Trouble compling Vega Strike on Red hat 9
I'm trying to compile Vega Stike on my Red hat 9 box.
On running the setup.sh script, no vegastrike binary is produced. I tried compiling it manually with a ./configure, make & make install in the vegastrike directory and it comes up the following errors in the ./configure stage checking for GLU library... yes checking for GL/gl.h... yes checking GL/glext.h usability... no checking GL/glext.h presence... yes configure: WARNING: GL/glext.h: present but cannot be compiled configure: WARNING: GL/glext.h: check for missing prerequisite headers? configure: WARNING: GL/glext.h: proceeding with the preprocessor's result configure: WARNING: ## ------------------------------------ ## configure: WARNING: ## Report this to bug-autoconf@gnu.org. ## configure: WARNING: ## ------------------------------------ ## checking for GL/glext.h... yes checking whether glext.h is recent enough... yes checking for glut32 library... no checking for glut library... yes checking GL/glut.h usability... yes checking GL/glut.h presence... yes checking for GL/glut.h... yes I think that this means my GL? libraries arn't up to date or some configuration is wrong. Has anyone had success with this and knows whats missing? Thanks. azraelder |
I have a similar problem with SuSE 9.1.
Sorry, being a "compile-o-phobe" I can't give you any more help, just the comfort in knowing that you're not alone. |
Same here on Linux From Scratch. I'm not sure that warning is the problem. For me the trouble seems to start with something to do with python
Code:
hard_coded_scripts.Tpo"; exit 1; fi |
Vega Strike is known for terrible compile problems in Linux. It took me hours and hours to get mine compiled with the help of a Vega Strike devel on Mandrake 9. Their forums are a good place to get compile help as almost everyone useing linux posting on them has had compile problems with the game.
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You know, I was sure that I had read through the Vega strike compiling guide with a fine tooth comb and couldn't find anything related to my difficulties with Vega Strike, but after going back again, this time serching under GL instead of red hat 9, then realizing what I had was a #define error, then going back to the FAQ and realizing again that my errors were indeed of the common garden variety error, I made the change and Bango! it compiled! Go Linux!
For those who may have the same problem - Quote fome the Vega Stike FAQ Q5(Link): When compiling VS I get a "glXGetProcAddress" or "glXGetProcAddressARB" error. A: * Preferred way: Inserting the following lines into the file gl_init.cpp (Forum httpLink) #define GLX_GLXEXT_PROTOTYPES #include <GL/glx.h> the error undefined glXGetProcAddressARB came up during the "make" stage the files gl_init.ccp was in the directory /usr/local/games/vegastrike-0.4.1-installer/vegastrike.src/gldrv if I could put in my own 2 cents, I don't think the setup.sh script is such a hot idea considering the trouble people have had compiling this game. Doing the tar extraction, ./configure, make and make install, step by step from the begining with a good INSTALL instruction file and with troubleshooting hints may have saved some aggravation. Also a list of libraries required with the versions needed might be nice too. Having said that, I'm sure I will forget it after I go blasting some bad dude alien ships. The game looks very good, the little I have seen. I do normally like to compile source code. It is one of the joys of Linux that most windows users will never experience. It can of course give some heaches with obscure errors but the control over your system is unequalled. azraelder |
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