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-   -   Rigs of Rods (Sourceforge Project of the Month) (https://www.linuxquestions.org/questions/slackware-14/rigs-of-rods-sourceforge-project-of-the-month-4175437493/)

schmatzler 09-10-2014 08:27 PM

Quote:

Originally Posted by enine (Post 5235846)
However game opens but no content, need to figure out why its not reading the packs, I see it read the zips at startup.

Have you read my README?

Code:

Before starting the game, you'll have to set up the basic directory and add content like vehicles, terrains etc.:

wget http://schmatzler.de/my_slackbuilds/rigsofrods/SlackBuilds/rigsofrods/content-0407.zip
mkdir $HOME/.rigsofrods/packs/
unzip content-0407.zip -d $HOME/.rigsofrods/packs/

The official 0.4.0.7. content pack doesn't work on Linux, it crashes on some of the vehicles. I don't exactly know why, RoR has a lot of bugs. That is the reason why I stripped that down a little bit and created my own.

enine 09-10-2014 08:52 PM

1 Attachment(s)
Yes, I did and I did that step.
I see it read 35 zips then present an empty menu.
If you don't put in the content pack now, it tells you by exiting and saying you need a content pack.
I downloaded a terrain and vehicle in addition to your content pack and added those. But still nothing in the menu

schmatzler 09-11-2014 08:15 AM

Are you absolutely sure you've built zziplib first and after that, Rigs of Rods?

It needs this library to properly open the zip files.

enine 09-11-2014 08:59 AM

Ahh, I think I did zzip afterward. I wonder then if I just remake RoR it should pick it up.

What I did was step through your slackbuilds in the order the RoR 3rd party page walks through manually building them then finished and saw you had a couple other packages they didn't list so I built those last.

Ok, so just remaking RoR didn't change anything, how can I rebuild it with zziplib support?

schmatzler 09-24-2014 03:33 PM

Quote:

Originally Posted by enine (Post 5236187)
Ok, so just remaking RoR didn't change anything, how can I rebuild it with zziplib support?

That should exactly be it. If zziplib is present, RoR is including it at build time. Don't you see anything on the screen, it should tell you what it's building with. (You could also extract all ZIP files so you don't need it, but that's messy.)

Unfortunately, I haven't noted the build order and the list on their website is incomplete. But I think it should work with that:
  1. nvidia-cg-toolkit
  2. ogre
  3. ogre-paged
  4. ois
  5. MyGUI
  6. FreeImage
  7. MySocketW
  8. angelscript
  9. OpenAL
  10. wxWidgets
  11. caelum
  12. hydrax
  13. zziplib
  14. rigsofrods

Quite frankly, the code of rigsofrods is a total mess. All remaining devs are using Windows and depending on the gcc version, everything goes to hell. I'm trying to build the latest trunk and it takes ages to get around the simplest things, because no one bothers with portability. This simulation really needs better coders.

enine 09-24-2014 05:59 PM

I did make and install zzlib then made and installed ror again but still the same issue so I'm guessing something else may be dependent upon it.
I only have one machine in the house so far with >2G of ram so I suppose I could switch it to 64bit and just use your packages but then I'd still have to figure out how to get it working on 32bit if we ever wanted to do multiplayer. So for the time being its just easier to leave my one new box at 32bit.

enine 12-26-2014 01:53 PM

Anyone else ever gotten this to work on 32bit Slackware? I've went through every step over and over again.

schmatzler 12-27-2014 03:20 AM

The only thing I can think of is that there is a mistake in one of my SlackBuilds so at build time a library isn't found on 32bit.

Given the fact that Rigs of Rods needs huge amounts of RAM and a very powerful graphics card, you probably won't have much fun with it on an old 32bit machine anyways.

There are three new developers and they all moved to GIT now, by the way. I can already build the new code but it still has a major bug - you can't spawn a vehicle. As soon as this is fixed, I will put up new builds. :)

The original devs commercialized their code with "beam.ng drive" if anyone wants to give that a shot. It's Windows only at the moment, though.

enine 12-27-2014 09:46 AM

I have 2 and 4G of ram, enough to play RoR under Windows but not enough for 64 bit Linux.

