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PostPosted: Sat Apr 07, 2012 17:26
by bgsmithjr
I think you are lying trying to make me look bad, buddy.

PostPosted: Sat Apr 07, 2012 17:27
by Utilisatrice
You compile the latest version ?

EDIT : No, you help me the first time, and has run, I thank again.

PostPosted: Sat Apr 07, 2012 17:27
by bgsmithjr
zlibdllwapi.dll and .lib must be in folder zlib125dll

PostPosted: Sat Apr 07, 2012 17:28
by bgsmithjr
Pulled it five minutes ago.

PostPosted: Sat Apr 07, 2012 17:31
by Utilisatrice
I take the newest version and i said if it works.

PostPosted: Sat Apr 07, 2012 17:32
by bgsmithjr
It does work. I just used it and compiled. It must be user-error and you will not provide me with enough information, I am telling you for the second time. If you do not provide enough information I will no longer respond to your posts.

PostPosted: Sat Apr 07, 2012 17:35
by Utilisatrice
It's simple when I take the source to compile, I get this error message on content_cao.cpp :

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
content_cao.cpp(1089): error C2668: 'fabs' : ambiguous call to overloaded function
          C:\Program Files\Microsoft Visual Studio 10.0\VC\include\math.h(565): could be 'long double fabs(long double)'
          C:\Program Files\Microsoft Visual Studio 10.0\VC\include\math.h(517): or       'float fabs(float)'
          C:\Program Files\Microsoft Visual Studio 10.0\VC\include\math.h(118): or       'double fabs(double)'
          while trying to match the argument list '(bool)'
content_cao.cpp(937): error C2668: 'fabs' : ambiguous call to overloaded function
          C:\Program Files\Microsoft Visual Studio 10.0\VC\include\math.h(565): could be 'long double fabs(long double)'
          C:\Program Files\Microsoft Visual Studio 10.0\VC\include\math.h(517): or       'float fabs(float)'
          C:\Program Files\Microsoft Visual Studio 10.0\VC\include\math.h(118): or       'double fabs(double)'
          while trying to match the argument list '(bool)'


EDIT : The latest version work but, I've just this :

2>LINK : warning LNK4075: ' /INCREMENTAL' ignoré à cause de la spécification '/LTCG'
2> Création de la bibliothèque C:/Users/****/Desktop/Minetest/celeron55-minetest-2eec788/bin/Release/minetest.lib et de l'objet C:/Users/****/Desktop/Minetest/celeron55-minetest-2eec788/bin/Release/minetest.exp
2>sound_openal.obj : error LNK2001: symbole externe non résolu __imp__alcCloseDevice
2>sound_openal.obj : error LNK2001: symbole externe non résolu _ov_read
2>sound_openal.obj : error LNK2001: symbole externe non résolu __imp__alGenSources
2>sound_openal.obj : error LNK2001: symbole externe non résolu __imp__alcCreateContext
2>sound_openal.obj : error LNK2001: symbole externe non résolu __imp__alcOpenDevice
2>sound_openal.obj : error LNK2001: symbole externe non résolu _ov_fopen
2>sound_openal.obj : error LNK2001: symbole externe non résolu __imp__alGetString
2>sound_openal.obj : error LNK2001: symbole externe non résolu _ov_info
2>sound_openal.obj : error LNK2001: symbole externe non résolu __imp__alSourcef
2>sound_openal.obj : error LNK2001: symbole externe non résolu __imp__alListenerf
2>sound_openal.obj : error LNK2001: symbole externe non résolu __imp__alSourcePlay
2>sound_openal.obj : error LNK2001: symbole externe non résolu __imp__alSourcei
2>sound_openal.obj : error LNK2001: symbole externe non résolu __imp__alGenBuffers
2>sound_openal.obj : error LNK2001: symbole externe non résolu __imp__alListenerfv
2>sound_openal.obj : error LNK2001: symbole externe non résolu __imp__alSource3f
2>sound_openal.obj : error LNK2001: symbole externe non résolu _ov_clear
2>sound_openal.obj : error LNK2001: symbole externe non résolu __imp__alcDestroyContext
2>sound_openal.obj : error LNK2001: symbole externe non résolu __imp__alDeleteSources
2>sound_openal.obj : error LNK2001: symbole externe non résolu __imp__alcIsExtensionPresent
2>sound_openal.obj : error LNK2001: symbole externe non résolu __imp__alcGetString
2>sound_openal.obj : error LNK2001: symbole externe non résolu __imp__alDistanceModel
2>sound_openal.obj : error LNK2001: symbole externe non résolu __imp__alcGetError
2>sound_openal.obj : error LNK2001: symbole externe non résolu __imp__alListener3f
2>sound_openal.obj : error LNK2001: symbole externe non résolu __imp__alBufferData
2>sound_openal.obj : error LNK2001: symbole externe non résolu __imp__alcMakeContextCurrent
2>sound_openal.obj : error LNK2001: symbole externe non résolu __imp__alGetSourcei
2>sound_openal.obj : error LNK2001: symbole externe non résolu __imp__alGetError
2>C:\Users\****\Desktop\Minetest\celeron55-minetest-2eec788\bin\Release\minetest.exe : fatal error LNK1120: 27 externes non résolus


