Below is the error message that I receive when trying to compile it:
Enemy Territory version 2.56
cpu : x86
OS : Linux
libc: 2.3
configured for debug build, in directory debug-x86-Linux-2.3
CFLAGS: -pipe -fsigned-char -DMISSIONPACK -D_DEBUG -g -Wall -O
sh: line 1: gcc-2.95: command not found
which: no ccache in (/usr/X11R6/bin:/usr/local/bin:/bin:/usr/bin:/usr/games:/home/jim/bin)
Ignoring missing script "/home/jim/WET_Source/src/extractfuncs/Conscript" (script::Build in Construct, line 334) at cons line 749.
cons: error in file "Conscript-game" (cons: variable "CC" exported but not defined by file "Construct")
cons: error in file "Conscript-cgame" (cons: variable "CC" exported but not defined by file "Construct")
cons: error in file "Conscript-ui" (cons: variable "CC" exported but not defined by file "Construct")
cons: script errors encountered: construction aborted
any ideas on what I should do different?
this is my first time using linux to compile anything.
I’ve been getting the same error as most people (bad intepretter) despite having copied the path from ‘which perl’ into cons. I’ve also tried extracting the entire ‘unix’ directory under linux, but this hasn’t changed anything. Re-extracting the entire source code is not an option, as the source has already been modified in windows.
Anybody have any suggestions? I’m running RedHat 9 btw.
Resolved this problem by adding ‘-l’ to the end of the first line of cons. Now I’ve got a new problem
After compiling the mod, a directory is created with a really wierd directory structure in it, apparantly derived from the directory structure of the source code folder. I found the .so files though, and put them into a folder in /usr/local/games/enemy-territory for a test
However, when I try to start ET with the mod the spam says:
Resolved this problem by adding ‘-l’ to the end of the first line of cons. Now I’ve got a new problem
After compiling the mod, a directory is created with a really wierd directory structure in it, apparantly derived from the directory structure of the source code folder. I found the .so files though, and put them into a folder in /usr/local/games/enemy-territory for a test
However, when I try to start ET with the mod the spam says:
Hi,
I had a problem to compile the source code under GNU/Linux.
which perl -> /usr/bin/perl , so the beginning of cons was #!/usr/bin/perl
But i had this message “:No such file or directory”
The solution is that i call perl : “perl cons – release gcc3”
instead of “./cons – release gcc3”
I extract ZIP file using ark, simple program distributed with RH… type ark and press enter to see it. so I extracted files, started console, changed attributes for cons file and try:
./CONS -- relase gcc3
but I get following error:
: bad interpreter: Nie ma takiego pliku ani katalogu
(in english:
: bad interpreter: No such file or directiory
What I can do? Did I extracted files well ??
Plz help me…
I build the unmodified 2.56 sources as release on a linux kernel 2.3 and gcc 3.3 based system. It did build with quite some warnings, but it seems like the .so files do work. But they are between 100 kb and 200 kb bigger than the original ones, how comes this? Did I do something wrong or is there a magic switch I forgot?
When I build the .dlls on windows, they have the right size.
I never had this happen with other apps I build from source.
It likely has to do with different gcc/libc versions being used than the original builds. The actual, generated machine code is probably quite a lot different, due to improved optimizations and compiler bug fixes. gcc will generally prefer speed over binary size, although -Os in recent versions will optimize for size instead (caveat: you’re more likely to run into a compiler bug than with the standard optimization modes.)
to compile my mod under linux, i’ve now installed the first time linux on some of my pcs.
i installed Mandrake 9.2, because this is the only Linux i have, thats not years old.
Mandrake comes along with a C++ tool Qt3 Designer
can i compile the source code with this tool to get the linux files?
btw. what have i to do, to compile with it? has anyone experience with it?
edit
Qt3 Designer shows the SConscript.ui file from src i the open-a-file pop up, but if i try to open it, i get “Couldn’t load file /bla/bla/bla/src/SConscript.ui”
Isn’t QT3 designer mainly a QT widget designer? You could import all the cgame/game code into KDevelop (Suse should have this installed if it has QT Designer), then create yourself a new make file for it to use.
As for the .ui files not being opened, its probably because they are being treated as a ‘widget’ file - so its trying to create a QT layout from the info in there (and failing).
If you persist with KDevelop, I’d be very interested to hear how you got along