Thread: Help in compling Sith2

  1. #1
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    Help in compling Sith2

    Sith2 is a project to remake LucasArts Sith game with better graphics and textures using OpenGL. The project is now dormat. I need some help compiling it. I need freealut, glut, openal, and opengl to compile the game. I have all of those and I have setup the include, lib, and bin directories. Now I get this error

    c:\Documents and Settings\Dro\Desktop\SithSrc_07112005\src\oal_soun d.cpp(313): error C2664: 'alutLoadWAVMemory' : cannot convert parameter 4 from 'unsigned int *__w64 ' to 'ALsizei *'

    Can anyone help me?
    I am using Visual Studio 2003.NET
    The project page is here http://www.sf.net/projects/sith2

  2. #2
    and the hat of int overfl Salem's Avatar
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    Seems like your typical "don't have a clue about using types properly" program which works all nice and dandy on one particular machine, but it all comes unravelled when you port it to another machine.

    So what do you want from us?

    Porting code to another platform is not something to be tackled unless you have a fair amount of experience with the language.
    If you dance barefoot on the broken glass of undefined behaviour, you've got to expect the occasional cut.
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    Its for Windows and I'm using it on Windows, and the project file is for Visual Studio 2003 and thats what I open and compile it with.

  4. #4
    Cat without Hat CornedBee's Avatar
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    It's for 32-bit and the compiler wants it to work for 64-bit too, is what it seems like to me. Of course I'd have to check OpenAL for that.

    My recommendation is you contact the author. Even if the project is dormant, he might help you out.
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    Okay I'll try to.

  6. #6
    Supermassive black hole cboard_member's Avatar
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    I just downloaded the project out of interest and inspiration. I found neither.
    It's horribly written. Who in their right mind uses a std::list for what I assume to be a pretty heavily used task manager? Jesus.

    EDIT: In my experience a std::map (I've mapped UID's to Process objects in my engine) is a whole lot faster. Well lets just say that everywhere I see a std::list being used for that sort of thing, it's usually followed by comments proclaiming that this is "// REALLY REALLY SLOW" or "// 'fixing' this is left as an excercise to the reader". Good ol' McShaffry.

    Slightly off-topic, if you've got Steam and any recent Valve / Steam-ised game, the Source SDK "source code only" option is an interesting browse. You'll have to put up with what I dub "macro overkill", however.
    Last edited by cboard_member; 08-22-2006 at 02:18 AM.
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    I do have Steam and the source SDK

  8. #8
    Registered User VirtualAce's Avatar
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    The project probably died because they lacked a good design document for the entire system.
    And from what Ahluka is saying about the code state, I'd say I'm fairly close to being right on that one.

    You probably need to totally re-design the code to be able to finish it.

  9. #9
    C++ Enthusiast jmd15's Avatar
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    Quote Originally Posted by ahluka
    I just downloaded the project out of interest and inspiration. I found neither.
    It's horribly written. Who in their right mind uses a std::list for what I assume to be a pretty heavily used task manager? Jesus.

    EDIT: In my experience a std::map (I've mapped UID's to Process objects in my engine) is a whole lot faster. Well lets just say that everywhere I see a std::list being used for that sort of thing, it's usually followed by comments proclaiming that this is "// REALLY REALLY SLOW" or "// 'fixing' this is left as an excercise to the reader". Good ol' McShaffry.

    Slightly off-topic, if you've got Steam and any recent Valve / Steam-ised game, the Source SDK "source code only" option is an interesting browse. You'll have to put up with what I dub "macro overkill", however.
    Lol I was reading through the Half-Life SDK source-code a while back before HL2 came out and there are some pretty interesting comments in there. Lol some pretty funny stuff too.
    Trinity: "Neo... nobody has ever done this before."
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