InWorldz

Where your Dreams are our Vision!

It is currently Sat Jun 23, 2018 11:41 am | All times are UTC - 6 hours
 Page 1 of 1 [ 10 posts ] 
Author Message
 Post subject: Compile Instructions & Suggestion
PostPosted: Sat Mar 26, 2016 5:25 am 
User avatar

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 526
Location: England
Hi

I asked this before and was directed to the alchemy site. Sadly the page for linux is not complete and has not been updated in ages.

I keep getting
Unrecognized --versions output:


Would it be possible to get some instructions for compiling the viewer on linux. Also perhaps you might want to consider making a testing group from people who can compile, a beta group if you like who can test as you go... upto you of course but i would be willing if i can get a compile that works.

People who are interested can sign up to get comit notifications from the repository. Then they can compile and test. They could even leave updates for others so without there being much extra effort on behalf of Inworldz, you could have more beta testing and regular updates for people so they can see the active development going on.


Offline
 Profile  
 
 Post subject: Re: Compile Instructions & Suggestion
PostPosted: Sat Mar 26, 2016 8:28 am 
User avatar

Joined: Mon Jun 14, 2010 3:08 am
Posts: 5759
Location: Wales
I'd be up for this (on Linux Mint) if someone could get me started in terms of what compiler I need, and how to do the builds (I'm afraid Visual Studio 'C' on Windows rather stunted my growth in terms of make-files).



_________________
Ark
Good judgement comes from experience, experience comes from bad judgement
Offline
 Profile  
 
 Post subject: Re: Compile Instructions & Suggestion
PostPosted: Sat Mar 26, 2016 9:13 am 
User avatar

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 526
Location: England
i can get you started but not all the way here.

The required tools, some of which may already be installed, are:

bison bzip2
cmake
curl
flex
g++
m4 (for make)
mercurial (for hg)
python
python-dev
python-pip
libaprutil1
libaprutil1-dev
libapr1
libapr1-dev


sudo apt-get update # to make sure the repository list is current
sudo apt-get upgrade # to make sure all installed packages are current
sudo apt-get install --install-recommends bison bzip2 cmake curl flex g++ m4 mercurial python2.7 python2.7-dev python-pip libaprutil1 libaprutil1-dev libapr1 libapr1-dev

libGL.so (libgl1-mesa-dev)
LibGLU.so (libglu1-mesa-dev)
libstdc++.so.6 (libstdc++6)
libX11.so (libX11-dev)
libxinerama-dev libxml2.so (libxml2-dev)
libXrender.so (libxrender-dev)


sudo apt-get install --install-recommends libgl1-mesa-dev libglu1-mesa-dev libstdc++6 \

You will also need to make sure you have the right versions of Gcc installed. Check what you have installed. You will need 4.8 for compiling the viewers. BUT modern ubuntu based distro's also need 4.9 or above for compiling dynamic kernal moduels. So you will need to do whats below but you may also need to add in your existing gcc version as a slave option as well.

sudo update-alternatives --remove-all gcc

sudo update-alternatives --install /usr/bin/gcc gcc /usr/bin/gcc-4.8 48 \
--slave /usr/bin/g++ g++ /usr/bin/g++-4.8 \
--slave /usr/bin/gcov gcov /usr/bin/gcov-4.8
sudo update-alternatives --config gcc

sudo update-alternatives --install /usr/bin/gcc gcc /usr/bin/gcc-4.9 49 \
--slave /usr/bin/g++ g++ /usr/bin/g++-4.9 \
--slave /usr/bin/gcov gcov /usr/bin/gcov-4.9
sudo update-alternatives --config gcc

When it asks you to choose the default version you can select auto, this works.



Here is the kicker... i don't know which version of autobuild to use, the mac compile insturctions point you to the linden lab autobuild, but that doesn't seam to like 64bit linux, i think it would work on 32bit but can't be sure as i have no 32bit system to test on.

The firestorm version of autobuild does not work for the inworldz viewer.

Anyway the next stage is to install the appropriate version of autobuild using a varient of the following line which is taken from the firestorm and linden pages respectively .


sudo pip install hg+https://bitbucket.org/NickyD/autobui ... =autobuild.
sudo pip install 'hg+https://bitbucket.org/lindenlab/autobuild-1.0#egg=autobuild'


Thats all the packages preperation done.

Next...

clone the repository. Navigate to where ever you keep your source code, for me thats ~/src


hg clone https://bitbucket.org/inworldz/inworldz

cd into your new inworldz directory
Please note i have left the DFMODSTUDIO:BOOL=TRUE there, but if you do not have a version of FMOD installed you can use, changing this to false should also build with open AL.




Configure the viewer 32bit
autobuild configure -c RelWithDebInfoOS -- -DPACKAGE:BOOL=FALSE -DFMODSTUDIO:BOOL=TRUE


Configure 64bit
autobuild configure -c RelWithDebInfoOS -- -DPACKAGE:BOOL=FALSE -DFMODSTUDIO:BOOL=TRUE -DWORD_SIZE=64


This configures the viewer now we need to actually compile it
autobuild build -c RelWithDebInfoOS --no-configure


Last edited by ManwaPastorelli on Sat Mar 26, 2016 9:23 am, edited 1 time in total.

Offline
 Profile  
 
 Post subject: Re: Compile Instructions & Suggestion
PostPosted: Sat Mar 26, 2016 9:19 am 
User avatar

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 526
Location: England
https://alchemy.atlassian.net/wiki/disp ... structions

Alchemy Viewer Build instructions for mac and windows.


