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How to compile? #17

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StrikerMan780 opened this issue Feb 27, 2014 · 10 comments
Closed

How to compile? #17

StrikerMan780 opened this issue Feb 27, 2014 · 10 comments
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@StrikerMan780
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How do I compile this? I'd like to give it a shot.

@cjritola
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I'll be able to address this once Issue #16 resolves. ^^

@cjritola cjritola self-assigned this Feb 28, 2014
@cjritola
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cjritola commented Mar 5, 2014

Update: Stefan fixed package dependency issues however there are some issues with finding libs when building fresh which I am looking into.

@cjritola
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cjritola commented Mar 7, 2014

Looks like it is good to go. These instructions are to get the most recent state of the program. Here's what you will need:
Java 6 or later (https://www.java.com/en/download/)
Git (http://git-scm.com/downloads)
Maven (https://maven.apache.org/download.cgi)

In your home or desktop directory run:
git clone https://github.com/jtrfp/terminal-recall.git
... this will create a directory called terminal-recall and download the project to that directory.
cd terminal-recall
mvn clean install
... you will see lots of fireworks as it builds. (it doesn't really 'install' anything)
You should see BUILD SUCCESS. If you see BUILD FAILURE come back and post the output and we'll hopefully figure it out.
cd target
java -jar RunMe.jar [path_to_POD_file0] [path_to_POD_file1] [...] [level_name.LVL]

For example, on my ubuntu box it I use
java -jar RunMe.jar "/home/chuck/pods/STARTUP.POD" "/home/chuck/pods/FURY3.POD" "BORG3.LVL"
... to run the final level in Fury3.

If its been a few weeks since you first downloaded and you want to update to the newest version you can cd into your terminal-recall directory and run:
git pull
mvn clean install
... this will only download whatever has changed since your last download and then rebuild it all.

If the dash in the terminal-recall name is much of a pain in Windows it can be renamed without issue after downloading.

If you wish to move the RunMe.jar program to another location, be sure to also move the 'lib' directory. Everything else is unneeded for running.

@StrikerMan780
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[INFO] ------------------------------------------------------------------------
[INFO] BUILD FAILURE
[INFO] ------------------------------------------------------------------------
[INFO] Total time: 2:37.669s
[INFO] Finished at: Fri Mar 07 00:34:24 AST 2014
[INFO] Final Memory: 14M/69M
[INFO] ------------------------------------------------------------------------
[ERROR] Failed to execute goal org.apache.maven.plugins:maven-gpg-plugin:1.5:sig
n (sign-artifacts) on project trcl: Exit code: 1 -> [Help 1]
[ERROR]
[ERROR] To see the full stack trace of the errors, re-run Maven with the -e swit
ch.
[ERROR] Re-run Maven using the -X switch to enable full debug logging.
[ERROR]
[ERROR] For more information about the errors and possible solutions, please rea
d the following articles:
[ERROR] [Help 1] http://cwiki.apache.org/confluence/display/MAVEN/MojoExecutionE
xception

@StrikerMan780
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I get a RunMe.jar, but it errors out when I try to run it, with this: Exception in thread "main" java.lang.NoClassDefFoundError: javax/media/opengl/GL
EventListener
at org.jtrfp.trcl.flow.RunMe.main(RunMe.java:48)
Caused by: java.lang.ClassNotFoundException: javax.media.opengl.GLEventListener
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 1 more

@cjritola
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cjritola commented Mar 7, 2014

Travis CI confirmed your issue and I believe it has been fixed with the latest commit. If you could, execute in terminal-recall dir:
git pull mvn clean install

Hopefully this will precipitate to fixing the NoClassDefFoundError.

