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Build error: invalid conversion from ‘int’ to ‘boolean’ #46
Comments
Sorry, it's diff --git a/source/ref/imagelib.cpp b/source/ref/imagelib.cpp
index 33337ac..bb9a156 100644
--- a/source/ref/imagelib.cpp
+++ b/source/ref/imagelib.cpp
@@ -762,7 +762,7 @@ static void q_jpg_noop( j_decompress_ptr cinfo ) {
static boolean q_jpg_fill_input_buffer( j_decompress_ptr cinfo ) {
Com_DPrintf( "Premature end of jpeg file\n" );
- return 1;
+ return TRUE;
}
static void q_jpg_skip_input_data( j_decompress_ptr cinfo, long num_bytes ) {
@@ -955,7 +955,7 @@ bool WriteJPG( const char *name, r_imginfo_t *info, int quality ) {
}
// start compression
- qjpeg_start_compress( &cinfo, true );
+ qjpeg_start_compress( &cinfo, TRUE );
// feed scanline data
w3 = cinfo.image_width * info->samples;
--
2.25.1 |
Thanks for reporting that. Not sure if this works for you. Removal of this libfoo clutter in favor of using STB stuff is the proprer solution. That was planned but postponed as a "cosmetic" fix while there is plenty of more important stuff to do. I'm going to do that ASAP. Please note the current master is in a super-WIP state and GCC builds are not really performed (either Clang or, rarely, MSVC builds are). Nice that you've figured out specifying Qt prefix path. |
Thanks!
Which tag / commit do you recommend to package Warsow for Guix then?
|
I do not recommend doing that at this stage, sorry. |
Doing what? Build the engine?
|
Building and packaging. Reasons are:
|
I am packaging the game assets in a separate, non-free package, so
that's OK.
Nix builds the engine, but it gets it from a server which is down.
Wouldn't be OK to build the engine from the commit used in 2.1.2?
|
I wanted to hesitate providing the actual commit but you can pick this c4de15d |
Thank you, I'll check it out.
|
Sorry for the long time I took to get back to this :) I've successfully built c4de15d however it fails to start with the "Failed to load UI dll" message. Here is the output after the video information:
I am using the game data from 2.1.2. |
It is not supposed to work with 2.1 data. The bundle data currently available at https://warsow.net/download should be used instead. You should put the built UI shared library in the same directory the built executable is located in. Please note that an important part of game binaries is bundled within the game data. I'm talking about Note that modifying |
Thanks, this explains a lot! :) Regarding module...pkg3, how do I build it? I'm surprised the download bundle works in Guix since this distrubition does not respect the FHS and does not have /lib/ld-linux-x86-64.so.2. Inspecting the module file, I see that the libraries have no dependency and don't even specify the interpreter (ld-linux-x86-64.so) which is lucky since then it works anywhere. Something to keep in mind! ;) |
I'll try again against the 2.5 beta bundle. |
|
I mean, how do you package the bundle? Is there a CMake rule to create
the .pk3?
|
No. And modifying pk3 contents is considered "cheating" (that's how the current system works). One can't just easily build a game library on their own. |
OK, thanks for clarifying.
Out of curiosity, how do you prepare a release from the game asset
source? Do you create the .pkg3 files manually?
|
It's unlikely to happen for various reasons that are complicated. However most of the assets can be considered already being in the source form inside |
I've managed to build Warsow from the commit you gave me.
Using it on the data files from the 2.5beta in the download page, the
game starts and I can run a local game! Success!
Except for the sound that does not work.
In the shell output I see
```
------- sound initialization -------
AL lib: (EE) ALCplaybackOSS_open: Could not open /dev/dsp: No such file or directory
AL lib: (WW) alcSetError: Error generated on device (nil), code 0xa004
Failed to open device
```
Any idea about this one?
|
My bad, I've added ffmpeg, alsa-lib and pulseaudio to the compilation
input and it works now.
Perfect, thanks for your support!
|
On master:
I believe the following patch should cut it:
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