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CromagnonCoder

Blades of Exile and code::blocks

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I am trying to rewrite the sources for linux on Fedora 28 with code::blocks. After I open the project, make a few minor changes, save, and close, code::blocks locks up when reopening the project. Is anyone else having a similar issue? And if you are not using code::blocks, what ide are you using?

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I'm pretty sure I was just building with scons (from the command-line) and using the built-in Fedora/GNOME/whatever text editor to edit the source files. I was disillusioned with Code::Blocks after trying to use it for a personal project. My guess is that most other people who contributed Linux code were doing the same thing.

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If you can get it working in Code::Blocks, Eclipse, or any other Linux-friendly IDE, feel free to offer a pull request so that others don't need to redo your work.

 

For the record, I too prefer using an IDE; I've been using Xcode on Mac and Visual Studio on Windows.

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I hope to share. I work two jobs and have little coding skills so it will take a while. The only changes I've made so far are to comment out the include windows.h statement and changed the case of the header filenames. Could one of those be causing the problem?

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Uhh. What? There should be no places where you need to comment out a Windows include... any file that has an unguarded windows.h include should not be built at all on Linux. (I think all such files also have "win" in the name; naturally you also want to exclude the ones with "mac" in the name. However, if I recall correctly, you do want prefs.win.cpp.)

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I can't help you with an error that's only vaguely stated. Just to be sure though, you do have the most up-to-date code from GitHub, right?

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I fixed the locking problem. I  got the source files from Spiderweb Software website. They differ from github? And any ideas what libraries the game used?

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Yes, the GitHub files vastly differ. The source files from Spiderweb Software won't compile on Linux, unless you're using WINE or something. For the GitHub version, the README explains the libraries used. The original version just used the Mac Toolkit (pre-Carbon!) on Mac and basic WinAPI on Windows, no external libraries as far as I know.

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Thatcould explain the locking problem then. In the fileio.h header, there is a data variable named hfile. Is that a user defined variable or is it in the windows header?

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I have no idea. Is there a reason why you're working with the original sources instead of the GitHub sources? The GitHub sources will compile just fine on Linux, though the game is not quite fully functional (missing the menu bar).

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