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Author Topic: Aquaria Source Code Released  (Read 42985 times)
Inyssius
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« Reply #15 on: June 06, 2010, 08:26:17 AM »

Erm, just curious... perhaps I shouldn't be posting this but couldn't one build the source and then download the game from Ambrosia, getting the complete game for free?

Maybe? I dunno.

... but if one were determined to get Aquaria without paying for it, there are far less circuitous ways. Three seconds of googling for "aquaria torrent", three minutes of download time, and Bob's your (shady, alleyway-dwelling, morally disreputable) uncle.
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« Reply #16 on: June 06, 2010, 07:17:28 PM »

Guys, even IF this all is common knowledge, let's not give people any ideas, okay?
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« Reply #17 on: June 06, 2010, 08:25:25 PM »

Oooh, I am SOO going to pirate Aquaria now! Evil
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Inyssius
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« Reply #18 on: June 06, 2010, 08:33:44 PM »

Oh no! What have I done?!
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« Reply #19 on: June 06, 2010, 09:06:38 PM »

Well yeah, I guess my point was that it seems like a totally legal way of obtaining a full copy.
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GMMan
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« Reply #20 on: June 06, 2010, 10:23:06 PM »

I tried compiling Aquaria with MinGW and Visual C++ 2010, and neither works. I made dozens of little changes everywhere so that they won't give me errors. MinGW went all the way to linking, until it told me it can't find longjmp and WinMain@16. I have absolutely no idea where to find those methods (I've already tried the MSVC libraries, and they're not much help). With VC++, it gave me errors on every single file, until I undefined INPUT_MOUSE and INPUT_KEYBOARD. After a few more fixes, everything halted with the compiler not parsing FreeType's headers thoroughly, and I am not going to bother changing every one of those #includes to a static file name. Anyone had more luck?

EDIT: Wait... Just found out that the Mercurial repo is updated. I might try compiling again. Though should I use VC++ or MinGW?
« Last Edit: June 06, 2010, 10:59:14 PM by GMMan » Logged

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« Reply #21 on: June 06, 2010, 11:30:45 PM »

Yeah, thanks for all the narcissism, assholes.
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Inyssius
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« Reply #22 on: June 07, 2010, 12:16:06 AM »

... what.
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Xiagan
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« Reply #23 on: June 07, 2010, 09:44:39 AM »

C'mon guys...

Quote from: Alec
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« Reply #24 on: June 07, 2010, 07:19:05 PM »

Anyone did compile the code successfully Roll Eyes ? I would like to know what compiler to use.

I had a hard time getting the code too, because I didn't know anything about this Mercurial, so here is what to do :

Download and install TortoiseHg : http://tortoisehg.bitbucket.org/
Create a directory, right-clic on it, TortoiseHg->Clone...
Set : http://hg.icculus.org/icculus/aquaria/ as source, clic Clone

It should get the code. The Clone thing is what confused me Tongue
« Last Edit: June 07, 2010, 07:25:50 PM by Yogoda » Logged
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« Reply #25 on: June 08, 2010, 12:36:57 AM »

I think any way of obtaining any part or whole of Aquaria is illegal if it's not Bit-Blot sanctioned. :3
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« Reply #26 on: June 08, 2010, 01:09:35 AM »

I think we're still missing a bit of source code. For example, there's no VC++ project, no binary resources (such as icons), no version info, and AQConfig is completely missing. Maybe Alec should commit the rest of the project (sans game data) to the repository?
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Alec
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« Reply #27 on: June 08, 2010, 02:26:03 AM »

You need to get on the mailing list. They're setting up a VC++ project right now.

For anything else about the source, hit up the mailing list first. That's where you'll find people actively working on the sauce.

Info in this post: http://blog.wolfire.com/2010/06/Aquaria-goes-open-source
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« Reply #28 on: June 08, 2010, 07:36:23 PM »

Thanks for the source code, Alec!

Mailing list signup page is here: http://icculus.org/mailman/listinfo/aquaria
Mailing list archive is here: http://icculus.org/pipermail/aquaria/ (no signup needed to read)
« Last Edit: June 08, 2010, 07:44:06 PM by user452 » Logged
Princess_Backpack
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« Reply #29 on: June 11, 2010, 12:16:23 AM »

Anyone did compile the code successfully Roll Eyes ? I would like to know what compiler to use.
I've successfully compiled it. I'm on Linux (Fedora Core 12), with an AMD64 processor.
My gcc version appears to be 4.4.3.

Here's what I did
1. checkout the code like you said.
2. Install cmake if needed
3. change to the directory you want to build in
4. "cmake /PATH/TO/aquaria/CMakeLists.txt" (where the path here is the location of CMakeLists.txt)
5. make (careful, if you're doing all this in your existing game directory you might overwrite your aquaria executable)
6. copy the resulting executable to a directory with the game data (symlinks don't seem to work, or am I horribly mistaken here?)
7. run!

64 bit builds seem to run pretty good right now, though I had to delete the AL directory from the sourcecode to force it to use my systems openAL and actually have working sound. There was also a bit more slowdown than the prepackaged (32 bit) version for some reason. Maybe I accidentally made a debug build <_<. Yep, it was because it was a debug build all right. Silly me.
« Last Edit: June 11, 2010, 12:39:56 AM by Princess_Backpack » Logged
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