i followed the setup guide) and it's what i did...You must put mods, maps and base data in resp game/mods, game/maps and game/base (you can grab a datafile from berlios which contains enough files to play the game)