Sorry if this french.

Can you help me please ?

PostPosted: Sat Apr 07, 2012 17:57
by bgsmithjr
delete minetest.sln, regenerate using c-make, open the project in visual studio, then tell me when you have visual studio open. nevermind dont' do that, it looks like you are not using openal,
symbole externe non résolu __imp__alBufferData
resolu means resolution alBufferData, would be for OpenAL framebuffer.
[url]magic.minetest.net/openAL.zip[/url]
These are the openal files you should use.

PostPosted: Sat Apr 07, 2012 18:01
by Utilisatrice
I have open Visual Studio.

PostPosted: Sat Apr 07, 2012 18:04
by bgsmithjr
symbole externe non résolu __imp__alBufferData
resolu means resolution alBufferData, would be for OpenAL framebuffer.
[url]magic.minetest.net/openAL.zip[/url]
These are the openal files you should use.
I am sorry you can close, you have to delete cache on cmake and change your openAL files.

PostPosted: Sat Apr 07, 2012 18:33
by Utilisatrice
Sorry, I have put the lib Win64...

Its worked since the beginning.

Thank Bgsmithjr.

PostPosted: Sat Apr 07, 2012 18:41
by bgsmithjr
Your welcome.

PostPosted: Mon Jun 25, 2012 17:00
by Neuromancer
I followed the instructions given in the first post. I had to install the openAl SDK and use that folder, but other than that it was pretty straightforward. When I build, I got the following error:

4>..\..\minetest\src\camera.cpp(252) : error C2065: 'M_PI' : undeclared identifier error

To fix it I put
#define _USE_MATH_DEFINES
#include "math.h"
at the top of each of the following 4 files
camera.cpp
\minetest\src\content_cao.cpp(942)
\minetest\src\clientmap.cpp(49)
\minetest\src\server.cpp(679)

and commented out cmath line in camera.

I believe this is due to a bug in VS2008.

PostPosted: Mon Jun 25, 2012 20:38
by Neuromancer
bgsmithjr wrote:here are replacements for libogg, libvorbis, and libvorbisfile dlls
http://www.filedropper.com/minetest


I'm getting the dreaded "GitHub\libvorbisfile.dll : fatal error LNK1107: invalid or corrupt file: cannot read at 0x2B8" also.

These files that were used to resolve the issue are no longer available. Can anyone tell me how to get past this?

Thanks

PostPosted: Fri Jul 20, 2012 16:33
by cornernote
Darkrose has done some important changes that fix a limit in the number of items you can have
https://github.com/celeron55/minetest/issues/144

Is there any chance you can compile this:
https://github.com/darkrose/minetest

That would be awesome!

