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 Post subject:
PostPosted: Mon Sep 24, 2007 8:47 
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Hosted

Joined: Wed Jul 20, 2005 9:48
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Location: Germany
I added most of the Skulltag code for Linux to the 1.0.26 release. However, since I can't compile it I need some feedback. Can someone please try to make it work and then send me the changes?


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 Post subject:
PostPosted: Mon Sep 24, 2007 9:19 
Anime anyone?

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Joined: Sat Nov 12, 2005 1:53
Posts: 109
Location: Belgium, Antwerp
what, you added the code already? :P
i'll try to compile it when i get home today (posting from work :p)

it seems i'm too f*ng slow on these patches :p


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 Post subject:
PostPosted: Mon Sep 24, 2007 17:31 
aka Const]ASTS[ @ irc.oftc.net


Joined: Thu Sep 08, 2005 20:02
Posts: 59
Code:
g++ src/sdl/glstubs.cpp -MM -pipe -Wall -Wno-unused -DHAVE_FILELENGTH -D__forceinline=inline -Izlib -IFLAC `sdl-config --cflags` -Dstricmp=strcasecmp -Dstrnicmp=strncasecmp -DNEED_STRUPR -Isrc/ -Isrc/g_doom/ -Isrc/g_heretic/ -Isrc/g_hexen/ -Isrc/g_raven/ -Isrc/g_shared/ -Isrc/g_strife/ -Isrc/oplsynth/ -Isrc/sound/ -Isrc/sdl/ -DUSEASM=1 -D_DEBUG -g3 -MT "debugobj/glstubs.o debugobj/glstubs.d" -MF debugobj/glstubs.d
src/sdl/glstubs.cpp:3:24: error: gl_texture.h: No such file or directory
make: *** [debugobj/glstubs.d] Error 1


I'll try to fix errors today
--
ADDED1:
Code:
g++ src/sdl/hardware.cpp -MM -pipe -Wall -Wno-unused -DHAVE_FILELENGTH -D__forceinline=inline -Izlib -IFLAC `sdl-config --cflags` -Dstricmp=strcasecmp -Dstrnicmp=strncasecmp -DNEED_STRUPR -Isrc/ -Isrc/g_doom/ -Isrc/g_heretic/ -Isrc/g_hexen/ -Isrc/g_raven/ -Isrc/g_shared/ -Isrc/g_strife/ -Isrc/oplsynth/ -Isrc/sound/ -Isrc/sdl/ -DUSEASM=1 -D_DEBUG -g3 -MT "debugobj/hardware.o debugobj/hardware.d" -MF debugobj/hardware.d
In file included from src/sdl/sdlglvideo.h:4,
                 from src/sdl/hardware.cpp:45:
src/gl/gl_pch.h:78:22: error: platform.h: No such file or directory

What's platform.h? I cant find it in the archive. I'll temporary comment such includes.
--
ADDED2:
Tools and pk3 compiled successfully (after adding ccdv-posix)
--
ADDED3:
This version again uses ~/.zdoom/zdoom.ini to store config data


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 Post subject:
PostPosted: Mon Sep 24, 2007 19:17 
aka Const]ASTS[ @ irc.oftc.net


Joined: Thu Sep 08, 2005 20:02
Posts: 59
Changes:
path ~/.gzdoom/gzdoom.ini changed to ~/.gzdoom/zdoom.ini

--
wadmake file seems to be autogenerated, should I include it in next patches?

When SDL_GL_STENCIL_SIZE is 0, should be "cheapest mode" tried (and therefore SDLGLFB should be recreated with such attributes) or it should work as in this version?

[new patch is below]


Last edited by Costja on Wed Sep 26, 2007 22:44, edited 1 time in total.

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 Post subject:
PostPosted: Mon Sep 24, 2007 19:25 
Anime anyone?

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Joined: Sat Nov 12, 2005 1:53
Posts: 109
Location: Belgium, Antwerp
as usual you people are ahead of me ^^


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 Post subject:
PostPosted: Mon Sep 24, 2007 19:35 
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Hosted

Joined: Wed Jul 20, 2005 9:48
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Thanks. I'll apply this patch later this evening and re-upload the source. Please try to compile that and report back.


