Topic: I am a programmer
QCS |
Posted at:
2010-12-08, 20:51 UTC+1.0
Please have a look at the initial BZR Howto documents to get a feeling what the commands do. Just asking will definitely not give you all information which you should probably have. Basically, you need to do init-repo to create the (shared) repository which basically does nothing with your network or widelands at all, just creates some metafiles in the repository directory. Then you do get (or branch, which is an alias) to get the data. And yes, bzr is quite lavish with bandwidth and stored information, that's basically a good sign that you did everything right. CMake is evil. ![]() ![]() |
bdfhjk Topic Opener |
Posted at:
2010-12-08, 21:39 UTC+1.0
Done. I had downloaded, and then I compiled the latest version. In debug mode I have only about 6 FPS. That's normal? Now I want to do something useful. From what is best to start what will be relatively simple? ![]() ![]() |
ixprefect |
Posted at:
2010-12-09, 16:57 UTC+1.0
The download includes the entire history of the repository, so it is quite natural that it is very large. Debug mode is compiled without optimizations. So particularly when you're using software rendering, this can be quite slow on large resolutions. You could try switching to OpenGL mode, that should be quite a bit faster - obviously depending on your graphics setup, but the OpenGL requirements of Widelands are rather modest. As for small things that need doing, honestly I'm in a rush now and nothing comes to mind, but perhaps browsing the bugs list in Launchpad you find something? ![]() ![]() |
bdfhjk Topic Opener |
Posted at:
2010-12-09, 17:14 UTC+1.0
when I was trying to load game after I had switched to open gl mode, the game crashed The last what I can hear from console: "Game: Reading Map Data Complete done! Game: Reading Player Economies Info ... done Game: Reading Command Queue Data ... done Game: Enqueuing comands to expire player's messages ... done Game: Reading Interactive Player Data ... done Done reloading the game from replay Replay writer has started [sync] Reset Killed " Now, I'm compiling the release version. ![]() ![]() |
ixprefect |
Posted at:
2010-12-10, 12:45 UTC+1.0
Well, I would say that that would be a perfect place to start to work on something! Stay with the debug version and run Widelands in a debugger, and try to figure out where and why it crashes. That could well be your first project, and it would allow you to profit from OpenGL mode which would give you a better experience. Hint: If you can't / don't want to use a graphical debugger - I've made some relatively good experiences with the latest KDevelop, but it's a bit hit and miss - you can simply use gdb. The first place to start is the backtrace (bt) command that allows you to see exactly where the crash happened. ![]() ![]() |
bdfhjk Topic Opener |
Posted at:
2010-12-11, 09:23 UTC+1.0
Ok. This is a good idea. Yesterday I read about gdb and kdevelop. Tonight I going to re-compile the program in debug mode and try to find the cause of the problem. Is it possible to import the source files of Widelands as a KDevelop project? ![]() ![]() |
aber |
Posted at:
2010-12-11, 15:14 UTC+1.0
You can use cmake to do so. Please take a look at the documentation. You invoke cmake like this: cmake -G KDevelop3 \ $SOURCE \ -DCMAKE_INSTALL_PREFIX:PATH="$DESTINATION/" Where $SOURCE is the path to the source Directory and $DESTINATION is your installation folder, if different from the default folder.
Edited:
2010-12-11, 15:15 UTC+1.0
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samithdisal![]() |
Posted at:
2010-12-11, 15:15 UTC+1.0
kdevelop 4 uses cmake, so you can import easily NoOb KiWwaTa NoOb Ma NeWeI ![]() ![]() |
ixprefect |
Posted at:
2010-12-11, 16:10 UTC+1.0
I would also recommend trying to use KDevelop 4. While it's not as stable as KDevelop 3 yet, it is much better for editing C++ thanks to its "duchain" infrastructure that understands C++ code completely. ![]() ![]() |
bdfhjk Topic Opener |
Posted at:
2010-12-12, 00:33 UTC+1.0
I can't compile. This error appear: "
[ 31%] Checking logic/immovable.h with CodeCheck
[100%] Built target codecheck
Scanning dependencies of target widelands
[100%] Building CXX object src/CMakeFiles/widelands.dir/build_info.cc.o
Linking CXX executable widelands
libwidelands_all.a(wlapplication.cc.o): In function " Also I can't import project to Kdevelop - when I use import function, in status bar is text "loading widelands project...", and kdevelop loading project about 30 minutes - then I resign. I don't know why it's slow. //edit I have two guess, maybe it help 1. (...) struct Fullscreen_Menu_NetSetupGGZ : public Fullscreen_Menu_Base { enum { CANCEL = 0, HOSTGAME, JOINGAME };
(...) (...) ifndef FULLSCREEN_MENU_NETSETUP_GGZ_Hdefine FULLSCREEN_MENU_NETSETUP_GGZ_Hinclude "network/network_ggz.h" // <-- There Kdevelop say, that we haven't that fileif HAVE_GGZ(...) This two fragments are from ui_fsmenu/netsetup_ggz.h
Edited:
2010-12-12, 01:00 UTC+1.0
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