Ogre Branch SVN

Trying to build your own version of Vega Strike and having problems? Unix users, paste your config.log here (stderr output alone is not helpful).
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bassmannate
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Ogre Branch SVN

Post by bassmannate »

Where can I get the ogre branch in SVN? I wanna see what the future of Vegastrike looks like.
bassmannate
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Post by bassmannate »

Ok, I found the svn on the server. I'm trying to compile it but when I run the configure script, it tells me that it can't find glut. Says that it needs glut 3.7 beta or better. I looked in Synaptic (Ubuntu repository thing) and it says that I have libglut3 version 3.7-25 and its dev library.
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Post by loki1950 »

The configure script probably needs work as that error was also in the main script till ace123 got tired of seeing it :wink: so have a look at the main script for a guide.

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bassmannate
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Post by bassmannate »

What would happen if I just used the 4.x configure for ogre? How about if I just copy and paste the glut portion of the 4.x configure over the ogre configure?
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Post by loki1950 »

That is basically what i suggested 8) should work but a back up is always nice for keeping Murphy at bay.

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Post by klauss »

Let me disappoint you a little: the game itself is largely unmodified - you won't see much improvement, all Ogre code is separated. The idea was to plug it into the engine (somewhat effortlessly if things go well) when the time comes, but the timetable for that got stretched like bubblegum.
I'm working on it at baby steps (yep... progressing again after months of idleness), but I wouldn't expect anything before 0.5 releases and I'm not sure you'll be able to compile the test apps that are there because Ogre has been updated a few times since last time I compiled (I'm developing with an older version of Ogre, namely Dagon - it still doesn't build with Eihort, which made radical changes to input API - ie: remove it :shock: ).
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bassmannate
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Post by bassmannate »

Ok. I'll wait for the official ogre version. Not quite worth the headache right now.
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Post by hellcatv »

I think the input API was made to look like OIS, so installing that and using namespace OIS: should be pretty close to getting most of your input stuff working
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