PostPosted: Sat Oct 20, 2012 15:07
by Topywo
Looking for the Windows packages?

http://minetest.net/download.php

Compiling it yourself

https://github.com/celeron55/minetest

Scroll down until halfway the readme.txt and follow the instructions under: Compiling on Windows:
(Seems to be pretty hard), for Linux compiling yourself is far more easier.

Edit: typo

PostPosted: Mon Nov 26, 2012 12:53
by 4aiman
I know there's pletty much info about compiling under win, but still...
Could anyone (who allready succeed in doing so) post the result of "dir" command, ran from project's dir.
I tried to setup my "workspace" to compile minetest under win, but here and there are errors, cause compiler couldn't find some libs or files.

I read github info as well as info posted here, but it makes no sence to me. First it tells to unzip librares then it says I shouldn't and then, again, list dlls unzipped in folders. I had never ever compile anything under win using c or c++ compilers, so, please, be nice to me ;)

PostPosted: Mon Dec 17, 2012 02:34
by DelkoDuck
The openAL site has been down all week, so I unchecked it in Cmake. But when I try and compile in Visual Studio it says like 5 successful 1 failed and I dont get a .exe. I'm assuming its because openAL is missing?

PostPosted: Sun Dec 23, 2012 21:36
by 4aiman
DelkoDuck wrote:The openAL site has been down all week, so I unchecked it in Cmake. But when I try and compile in Visual Studio it says like 5 successful 1 failed and I dont get a .exe. I'm assuming its because openAL is missing?

You need to uncheck souns support also.
____

Those, who DID build windows binary, would you so kind to share your project along with all the sources?

PostPosted: Mon Dec 24, 2012 12:50
by 4aiman
Sorry for the russian language in this log, but I'm getting this error and do not know haw to get rid of it.
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
1>------ Построение начато: проект: ZERO_CHECK, Конфигурация: Release Win32 ------
2>------ Построение начато: проект: translations, Конфигурация: Release Win32 ------
3>------ Построение начато: проект: minetest, Конфигурация: Release Win32 ------
2>  mo update
3>LINK : warning LNK4075: не учитывается "/INCREMENTAL" из-за спецификации "/LTCG"
3>     Создается библиотека D:/mt043w/minetest/bin/Release/minetest.lib и объект D:/mt043w/minetest/bin/Release/minetest.exp
3>freetype247.lib(type1.obj) : error LNK2001: неразрешенный внешний символ "__imp__qsort"
3>freetype247.lib(ftbase.obj) : error LNK2001: неразрешенный внешний символ "__imp__qsort"
3>freetype247.lib(bdf.obj) : error LNK2001: неразрешенный внешний символ "__imp__qsort"
3>freetype247.lib(psmodule.obj) : error LNK2001: неразрешенный внешний символ "__imp__qsort"
3>freetype247.lib(psaux.obj) : error LNK2001: неразрешенный внешний символ "__imp__qsort"
3>D:\mt043w\minetest\bin\Release\minetest.exe : fatal error LNK1120: 1 неразрешенных внешних элементов
4>------ Построение начато: проект: ALL_BUILD, Конфигурация: Release Win32 ------
4>  Build all projects
5>------ Пропуск построения: проект: INSTALL, Конфигурация: Release Win32 ------
5>Проект не выбран для построения в данной конфигурации решения
6>------ Пропуск построения: проект: PACKAGE, Конфигурация: Release Win32 ------
6>Проект не выбран для построения в данной конфигурации решения
========== Построение: успешно: 3, с ошибками: 1, без изменений: 5, пропущено: 2 ==========

I tried to figure it out by "googling" and by asking xyz but at this point I can't find anything via search and xyz seems to grew tired of my questions and just has no time to help me. He just says that he never ever got this type of messages.

I'm NO C++ or just "C" coder. I do not understand why I need to search in QT forum for errors occurring while building some application if I didn't saw any of QT signs while configuring with CMake. Please, be patient, 'cause if some "pro" coder of C++ knows smth, it doesn't mean that everyone else do.

