Hi there I am having problems with the above. Hoping some kind soul can help and offer me some pointers please.
I read the guide here and followed the steps below
Got access to the source code
Downloaded and installed OpenWatcom version 1.9 and re-booted my PC
Copied the contents from the "Lib" and "Include" directories from the DirectX SDK to the "lib386\nt" and "h\nt" directories respectively in the Watcom install
Unzipped the source files to the "D:\EECH dev\eech_source_code-master" folder
Made a directory "linklib" under the "/modules" folder and copied all the libs from "DXSDK\lib" (in the DirectX SDK files) to that new directory [See attached image 01]
Edited the paths in the batch files (in the "aphavoc" folder) to point to the "D:\EECH dev\eech_source_code-master" folder [See attached image 02]
Opened up Open Watcom IDE, created a new project and set the target settings to set Win32 and Windows Executable .exe [See attached image 03]
Saved the Watcom project to the "D:\EECH dev\eech_source_code-master\aphavoc" folder [See attached image 04]
OK so far so good.
However when I try to compile the project I do not get a EECH.exe produced and just get a list of warnings and errors [See attached Watcom 1-9 IDE log.txt]
So looking at the Watcom IDE window [See attached image 05] should there be a list of files in that window? Should all of the .am .c .h and .imf files that are in the "D:\EECH dev\eech_source_code-master\aphavoc\source" folder be listed in there?
And if so is there a quick way of adding ALL the files from ALL of the folders in the "D:\EECH dev\eech_source_code-master\aphavoc\source" folder? The only way I could see was, right click in window > select "New Source..." > browse for files > add the contents of each folder one-by-one.
I have also downloaded an ISO file for VS2008 Express with SP1. Should I install that and use that to compile the code? (I do have Community versions of 2015 and 2017 installed but I guess those would modify the code and may not work.)
Many thanks Glyn
#4503926 - 01/16/2011:52 AMRe: How to compile the source code
[Re: GlynD]
I have same 1.9 version but my logs completely different. For some reason, your compiler arguing about makefile which should not happen. I recommend to delete created project, make new one from scratch without adding any targets, or selecting "makefile", choose Run Batch - remake, then Run Batch - dmake On succeed you should see something like that (*.c and *.h files started to compiling)
#4503930 - 01/16/2001:36 PMRe: How to compile the source code
[Re: thealx]
Thanks will try that - could you send me your batch files (remake and dmake) so I can compare them to mine please?
Mine look like this: dmake
Code
@echo off
SET EECH_ROOTDIR=D:\EECH dev\eech_source_code-master
del project.exe
echo ################### Make Timings ####################### >> maketime.txt
time < dmake.bat >> maketime.txt
wmake debug=1
time < dmake.bat >> maketime.txt
echo ######################################################## >> maketime.txt
type maketime.txt
del maketime.txt
and remake
Code
@echo off
SET EECH_ROOTDIR=D:\EECH dev\eech_source_code-master
cd %EECH_ROOTDIR%\aphavoc
del *.exe
del *.lnk
del *.pch
del project.map
del project.sym
cd %EECH_ROOTDIR%\aphavoc\source
del /s *.obj
cd %EECH_ROOTDIR%\modules
del /s *.obj
cd %EECH_ROOTDIR%\aphavoc
Cheers Glyn
Last edited by GlynD; 01/16/2001:44 PM. Reason: Added dmake and remake
#4503931 - 01/16/2002:04 PMRe: How to compile the source code
[Re: thealx]
BAT files are perfectly fine. because of "out of place Path Specifier" I am thinking maybe it's Watcom issue? it should have some variables specified in Environment Variables, not all required but you can give it a try:
usually two sections available there - User and System variables, if you are main user on that PC you can set variables into System section, then reboot Windows.
#4504030 - 01/17/2011:58 AMRe: How to compile the source code
[Re: GlynD]
I don't use the watcom ide, I just run the dmake batch file from the command line. I've got watcom location set in the system variables as thealx mentioned and it works ok.
Hi Andy - it is packed away at the moment, moved house and no space for it at the moment. Not had a chance to work on it for a long time... Yours is a lot more advanced than mine
Moved all the files over to another PC and got some more progress - it started to compile then it failed when it got to the "openal.c" bit (see attached log file) I don't have OpenAL installed on this PC should I install it or do I need to do something with the OpenAL SDK? Downloaded both from the https://www.openal.org/ site.
Cheers Glyn
#4504142 - 01/18/2009:14 AMRe: How to compile the source code
[Re: GlynD]
So after copying al.h and alc.h into Watcom h\nt directory and also another file it was complaining about during compile (copied OpenAL32.lib to the EECH source code "\modules\linklib" folder) it complied and produced an EXE file using dmake!
So I ran the EXE it had produced.......... And crash lol
I got an error message saying "Error opening file for reading E:\Games\Razorworks\common\fonts\fontbase.dat". The bold bit is probably a registry entry, as I have a working game installed in <E:\Games\Razorworks-1.16.0\cohokum>
Should I copy the "fonts" folder (which contains fontbase.dat [3 KB] and fontdata.dat [24.5 MB]) from this existing install of EECH to the <source code folder>\setup\cohokum folder? And then recomplie?
Thanks for your patience and help with this guys.
Cheers Glyn
#4504288 - 01/20/2006:49 AMRe: How to compile the source code
[Re: GlynD]
So stable version installed in E:\Games\Razorworks-1.16.0\cohokum and works properly? if not, you have to rename Razorworks-1.16.0 according to register value before launch. if yes, something wrong with fonts generation. this file is regenerated each time you launch the game, error means game failed to make this file, or load it.
When I renamed the existing folder to <E:\Games\Razorworks\> it got a bit further this time...
Launched the debug version I had compiled and it hit a DEBUG FATAL error as shown in the attached screen.
I can't find how to save my full debug log file or copy and paste it, if it will help. (Have increased the size of the debug log and watch screens - see attached)
Cheers Glyn
#4504320 - 01/20/2002:28 PMRe: How to compile the source code
[Re: GlynD]
try to "remake" then "dmake" again, seems like some .h files outdated
bad thing about Watcom that it does not detect changes in referenses, so if you will make change in C file and run dmake/cmake it will be re-loaded by compiller, H file updated or added - it will be ignored. in best case something will be missed in the game, worst - game crashed.
assert, btw, is a safe-check that forces process to close only in debug mode. in release this error will be ignored but possibly can cause crash or memory leak.
Last edited by thealx; 01/20/2002:31 PM.
#4504327 - 01/20/2004:16 PMRe: How to compile the source code
[Re: thealx]
What was in the <E:\Games\Razorworks\> was a clean install of the GOG version. I had then copied this to <E:\Games\Razorworks-1.15.0> and <E:\Games\Razorworks-1.16.0> Then ran the different EECH mods installers (and pointed them to the different folders) to get the different playable versions...
What I did was re-name <E:\Games\Razorworks-1.16.0> to <E:\Games\Razorworks> and then the debug EXE I had compiled in my dev folder fired up fine.
It is probably using the registry entries to look for folders and load stuff, am I correct? Whereas the release version probably gets its stuff from where it is running from?