Compiling Shadowgrounds

All discussion about Shadowgrounds Survivor, spin-off/sequel to Shadowgrounds that was released in late 2007.
Devv
Posts: 2
Joined: Sun Apr 24, 2011 11:41 am

Compiling Shadowgrounds

Postby Devv » Sun Apr 24, 2011 11:44 am

With the recent release of the source code, I've spent hours attempting to compile this.

Could the Frozenbyte team upload all the dependencies in one file for the community?

It's things to do with unzipping, struct redefinition and general errors.

vayerx
Posts: 18
Joined: Mon Apr 25, 2011 10:41 am
Location: Russian Federation

Re: Compiling Shadowgrounds

Postby vayerx » Mon Apr 25, 2011 11:36 am

I'm also trying to compile Shadowgrounds on linux and it seems like that those sources where never built on *nix.
For example: "storm/include/DatatypeDef.h:18:19: error: c2_ui.h: No such file or directory", however there is c2_UI.h (case-sensitivity). And so on.
Is it possible to upload sources and build system to github/etc?

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Urfoex
Posts: 50
Joined: Fri Apr 15, 2011 11:14 am

Re: Compiling Shadowgrounds

Postby Urfoex » Mon Apr 25, 2011 1:26 pm

WHAT YOU NEED
-------------

The source code as it is packaged will not compile properly. The following libraries have been deleted from the source code:

Boost 1.39.0
zlib 1.2.3
FMOD 3.75
DirectX SDK
PhysX SDK
Windows Media Format 9 Series SDK

Some of these are required in order to build the executables. If/when you encounter errors, they should be reasonably easy to fix.

Shadowgrounds specific code is under /shadowgrounds, and Shadowgrounds Survivor under /survivor .

The Shadowgrounds games use FMOD 3.7.5.0 for sound and the dll is distributed with the game files. No source code for FMOD can be distributed. If you require low-level access to the sound libraries, it's recommended you obtain a license to FMOD ( http://www.fmod.org ), or integrate OpenAL or other free sound library.

DirectX SDK And Windows Media Format 9 Series SDK can be obtained from Microsoft.

Shadowgrounds does not use PhysX, but Shadowgrounds Survivor does.

PhysX SDK can be obtained from NVIDIA - see http://developer.nvidia.com/physx/ or
http://supportcenteronline.com/ics/supp ... eptID=1949

More PhysX help: http://physxinfo.com/news/901/how-to-re ... dk-access/
and http://knol.google.com/k/introduction-t ... -physx-api

To get the game assets, you need a copy of each game.


From the License file.

And it is only the Windows-source-code. So you will not be able to build it without converting it on Linux.
They may release the Linux source-code some time in the near future.

The project-files are to be found inside "shadowgrounds" and "survivor". These are for Visual Studio:
Microsoft Visual Studio Solution File, Format Version 9.00
# Visual Studio 2005


<VisualStudioProject
ProjectType="Visual C++"
Version="8,00"


So you may need Visual Studio to get it going, maybe Codeblocks can handle that stuff nicely.
+-----------------------------------------------------------------\
| Debian testing 64Bit on
| * AMD Phenom x4 905e (4x2500Mhz)
| * 6GB Ram
| * AMD/ATI Radeon HD4770 (fglrx)
+-----------------------------------------------------------------/

vayerx
Posts: 18
Joined: Mon Apr 25, 2011 10:41 am
Location: Russian Federation

Re: Compiling Shadowgrounds

Postby vayerx » Mon Apr 25, 2011 2:12 pm

Urfoex wrote:And it is only the Windows-source-code. So you will not be able to build it without converting it on Linux.
They may release the Linux source-code some time in the near future.

I've read license and building notes. My previous post was made in hope that developers will publish the latest sources (they'd built linux version somehow).
I can fix most errors by myself but it would be sad if many people make the same work many times. So it would be much better to get latest developers version or upload snapshot to github/etc and start community edition.

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fb_joel
Site Admin
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Joined: Fri Feb 18, 2005 2:14 pm
Location: Finland

Re: Compiling Shadowgrounds

Postby fb_joel » Thu Apr 28, 2011 5:28 pm

Yes we'll release the source for Linux next week. Sorry for the delay (and delay in reply too).
// Joel, Frozenbyte team

vayerx
Posts: 18
Joined: Mon Apr 25, 2011 10:41 am
Location: Russian Federation

Re: Compiling Shadowgrounds

Postby vayerx » Wed May 25, 2011 6:36 pm

Maybe releasing of linux sources 'as-is' isn't a bad idea :)

vayerx
Posts: 18
Joined: Mon Apr 25, 2011 10:41 am
Location: Russian Federation

Re: Compiling Shadowgrounds

Postby vayerx » Mon Jul 04, 2011 6:18 pm

Bump

alt_turo
Posts: 195
Joined: Mon Dec 13, 2010 11:06 am

Re: Compiling Shadowgrounds

Postby alt_turo » Tue Jul 05, 2011 11:16 am

Turo Lamminen
Alternative Games

poysanders
Posts: 1
Joined: Tue Mar 06, 2012 3:20 am

Re: Compiling Shadowgrounds

Postby poysanders » Tue Mar 06, 2012 3:22 am

I can't view the thread..


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