@StrikerMan780
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Fixes the compile and error, but still cannot get TerminalRecall to run. It loads all resources for the BORG3 level, and I get the main window for where the game is supposed to show up, but then gives me this error:

Creating a new OpenGL texture for megatexture...
...Done.
Uploading megatexture to OpenGL...
glu: DebugGL4bc [ implementing javax.media.opengl.GL4bc,
downstream: jogamp.opengl.gl4.GL4bcImpl@54b01c02
] gl: DebugGL4bc [ implementing javax.media.opengl.GL4bc,
downstream: jogamp.opengl.gl4.GL4bcImpl@54b01c02
]
Isotropy limit: 16.0
Uploading texture...
Exception in thread "main-FPSAWTAnimator-Timer0" java.lang.RuntimeException: jav
ax.media.opengl.GLException: Not a GL2 implementation
at com.jogamp.common.util.awt.AWTEDTExecutor.invoke(AWTEDTExecutor.java:
58)
at jogamp.opengl.awt.AWTThreadingPlugin.invokeOnOpenGLThread(AWTThreadin
gPlugin.java:100)
at jogamp.opengl.ThreadingImpl.invokeOnOpenGLThread(ThreadingImpl.java:2
05)
at javax.media.opengl.Threading.invokeOnOpenGLThread(Threading.java:172)

    at javax.media.opengl.Threading.invoke(Threading.java:191)
    at javax.media.opengl.awt.GLCanvas.display(GLCanvas.java:483)
    at com.jogamp.opengl.util.AWTAnimatorImpl.display(AWTAnimatorImpl.java:7
  1.  at com.jogamp.opengl.util.AnimatorBase.display(AnimatorBase.java:440)
     at com.jogamp.opengl.util.FPSAnimator$MainTask.run(FPSAnimator.java:167)
    
    at java.util.TimerThread.mainLoop(Unknown Source)
    at java.util.TimerThread.run(Unknown Source)

Caused by: javax.media.opengl.GLException: Not a GL2 implementation
at jogamp.opengl.gl4.GL4bcImpl.getGL2(GL4bcImpl.java:37127)
at javax.media.opengl.DebugGL4bc.getGL2(DebugGL4bc.java:139)
at javax.media.opengl.glu.gl2.GLUgl2.getCurrentGL2(GLUgl2.java:198)
at javax.media.opengl.glu.gl2.GLUgl2.gluBuild2DMipmapsJava(GLUgl2.java:4
43)
at javax.media.opengl.glu.gl2.GLUgl2.gluBuild2DMipmaps(GLUgl2.java:499)
at org.jtrfp.trcl.gpu.GLTexture.setTextureImageRGBA(GLTexture.java:54)
at org.jtrfp.trcl.Texture.finalize(Texture.java:243)
at org.jtrfp.trcl.flow.Mission$3.run(Mission.java:142)
at org.jtrfp.trcl.core.ThreadManager$1.display(ThreadManager.java:87)
at jogamp.opengl.GLDrawableHelper.displayImpl(GLDrawableHelper.java:588)

    at jogamp.opengl.GLDrawableHelper.display(GLDrawableHelper.java:572)
    at javax.media.opengl.awt.GLCanvas$7.run(GLCanvas.java:1054)
    at jogamp.opengl.GLDrawableHelper.invokeGLImpl(GLDrawableHelper.java:103
  1.  at jogamp.opengl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:909)
     at javax.media.opengl.awt.GLCanvas$8.run(GLCanvas.java:1065)
     at java.awt.event.InvocationEvent.dispatch(Unknown Source)
     at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
     at java.awt.EventQueue.access$200(Unknown Source)
     at java.awt.EventQueue$3.run(Unknown Source)
     at java.awt.EventQueue$3.run(Unknown Source)
     at java.security.AccessController.doPrivileged(Native Method)
     at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Sour
    

ce)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)

@cjritola
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cjritola commented Mar 7, 2014

Fix committed,
git pull
mvn clean install
try again.

GLU is deprecated and should have been removed. My fault. Filed and addressed issue #21 resolved with commit 5ba235b .

@StrikerMan780
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Working good now. I'm surprised how close you guys are getting to something playable at this point. :) Loving the additional special effects too. Just needs some sound, music, corrected pitch/roll, some optimization (framerate is very low at times), some other misc fixes, better HUD font, and POD.INI support so you don't need to load things via command line. Looking forward to what you get ready in the future.

Also, any plans for Hellbender Support? (Runs on the same engine with additional features.)

@cjritola
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cjritola commented Mar 8, 2014

Glad it's working! If the FPS lags when a plane is corkscrewing/burning I'm aware of it and am isolating the bottleneck with large object counts. If its somewhere else please file a bug because there might be something bad going on somewhere in the engine.

Hellbender's not out of the question. At the rate things are going it may take a few years. 😆

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