I really need someone's help to finaly build minetest under win 32. I could post any info necessary: screens, logs, project files - anything just to make this game under win.

PostPosted: Mon Jan 21, 2013 14:37
by rarkenin
I may have a Windows build almost ready, but when I build Irrlicht is slow as hell with the official Irrlicht library and pretty much every video render engine offered. I've disabled everything regarding debugging, and turned on first default optimizations(placing or punching nodes takes a second and goes really slow), or full optimizations, which as still unacceptable slow and laggy in terms of video.

PostPosted: Thu Feb 14, 2013 06:12
by Inocudom

PostPosted: Wed Feb 27, 2013 05:48
by Fess
I've compiled windows x64 version of latest minetest, who needs here is download link
http://yadi.sk/d/nKbNZoz22v282
(inlude curl,sound,etc but doesn't include gettext&freetype support)

PostPosted: Wed Mar 20, 2013 21:14
by Inocudom
Fess wrote:I've compiled windows x64 version of latest minetest, who needs here is download link
http://yadi.sk/d/nKbNZoz22v282
(inlude curl,sound,etc but doesn't include gettext&freetype support)


It works pretty good and even has DirectX support, though it seems odd that maps, caches, and config files are placed in the AppData folder. Could you make another build like this one, but of the most recent git version of Minetest? Features like jungles, dungeons, improved finite liquids, and improved lighting speeds have been added to the git version of Minetest as of late.

PostPosted: Sat Mar 23, 2013 23:06
by Fess
Inocudom wrote:
Fess wrote:I've compiled windows x64 version of latest minetest, who needs here is download link
(inlude curl,sound,etc but doesn't include gettext&freetype support)


It works pretty good and even has DirectX support, though it seems odd that maps, caches, and config files are placed in the AppData folder. Could you make another build like this one, but of the most recent git version of Minetest? Features like jungles, dungeons, improved finite liquids, and improved lighting speeds have been added to the git version of Minetest as of late.


Yea, textures and settings are stored in AppData in this build, i will try to find where this path stored in sources and change it
Latest build updated today:

http://yadi.sk/d/S6dB8KW33WQcm

PostPosted: Mon Mar 25, 2013 02:56
by Inocudom
Thank you for the new build, Fess. With Minetest needing more RAM these days, 64-bit Windows computers will be more in need of 64-bit builds of Minetest. It is wonderful that you are able to include Direct X support, as OpenGL is rather hard on my computer.

I hope someday Direct X will be supported better by Minetest. This will make the game easier for Windows computers.

PostPosted: Mon Mar 25, 2013 10:32
by rarkenin
Does anyone know how to get the buildbot to work with LuaJIT? I get an error about how LuaJIT gets compiled without jobserver mode, which causes the original make to go crazy/

PostPosted: Sat Mar 30, 2013 01:02
by Inocudom
What would be a very useful feature is to have a program (or script) that takes github builds and compiles them for Windows (with Direct X support of course.)

Does anybody here compile their own builds for Windows on Windows? It seems like very few people do (hence the reason this topic is dead.)

PostPosted: Thu Apr 04, 2013 11:03
by CryAngel
Inocudom wrote:Does anybody here compile their own builds for Windows on Windows?

yes, i do. i compile using VS 2010 on Win x86 and x64, with Lua and LuaJIT (my own attempt integrate LuaJIT in minetest)

PostPosted: Thu Apr 04, 2013 14:39
by Inocudom
CryAngel wrote:
Inocudom wrote:Does anybody here compile their own builds for Windows on Windows?

yes, i do. i compile using VS 2010 on Win x86 and x64, with Lua and LuaJIT (my own attempt integrate LuaJIT in minetest)


I don't know if Fess will come back anytime soon. If you want to do so yourself, you could make 64-bit Windows builds for the community.

How many players of Minetest are there that use a 64-bit version of a Windows operating system? I have Windows 7 64-bit, so that brings the count to one.