I see ogre has been updated http://slackbuilds.org/repository/14.1/libraries/ogre/
Thought I would go get the v1-9 but that slackbuild doesn't even work. The download is a different name so I simply renamed it to v1-9 like it was expecting and it extracts to a different name but then tried to cd to a completely different name.
Ahh, the name is hard coded in the slackbuild, editing it gets past.

ogre-paged fails now

Code:

                from /tmp/adrien/ogre-paged-1.1.3/source/BatchedGeometry.cpp:16:
/tmp/adrien/ogre-paged-1.1.3/source/BatchedGeometry.cpp: In member function 'void Forests::BatchedGeometry::SubBatch::addSubEntity(Ogre::SubEntity*, const Ogre::Vector3&, const Ogre::Quaternion&, const Ogre::Vector3&, const Ogre::ColourValue&, void*)':
/usr/include/OGRE/OgreException.h:265:126: error: invalid conversion from 'int' to 'Ogre::Exception::ExceptionCodes' [-fpermissive]
 #define OGRE_EXCEPT(code, desc, src)        Ogre::ExceptionFactory::throwException(code, code, desc, src, __FILE__, __LINE__)
                                                                                                                              ^
/tmp/adrien/ogre-paged-1.1.3/source/BatchedGeometry.cpp:550:10: note: in expansion of macro 'OGRE_EXCEPT'
          OGRE_EXCEPT(0, "Unknown RenderSystem color format", "BatchedGeometry::SubBatch::addSubMesh()");
          ^
/usr/include/OGRE/OgreException.h:240:29: error:  initializing argument 1 of 'static void Ogre::ExceptionFactory::throwException(Ogre::Exception::ExceptionCodes, int, const String&, const String&, const char*, long int)' [-fpermissive]
  static OGRE_NORETURN void throwException(
                            ^
/tmp/adrien/ogre-paged-1.1.3/source/PagedGeometry.cpp: In constructor 'Forests::GeometryPage::GeometryPage()':
/tmp/adrien/ogre-paged-1.1.3/source/PagedGeometry.cpp:1051:79: warning: operation on '((Forests::GeometryPage*)this)->Forests::GeometryPage::_pending' may be undefined [-Wsequence-point]
  _visible = _fadeEnable = _pending = _pending = _loaded = _needsUnload = false;
                                                                              ^
make[2]: *** [source/CMakeFiles/PagedGeometry.dir/PagedGeometry.o] Error 1
make[2]: *** Waiting for unfinished jobs....
make[2]: *** [source/CMakeFiles/PagedGeometry.dir/BatchedGeometry.o] Error 1
make[1]: *** [source/CMakeFiles/PagedGeometry.dir/all] Error 2
make: *** [all] Error 2


schmatzler 12-27-2014 01:12 PM

Yep, there is no ogre-paged for 1.9 yet. Or at least I couldn't find it.

That's why I'm still sticking with Ogre 1.8.x. Same with MyGUI, rigsofrods needs a specific SVN version and doesn't run with the latest code.

EDIT: Oh, there is:

http://www.ogre3d.org/addonforums/vi...84ab0e512c9f00

Maybe you can build it? I'm occupied with the 31c3 lectures until Monday :3

EDIT #2:

Actually, this one is better - it's from the Rigs of Rods devs:

https://github.com/Hiradur/ogre-paged

schmatzler 12-29-2014 11:32 AM

I was able to build OGRE 1.9 and ogre-paged for it, too.

Then I tried to build the latest source code from Rigs of Rods and recognized, that there hasn't been done any work in that way. So it will only work with OGRE 1.8 at the moment. *sad trombone*

Anyway, if someone wants to build this new stuff, here are my SlackBuilds:
http://schmatzler.de/my_slackbuilds/test/ogre.zip

I still don't know why the game won't work on 32bit, though.

schmatzler 02-23-2015 07:13 PM

Rigs of Rods is not dead!

There has been a lot of progress regarding this game (or simulation, as you may call it) in the last months.

-The developers moved to github
-They fixed tons of compilation errors, which makes the game way easier to build now
-They made it more stable and it doesn't push the limits of my machine that much anymore
-It looks more modern, thanks to a new menu and new 2D elements and controls

You can find packages for Slackware64-current (regularly updated) and SlackBuilds at the usual location:

http://schmatzler.de/my_slackbuilds/rigsofrods/

There is a little bug which causes some vehicles to explode at this time, but I'm sure they will fix that very soon. Have fun :)

enine 04-13-2015 05:30 PM

Thanks schmatzler,

I just reinstalled my son's pc as 64bit.

Per your readme at http://schmatzler.de/my_slackbuilds/...s/_README.html I can just get your packages with slapt-get

Code:

slapt-get --update && slapt-get --install FreeImage MyGUI MySocketW OpenAL angelscript caelum hydrax nvidia-cg-toolkit ogre ogre-paged ois rigsofrods wxWidgets zziplib

Reading Package Lists...Done
No such package: hydrax

Is that still needed?

Looks like webkitgtk is also needed

schmatzler 04-14-2015 01:54 AM

hydrax is built-in now, I forgot to update the README.

webkitgtk shouldn't be needed for the game - is something linking to it?

enine 04-14-2015 06:37 AM

Yes, RoRConfig was complaining about a library being missing that I traced to webkitgtk. I built webkitgtk from slackbuilds and hydrax manually and got the game to open, it just has a flat map and two vehicles and crashed when we tried to chose change map but it at least ran so that more than before.


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