GOD is this engine hard to install or what !?

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eye776
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GOD is this engine hard to install or what !?

Post by eye776 »

This engine TRULY deserves the award of being one of the HARDEST to install in history! I tried many engines, they all had a problem here and one there, but I sincerely think it's harder to install this engine rather than starting to work with it. I mean people, a sincere suggestion: would it have been so hard as to prompt the user for his/her VC directory during the STL and OGRE install ? Geez!

(Yeah I know I'm a moron! :lol: )
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Post by stodge »

What are you rambling about? What compiler? I downloaded three files, installed them and had a working OGRE system using VC6.

Methinks you know not of what you speak. Now go and play with DarkBasic or something a little less taxing.
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Post by BenO »

there's nothing more easy to "setup" than ogre for VisualStudio :)
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Post by eye776 »

I hate DarkBasic. It's a FPOS (fu****g piece of s**t)!!! I sincerely apologise, the error was mine (I have lots of windows problems lately). It really isn't that hard to install (still harder than some other engines where adding includepaths is everything that you need).
Oh yeah, btw does Ogre work with BCB (Borland C++ Builder)?
Cause I find making complex interfaces annoying in MSVC. (Actually the MSVC IDE is annoying and ill-concieved, I write my source-code in Notepad and use the IDE only for compiling)

Oh yeah I forgot to mention Blender is included in the mentioned cathegory (from 2.05 to 2.37 and still a FPOS Interface!? It's supposed to be a premier package! Does it not know what extrude is? Or do I have to build models vertex by vertex every time!? Apart from the UV mapping part it sucks!)

Sorry Again.
Last edited by eye776 on Thu Jul 07, 2005 2:08 pm, edited 1 time in total.
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Post by myStupidNickname »

I haven't yet tried to compile ogre but I do know that there is about a ten second learning curve to installing a devpack. I did it both with DevCpp/MingW and a week later with Code::Blocks/VC Toolkit. The only other engine I had an easier time installing was Allegro.
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Post by monster »

... must ... not ... feed ... troll ...

Oh, OK;
I write my source-code in Notepad and use the IDE only for compiling
Seriously?
eye776 wrote:I'm a moron!
Indeed.
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Post by jacmoe »

eye776 wrote:btw does Ogre work with BCB (Borland C++ Builder)?
It doesn't. Because Ogre makes heavy use of STL - and unfortunately Borland CB is not up to that task, their STL sucks. :?
eye776 wrote:Cause I find making complex interfaces annoying in MSVC.
Well, you better get used to that. :)
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Post by haffax »

BCB uses STLPort. Sure that STL is the reason, jacmoe?
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Post by jacmoe »

haffax wrote:BCB uses STLPort. Sure that STL is the reason, jacmoe?
:oops: Oh - I must be under-updated, then. Happened just recently? :)
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Post by Sweenie »

Oh yeah I forgot to mention Blender is included in the mentioned cathegory (from 2.05 to 2.37 and still a FPOS Interface!? It's supposed to be a premier package! Does it not know what extrude is? Or do I have to build models vertex by vertex every time!? Apart from the UV mapping part it sucks!)
When modelling in Blender you mainly use hotkeys.
It can be a bit difficult in the beginning but once you get used to it you never want to use another method again. :wink:
(If you forget the hotkeys you can always press Space to bring up the menu)
and Blender does have extruding. :roll:
Last edited by Sweenie on Thu Jul 07, 2005 3:19 pm, edited 1 time in total.
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Post by haffax »

BCB6 is the earliest version that comes with STLPort. Came out like 2003 or so.
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Post by jacmoe »

haffax wrote:BCB6 is the earliest version that comes with STLPort. Came out like 2003 or so.
wow :oops:
I haven't heard of any Ogre users actually succeed in building it on BCB6, though. :?

If Subcyde actually did make a working ActiveX Control with Ogre in it - it could be used in BCB, Delphi, VB ... :)
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Post by bal »

Yesterday I tried to compile Ogre for the first time on Linux (and I'm a Linux-noob by the way) and it worked straight away just by following the README :). So I don't think Ogre is that difficult to install if you keep your software up to date.
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Post by stodge »

Linux is very easy once you have the right dependancies installed.
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Post by eye776 »

It really was easy in the end! Only one complaint : OpenGL under Win32 is a little messy with my nVidia GF FX 5200, but only under win32. (Yes, I do have the latest drivers.) But the D3d is brilliant and smooth :).
I might just port my game to Ogre.

Sweenie said
When modelling in Blender you mainly use hotkeys.
It can be a bit difficult in the beginning but once you get used to it you never want to use another method again.
(If you forget the hotkeys you can always press Space to bring up the menu)
and Blender does have extruding.
Well in Maya and 3DSMax you use hotkeys as well but the most usual hotkeys also have GUI buttons.(I'm copmaring Blender with 3dsMax & Maya because they say it's a professional package while it's not.)
And the bone system is crap! Milkshape's is better, even CharacterFX's is better.
I'd rather use GameSpace Light or Truespace 3.2 (those are the complete opposite of Blender they are GUI only).

And BCB problems are not STL related. The library system is different in BCB and there are some compiler issues (a simillar issue happens with the Irrlicht Engine), but with a library recompile and a few settings in the Compiler Options it might just work in BCB (if it does => bye,bye MSVC, i'll never miss you :twisted:)
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Post by jacmoe »

You've installed it - you've been flamed - you're still here. :)

I guess you're alright - welcome to Ogre! :wink:
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Post by eye776 »

Thanks... I think...
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Post by Aklix »

Now if only everyone had this optimistic personallity.
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Post by nfz »

It is possible to use BCB6 to build Ogre. I did it with Ogre 0.11 and 0.12 and most of the problems encountered were with the compiler and the linker but nothing that couldn't be solved. I had to build all the dependacies with BCB too, to solve some of the link problems. There were also some issues with template specialization but there was info on the Borland site on how to get around it. In late Nov 2003 I started porting the atifs code from my engine over to Ogre in preperation for 0.13 release and I was still using BCB6 for the development. Thats when I ran into issues with linking to Cg.lib and I broke down and started using vc6.0. That only lasted a couple of months and in early 2004 I bought VC7.1 standard edition because I was tired of spending a large amount of time on getting tools to work than on development.

I was a Delphi user for almost 8 years which is why I went to BCB when I decided to start using c++ again for 3D application development.

If you are using BCB because you are building gui tools then I could see you investing the time to get it to work with the current version of Ogre but otherwise I recommend another tool set.
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Post by vgmdev »

eye776 wrote:I write my source-code in Notepad and use the IDE only for compiling).
Thats what i do....
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Post by Raven »

BCB is a piece of crap when it comes to building anything with speed. It is a C++ interface that is wraped from Delphi.

For those of you who just use notepad to write your code, you are missing out on a lot of useful features that come with IDE's.
The other point with this is you can turn off all the things like coloured writting, auto align, ect, if you want and in effect use it like a text editor.
IMO it is much more useful to use an IDE. It only takes a couple of days of serious coding to get used to an enviroment, and once you do life is good

If I didn't have auto complete I would go crazy :twisted:
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Post by myStupidNickname »

When I was a young coder I too used notepad and a command line. It fit well with the image I had of myself as a rebel, badass hacker. Now, however, I am just another corporate code monkey and I can't live without a good IDE. Not that I don't enjoy copy/pasting a new makefile everytime I start a project but why do it the hard way if someone else already did for you?
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Post by Aklix »

Hmm... I think the ARU broke, he's not on topic.
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