I've decided I'm going to use BUILD as an excuse to learn C and becuase also its probably more simple engine then jumping into something else like Quake. I've never compiled anything before though. So how do I compile Shadow warrior?
I hope no one says I"m gong over my head here, becuase I can program in a scripting language called PHP which is similar to C and understand Object orientation. :)
Edited by Mr.Wang at
Mr.Wang at
Re: How to compile jfsw? I Never compiled before.
So I guess this forum is not to active? Should I expect a reply in a month or so? Oh well I'm not a rush or anything. :P
Stroggos at
Chill out dude. All you need is MinGW and MSYS. Grab them and you are pretty well set to build BUILD. Then just link BUILD to JFSW and bob's your uncle.
Mr.Wang at
how you link them?
I've installed mingw, the only file I could guess was makefile?
I changed the path for directx to the C:/dxsdk which I installed from here. http://www.microsoft.com/downloads/en/details.aspx?FamilyID=371f6ba4-2737-46ab-b275-0dcab31459b5&DisplayLang=en
I hit make on that file but it threw an error that says, couldn't find fmod here is a wingw screenshot: can''t copy and paste from it. http://i55.tinypic.com/1412hhc.jpg
Stroggos at
The version of FMOD that you want can be found here: http://www.fmod.org/files/fmod3/. Since you're running windows you want the file fmodapi375win.zip. I haven't used MinGW since I made my own port of Build but I'll have a look to see how you link them. Although from memory JonoF has linked the in the MinGW makefile.
# SDK locations - adjust to match your setup DXROOT=c:/build/directx FMODROOTWIN=c:/build/fmodapi374win/api
I hit make again in the jfbuild_src_20051009 directory and still go the same error. 'src/sound.c Fmod.h: No directory or file.' Screenshot: http://i56.tinypic.com/w1tlbm.jpg
*bangs head* this is why I always passed up learning C for years. Could never compile anything except hello world in dev-cpp everything else has fatal errors /facepalm.
Edited by Mr.Wang at
Mr.Wang at
I got it to compile! Btw everything in the readme and such is obselete. This sourcecode is not even the one that the jfsw is using I dont think! Why does Jono have old source code up?
Alright anyways.. I compiled it and put tables.dat, sw.grp, etc.. and it runs. But I think I still compiled something wrong here. Becuase it after I load the game the it nothign happens. I dont think I actually properly linked "game source" into the engine source.
I have compiled the sourcecode from 3drealms site with watcom 1.3 no problem and had it running in dosbox in a few minutes. LOL
I have spent the past 10- hours trying to compile this. Whats the issue here? The jfsw source code is hostile. To creator of this port, Please make a tutorial or something to compile it else useful to anybody but a already experienced programmer. :/
JonoF at
One of the things I still need to do is overhaul the build process. The public version of the JFSW code is antique, and I'm not ready to release a new stable version, but I'm working on setting up a more public repository using Git, so that ought to help me get things moving faster. There's a bunch of work to do yet to get things operating properly with the latest OpenWatcom versions too.
Jonathon
Mr.Wang at
Well hopefully its soon, the last release looks like it was about 5 years ago, in 2005. ;D
Stroggos at
does this also mean you may update the rest of the sources as well? I mean they all haven't been updated since around the same time, 2005.
JonoF at
Stroggos said at
does this also mean you may update the rest of the sources as well?
Yes, everything gets updated together. This is what's happened since the last release, and what's still to be completed:
OSX support (done, 10.4+ supported)
Rewrote the texture management code in Polymost (almost done. Still need to complete the model skin handling and some optimisations for textures shared between multiple definitions)
A fresh port of AudioLib (Windows MIDI still needs finishing off)
The current plan is to have automated "daily" builds available on my site. They won't change daily, but people who feel adventurous can try them out and provide feedback.
Jonathon
Stroggos at
Nice really can't wait now. You guys might see a new game based directly on the BUILD engine!