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Author Topic: Compiling LCS with MinGW  (Read 1940 times)

etmoonshade

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Compiling LCS with MinGW
« on: August 22, 2011, 08:31:56 pm »

My Google-fu is failing me, and the forums don't seem to have any specific guidance on this.

I've downloaded the PDCurses libraries and think I've put them in the proper spots. As far as I can tell, I've edited the makefile properly. When I configure though, it keeps complaining about not being able to find lncurses. Any insight from someone who has experience with this?
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Kay12

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Re: Compiling LCS with MinGW
« Reply #1 on: August 23, 2011, 12:31:21 am »

I think LCS needs ncurses. You may also be lacking the -dev libraries, I think those are necessary as well.
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Carlos Gustavos

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Re: Compiling LCS with MinGW
« Reply #2 on: August 24, 2011, 08:58:41 am »

As far as I can tell, which might not be far as I don't know the language the configure script is written in, the configure script does not consider the possibility of using pdcurses. I guess it was written only for linux.
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etmoonshade

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Re: Compiling LCS with MinGW
« Reply #3 on: August 24, 2011, 11:50:49 am »

As far as I can tell, which might not be far as I don't know the language the configure script is written in, the configure script does not consider the possibility of using pdcurses. I guess it was written only for linux.

I'm suspecting that myself as I fiddle with it. While the configure script itself doesn't appear to use pdcurses, one of the makefiles does - in fact, the LINUX_README.txt file, which the standard readme points you to, directs you to edit the makefile to reflect your build environment (Linux, Cygwin, or MinGW.) Honestly, at this point, I'm hoping for some help from someone who's managed to make it work. My ultimate goal is just to be able to compile LCS for Windows so I can fiddle with the code.
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Carlos Gustavos

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Re: Compiling LCS with MinGW
« Reply #4 on: August 24, 2011, 01:25:19 pm »

I can only find something about mingw in the old makefile, Makefile.old, and I don't think that one's usable anymore. The part in the linux readme mentioning mingw is also old, from version 3.09, and I guess it refers to the no longer used Makefile.old.

A visual studio project file is available if you just want to compile. It's in the workspaces folder. Personally, I have a codeblocks project for when I need to compile on windows and codeblocks uses mingw.
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etmoonshade

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Re: Compiling LCS with MinGW
« Reply #5 on: August 24, 2011, 05:00:28 pm »

I can only find something about mingw in the old makefile, Makefile.old, and I don't think that one's usable anymore. The part in the linux readme mentioning mingw is also old, from version 3.09, and I guess it refers to the no longer used Makefile.old.

A visual studio project file is available if you just want to compile. It's in the workspaces folder. Personally, I have a codeblocks project for when I need to compile on windows and codeblocks uses mingw.

Heh. And there's where I messed up - I thought makefile.old was used by the "bootstrap" script or autoconf or something to build the new makefile. Shows what I actually know. :P

I'm quite fond of codeblocks actually, and happen to have it. Care to toss that project file my way since I've got everything but that? :)

(I could use VS, but... meh. So much hate for that program. :/ )
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Stargrasper

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Re: Compiling LCS with MinGW
« Reply #6 on: August 24, 2011, 09:57:04 pm »

Yeah...that's not included with the source release from the 4.04 release thread.  Ignore that thread and checkout the source from the svn repo on sourceforge.  It has everything you need in the trunk folder.  The project file is in /trunk/workspaces/.  Plus that code is more up-to-date.

http://sourceforge.net/projects/lcsgame/
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Jonathan S. Fox

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Re: Compiling LCS with MinGW
« Reply #7 on: August 25, 2011, 12:00:13 am »

If all you want to do is compile and tinker on Windows, I suggest grabbing the free version of Visual Studio C++, doing an SVN checkout, and opening the Visual Studio project file in the workspaces subdirectory. LCS was originally a Windows game, and I develop for LCS exclusively on Windows -- the Linux build instructions (and Linux compatibility in general) are always trailing behind, though lately they've been keeping pace a bit better. Going through the effort of emulating the platform the game was merely ported to is way more work than necessary. (Actually, I shouldn't say emulate, since that's not what you're talking about. I should say going through the build instructions for the port rather than the original platform.)

I apologize that the only build instructions in the source zip are for Linux. That's because anyone seeking to play the Linux port needs to download the source zip and compile, so we try to make that as easy as possible.
« Last Edit: August 25, 2011, 12:04:20 am by Jonathan S. Fox »
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Kay12

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Re: Compiling LCS with MinGW
« Reply #8 on: August 25, 2011, 05:14:41 am »

I do my occasional development and playing on Linux and it works well - but Jon's right, using Visual Studio project makes more sense on Windows.
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etmoonshade

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Re: Compiling LCS with MinGW
« Reply #9 on: August 25, 2011, 09:13:11 pm »

And there we go. Loaded up the project file, and bam, instant game. Figures, I was overthinking it like I usually do. xD

Since README refers (referred?) to LINUX_README.txt, shouldn't the latter file have something about not needing to go through all that crap to compile on Windows for those who downloaded the source package?

(and thanks to all y'all for your help)
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Stargrasper

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Re: Compiling LCS with MinGW
« Reply #10 on: August 25, 2011, 11:19:35 pm »

LCS documentation of so very lacking that it's depressing.  Even the wiki feels exceedingly incomplete.  Be nice if we had a comprehensive manual, but I certainly haven't seen one.  But yes, we need a windows readme if only to direct people how to use the project file.  Consider it part of the documentation upgrade that will probably never happen. :P
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Kay12

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Re: Compiling LCS with MinGW
« Reply #11 on: August 26, 2011, 12:36:56 am »

I might give updating the documentation a shot at some point, but can't really promise anything.
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Reelyanoob

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Re: Compiling LCS with MinGW
« Reply #12 on: September 03, 2011, 09:55:13 am »

Here's an idea - automate stat print-outs from the code itself.

Self-documenting game versions.

I just got the VS version compiled too, since I loaded up VS for my own project.
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Nyx

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Re: Compiling LCS with MinGW
« Reply #13 on: September 03, 2011, 03:58:02 pm »

Hi,

dared to update README in trunk@560 to reflect existence of workspaces for codeblocks and VS (change it if you dislike my git comments on VS & codeblocks - couldn't help ^^).
[  own choice is vim and shell gimmicks under linux hope no fuzz arises from that ]

Here's an idea - automate stat print-outs from the code itself.

Self-documenting game versions.

You mean include doxygen-style comments? It is an awful amount of very unrewarding work and many people don't update them when modifying :/ Takes huge discipline to keep them up, even one's own.

Sounds very pro tho, so if you go ahead and juggernaut on that i promiss to take care and upkeep whenever possible ^^
(Or maybe i missed a point)
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Reelyanoob

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Re: Compiling LCS with MinGW
« Reply #14 on: September 03, 2011, 06:09:47 pm »

Haven't really mucked with doxygen, it looks pretty cool but like you said maintaining that is hard work and it's more for programming / coding docs.

I was thinking more of generating documentation for players, that might be something we can embed in the XML. And the XML contains all the table data and the like which could be used to auto-generate formatted guides.
« Last Edit: September 03, 2011, 06:11:23 pm by Reelyanoob »
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