GOOF Installation Introduction

Instructions for installing the Game Object Oriented Framework

GOOF works with Ogre 1.21 CVS version (not Ogre HEAD). The compiled SDK is not supported.

Note from Clay Larabie: I understand that a lot of people are using Visual Studio 2005, however I'm stuck in the good old days with Visual Studio 2003. If anyone wants to provide me with a solution and projects for VS 2005 I'll put them in ogreaddons.

Dependencies

GOOF has dependencies on Boost 1.33 (thread and filesystem), OIS 0.7, Libnoise 0.9, Opcode 1.3.2, and OpenAL 1.1 and Ogre 1.21. and the PagingLandscapeSceneManager from ogreaddons.

GOOF expects folder layout to be as follows, where DEV_ROOT is location on your machine. In my case that is C:\Development\ but it can be wherever you want. DEV_ROOT doesn't need to be an environment variable or anything, in these instructions it's just used as an indicator of where your folders should go.
You *can* put these anywhere, but the default GOOF projects and solution file expect the following layout, and if you put them somewhere else you'll need to change the project settings to reflect those changes.

Folder structure:

  • DEV_ROOT/Boost
  • DEV_ROOT/GOOF
  • DEV_ROOT/Libnoise
  • DEV_ROOT/ogrenew
  • DEV_ROOT/ogrenew/OIS
  • DEV_ROOT/Opcode
  • DEV_ROOT/OpenAL

Ogre

Skip this if you already have Ogre versions 1.21 from CVS.

If you are using Windows, download Ogre dependencies for your compiler:
http://www.ogre3d.org/index.php?option=com_remository&Itemid=74&func=selectcat&cat=4

  1. Using TortoiseCVS (http://prdownloads.sourceforge.net/tortoisecvs/TortoiseCVS-1.8.26.exe), follow these instructions:
  2. In windows explorer, navigate to DEV_ROOT folder, right click on it, and choose "CVS Checkout".
  3. For anonymous access if you don't have a dev account with sourceforge, enter a CVSROOT of ":pserver:anonymous@cvs.ogre3d.org:/cvsroot/ogre"
  4. For dev access, type ":ext:YourUsername@cvs.ogre3d.org/cvsroot/ogre"
  5. For module enter "ogrenew"
  6. Navigate to the "Revision" tab and click "Choose branch or tag" radio button, then click "Update List". Drop down the "Branch or tag name" selection box and choose "v1-2-1"
  7. Click OK to checkout Ogre 1.2.1
  8. Extract Ogre dependencies into the DEV_ROOT/ogrenew folder

Ogre Addons

Checkout ogreaddons.
Follow the same instructions above except for module enter "ogreaddons" and don't choose a revision, just click "OK".

Paging Scene Manager

  1. Copy ogreaddons/paginglandscape/Tools Samples and Plugins folders to DEV_ROOT/ogrenew folder


Note: No need to download datasrcs.zip or compile and run mapslitter as per the Paging Scene Manager instructions unless you want to.

GOOF

  1. Copy ogreaddons/GOOF/Samples into ogrenew
  2. Copy ogreaddons/GOOF/GOOF into DEV_ROOT/


Note: A config file called Resources_GOOF.cfg will be copied into the ogrenew/samples/common/bin/debug and release folders.
Backup the existing Resources.cfg file and overwrite with Resources_GOOF.cfg.
If you have resource paths for an existing project that you need to keep, make changes to the new Resources.cfg.

Libnoise

Download Libnoise 0.9

http://libnoise.sourceforge.net/downloads/libnoisedll.zip
http://libnoise.sourceforge.net/downloads/libnoiseheaders.zip

  1. Extract the zips to a temporary location.
  2. Create a folder called Libnoise in your DEV_ROOT folder.
  3. Copy the bin folder from libnoisedll to DEV_ROOT/Libnoise.
  4. Copy the include folder from libnoiseheaders to DEV_ROOT/Libnoise.
  5. Copy libnoise.dll into DEV_ROOT/ogrenew/samples/common/bin/debug and release folders.

Opcode

Download Opcode 1.3.2

http://sourceforge.net/project/downloading.php?group_id=202941&use_mirror=osdn&filename=GOOFOpcode1-3-2.zip&81409730

  1. Extract it to a temporary location.
  2. Create a folder called Opcode in your DEV_ROOT folder.
  3. Copy the contents of the extracted Opcode1.3.2 folder into DEV_ROOT/Opcode such that the files are directly in DEV_ROOT/Opcode, NOT in DEV_ROOT/Opcode/Opcode1.3.2.

OpenAL

Download OpenAL SDK
http://developer.creative.com/articles/article.asp?cat=1&sbcat=31&top=38&aid=45

Run the installer and when it asks where to install to, specify DEV_ROOT/OpenAL folder (it won't exist yet but it'll be created by the installer).