Offline
 Profile  
 
 Post subject: Re: Compile Instructions & Suggestion
PostPosted: Sat Mar 26, 2016 4:23 pm 
User avatar

Joined: Mon Jun 07, 2010 7:07 pm
Posts: 7936
Location: Nova Scotia, Canada
I'm a server guy so I don't really have all the info, but I do know that for the InWorldz viewer, you need to start with the InWorldz branch on the InWorldz project:

https://bitbucket.org/inworldz/inworldz/branch/Inworldz

Get that source, then on windows it's something like:
autobuild configure -c RelWithDebInfoOS -p windows64 -DVIEWER_CHANNEL:STRING="InWorldz3"
for the 64-bit "InWorldz3" release channel.

I think on Mac and Linux you can just drop the -p option from that list, something like:
autobuild configure -c RelWithDebInfoOS -DVIEWER_CHANNEL:STRING="InWorldz3"


Offline
 Profile  
 
 Post subject: Re: Compile Instructions & Suggestion
PostPosted: Sat Mar 26, 2016 4:34 pm 
User avatar

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 526
Location: England
thanks jim, looks like we still need the correct autobuild though.


Offline
 Profile  
 
 Post subject: Re: Compile Instructions & Suggestion
PostPosted: Sat Mar 26, 2016 6:58 pm 
User avatar

Joined: Mon Jun 24, 2013 4:45 pm
Posts: 11
Hi Manwa, please uninstall all other versions of autobuild and use the alchemy version of autobuild found here: https://bitbucket.org/alchemyviewer/autobuild-alchemy

Since Linden Lab dragged their feet to begin 64-bit, the various projects had to develop their own autobuild versions for 64-bit platforms. The NickyD repository is Firestorm, but you will need to use the Alchemy one for IW3.

These instructions are the ones to follow for Linux: https://alchemy.atlassian.net/wiki/pages/viewpage.action?pageId=491567

Also, if you are building from the IW3 repo, you will need to hg clone then
hg update Inworldz
to get the correct branch. The viewer is currently built using CentOS7, other distros may or may not work for building.


Offline
 Profile  
 
 Post subject: Re: Compile Instructions & Suggestion
PostPosted: Sun Mar 27, 2016 10:37 am 
User avatar

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 526
Location: England
well cinders got me way further than before :),

build failed but it configures and it starts.

[ 44%] Generating packages-info.txt for the about box
packages-formatter on linux2: can't run autobuild:
autobuild install --versions -p=linux64
[Errno 2] No such file or directory
newview/CMakeFiles/alchemy-bin.dir/build.make:54: recipe for target 'newview/packages-info.txt' failed
make[2]: *** [newview/packages-info.txt] Error 1
CMakeFiles/Makefile2:1676: recipe for target 'newview/CMakeFiles/alchemy-bin.dir/all' failed
make[1]: *** [newview/CMakeFiles/alchemy-bin.dir/all] Error 2
Makefile:75: recipe for target 'all' failed
make: *** [all] Error 2


Offline
 Profile  
 
 Post subject: Re: Compile Instructions & Suggestion
PostPosted: Sun Mar 27, 2016 12:37 pm 
User avatar

Joined: Mon Jun 07, 2010 7:07 pm
Posts: 7936
Location: Nova Scotia, Canada
ManwaPastorelli wrote:
well cinders got me way further than before :),

build failed but it configures and it starts.
Do you mean the viewer starts or the build starts?

ManwaPastorelli wrote:
[ 44%] Generating packages-info.txt for the about box
packages-formatter on linux2: can't run autobuild:
autobuild install --versions -p=linux64
Note that this is not the InWorldz3 channel; you'd need the -DVIEWER_CHANNEL:STRING="InWorldz3" if you're in the Inworldz branch. Are you building the Alchemy viewer or InWorldz3? I think it would appear to be Alchemy if you run it, but if you are building from the IW branch, it would include some of the IW changes. Kind of a hybrid (neither Alchemy nor IW3).
ManwaPastorelli wrote:
newview/CMakeFiles/alchemy-bin.dir/build.make:54: recipe for target 'newview/packages-info.txt' failed
make[2]: *** [newview/packages-info.txt] Error 1
CMakeFiles/Makefile2:1676: recipe for target 'newview/CMakeFiles/alchemy-bin.dir/all' failed
make[1]: *** [newview/CMakeFiles/alchemy-bin.dir/all] Error 2
Makefile:75: recipe for target 'all' failed
make: *** [all] Error 2
I'm not sure but did this error-out after running a long time? There's a chance this means it couldn't build an installer. Check to see if there's an executable produced. On Windows, my output goes to:
build-vc140-x86_64\newview\RelWithDebInfo\
so look for some kind of build folder and a newview folder under that, then your build configuration folder.


Offline
 Profile  
 
 Post subject: Re: Compile Instructions & Suggestion
PostPosted: Sun Mar 27, 2016 8:50 pm 
User avatar

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 526
Location: England
ah see now when i start doing this stuff my ignorance to things shows...

Thank you for your continued help.

To answer your question i was building from the inworldz branch, but i had missed the extra -Dword setting the inworldz channel.

When i said it started i meant the build started and ran for a while upto 44%.

Re-configuring has got me past where i was, hopefully by the time i get up in the morning this will be a nice shiny new build of inworldz3.


Offline
 Profile  
 
Display posts from previous:  Sort by  
 Page 1 of 1 [ 10 posts ] 


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  

Site Navigation