Object Oriented Input System (OIS)

Download OIS 0.7

http://prdownloads.sourceforge.net/wgois/ois_0_7_0.zip?download

  1. Extract to a temporary location.
  2. Create a folder named OIS under DEV_ROOT/ogrenew.
  3. Copy the contents of the ois folder (contains folders for demos, includes, lib, etc.) into DEV_ROOT/ogrenew/ois

Boost

Download Boost 1.33

http://prdownloads.sourceforge.net/boost/boost_1_33_1.zip?download

http://prdownloads.sourceforge.net/boost/boost-jam-3.1.11-1-ntx86.zip?download

  1. Extract boost-jam-3.1.11-1-ntx86.zip to a temporary location. Note, this is a slightly older version of bjam than the latest version and seems to work better.
  2. Copy bjam.exe in your windows system32 directory, example C:Windows\System32# Extract boost_1_33_1.zip to a temporary location.
  3. Create folder named Boost under DEV_ROOT.
  4. Copy (or cut/paste) the contents of the boost_1_33_1 folder (should contain boost, doc, libs, etc.) into DEVROOT\Boost
  5. Open command prompt.
  6. Run vsvars32.bat from your Visual Studio directory to set up environment variables needed by the compiler. For example, C:\Program Files\Microsoft Visual Studio .NET 2003\Common7\Tools\vsvars32.bat
  7. Navigate to DEV_ROOT/Boost/ while still in the command prompt.
  8. Enter the following at the command prompt if running Visual Studio 2003: "bjam.exe -sTOOLS=vc-7_1 with-thread with-filesystem"
  9. If running Visual Studio 2005, use the same command above except with -sTOOLS=vc-8_0 instead.


For more information on building/configuring Boost:
http://www.boost.org/more/getting_started.html

The most common additional step you may need to do is to set the VC71_ROOT or VC80_ROOT environment variables in the command prompt above; this is needed only if you have installed Visual C++ to a location other than the default.

Final Setup

  1. Open up DEV_ROOT/GOOF/GOOF.sln. This solution contains various GOOF projects, as well as Opcode, Ogre (only those projects needed by GOOF, so demos are excluded) and the Paging Landscape plugin.
  2. Open up the Opcode project settings.
  3. Select "All Configurations" and under Build Events->Post Build Event set its value to "copy $(OutDir)\$(TargetFileName) ..\ogrenew\samples\Common\Bin\$(ConfigurationName)"
  4. Open the OIS project settings. Select "All Configurations" and under Build Events->Post Build Event set its value to "copy $(OutDir)\$(TargetFileName) ..\..\samples\Common\Bin\$(ConfigurationName)"
  5. Set GOOFEd as your active project.
  6. Build everything.
  7. Run GOOFEd.


Note: Currently the project dependencies might be set slightly wrong, so the projects might compile out of order and you might get a link problem such as "Error: Could not find GOOFExtension_d.lib". Just Build solution a second time and everything should compile fine. I'll fix this soon.

Additional Notes


ochensati2 posted these additional helpful hints on the Paging Landscape 2 addons forum:

OK, I just got GOOF up and working (mostly) so here are my noob mistakes so everyone else doesn't have to make the same ones.

1. Follow the installation WIKI exactly put everything in its place.

2. You need to add
OgrePagingLandScapeAxisAlignedBoxSceneQuery.cpp and its header to the Plugin_PagingLandScapeSceneManager2 project. This will make that project compiles.

3. There is an error in the GOOFPagingLandscapeEditorPlugin. You need to find the lines in GOOFPagingLandscapeEditorPlugin.cpp (ln 806) and that specify rsq_firstterrain and change them to

Code:

mRayQuery->setQueryMask(Ogre::SceneManager::WORLD_GEOMETRY_TYPE_MASK);
         mRayQuery->setWorldFragmentType(Ogre::SceneQuery::WFT_SINGLE_INTERSECTION);


also at Ln 830, do the same

This seems to work

4. My complier(VC++ 2005) had a hard time with all the dependancies. I just had to search until I got them all into the IDE

5. If you start it up and get a blank screen, you have committeed one of two errors.
a. You are not starting the program from ogrenew/samples/common/bin
b. you have not changed the resource.cfg file or the Plugins_plsm2.cfg files
c. You did not copy the samples file from ogreaddons/GOOF to ogrenew

I found that hitting alt-tab when the screen was blank and then looking for the lost resource cleared everything up right away.

6. When the program starts all you see is a nice sunset, Took me a moment to figure out that right clicking the screen and looking up and then
moving forward would allow me to get over the top of the landscape. I then could right click and look down and the landscape.

I still have two errors that I cannot seem to overcome. The first is a GOOf error that I am trying to track which is that when I try to paint the texture on the landscape, the program crashes completely, nothing in ogre.log to look at. The second error makes the first more difficult. When I try to compile GOOFPagingLandscapeEditorPlugin for debug I get the error
LINK : fatal error LNK1104: cannot open file 'libboost_filesystem-vc71-mt-gd-1_33_1.lib'

EDIT:

The linker error is fixed by clicking on the properties tab, the linker, then input. The boost file is listed there under the additional dependancies, once I had deleted that file, boost correctly listed the library it wanted. Now I can use the debugger to fix the painting problem

END EDIT

Others

Note from Falagard: The painting was working when GOOF was checked into CVS, so this means something has changed since then in the PLM2. Shouldn't be too difficult to track down the problem, but I'm hard at work on the next version of GOOF at the moment.

You can download GOOF .exe on http://sourceforge.net/project/showfiles.php?group_id=202941 working on Ogre V1.4.5; this is not the official version.

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