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 Post subject:
PostPosted: Mon Sep 24, 2007 19:35 
Metal forever!

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Joined: Fri Apr 13, 2007 8:26
Posts: 104
Location: Germany
Costja wrote:
What's platform.h? I cant find it in the archive. I'll temporary comment such includes.

When porting Skulltag to Linux and FreeBSD I tried to collect all new platform dependent things in platform.h and platform.cpp to keep the usage of #ifdefs for different platforms at a minimum throughout the source. I can send you a copy of those if you want them.


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 Post subject:
PostPosted: Mon Sep 24, 2007 19:54 
Anime anyone?

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Joined: Sat Nov 12, 2005 1:53
Posts: 109
Location: Belgium, Antwerp
you forgot to change the zdoom.ini "lookup" to gzdoom.ini this time Costja
(it looks in ~/.gzdoom correctly though


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 Post subject:
PostPosted: Mon Sep 24, 2007 19:59 
aka Const]ASTS[ @ irc.oftc.net


Joined: Thu Sep 08, 2005 20:02
Posts: 59
Torr Samaho, probably there are redundant things in the patch, which are already in your platform files, so I'd like to have them.

GuntherDW, yes, I didn't change that as original GZDoom (on Windows) do the same.


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 Post subject:
PostPosted: Wed Sep 26, 2007 13:59 
Steven


Joined: Fri Sep 21, 2007 2:09
Posts: 29
Location: Australia
Patched 1.0.26 doesn't work for me :<
As well as still not working in 16bpp, tutnt.pk3 won't load at all, with:
Code:
S_InitData: Load sound definitions.
LoadDecorations: Load external actors.
Script error, "DECORATE" line 9:
Lump 'DEC_CLASS' not found

Using the previous gzdoom.pk3 makes no diff, and even vanilla doom2 is very
overbright or something, and i get this:
Code:
GLEXTENSIONS.......
Failed to use stencil buffer!
Resolution: 640 x 480

Hmmm... here's a backtrace of my core dump anyway from 1.0.25 in 16bpp. The
SDLGLVideeo::CreateFrameBuffer call continues to recur for at least a
couple of thousand times, which explains why it hangs for a minute before
dying.


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 Post subject:
PostPosted: Wed Sep 26, 2007 15:25 
Damn right I'm mighty.

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Joined: Wed Jul 06, 2005 11:58
Posts: 1016
Location: What's that fucking smell
The first issue is a bug in TUTNT (Typo: "DEC_CLASS" in the DECORATE should be "DEC_CLAS")


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 Post subject:
PostPosted: Wed Sep 26, 2007 16:19 
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stevenaaus wrote:
Patched 1.0.26 doesn't work for me :<
As well as still not working in 16bpp,

Using the previous gzdoom.pk3 makes no diff, and even vanilla doom2 is very
overbright or something, and i get this:
Code:
GLEXTENSIONS.......
Failed to use stencil buffer!
Resolution: 640 x 480




With 16bpp that isn't really surprising. GZDoom requires 32 bit to have use of all features. Stencil buffers won't work in 16bpp and therefore all the effects that require one.


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 Post subject:
PostPosted: Wed Sep 26, 2007 22:41 
aka Const]ASTS[ @ irc.oftc.net


Joined: Thu Sep 08, 2005 20:02
Posts: 59
New update; changes:
- includes gl_GenerateGlobalBrightmapFromColormap (was missed in previous patch)
- now uses platform.h by Torr Samaho
- small changes to ease future code updates
- SDLGLFB::GetFullHeight() is now equal to SDLGLFB::GetHeight()
- explicitly exit from SDLGLVideo::CreateFrameBuffer after 3 failed tries

stevenaaus, infinite recurring should be fixed now


IMHO code common to sdl/sdlglvideo and win32/win32gliface should be moved out to some common file. It can be easily done for SDLGLVideo and Win32GLVideo as they both inherit from IVideo. But framebuffer classes don't, so is it better to insert GLFB class as an ancestor of WinFB and SDLGLFB or use multiple inheritance or simply use functions?

[UPDATED: patch26.1.zip removed, now it is NOT latest]


Attachments:
File comment: patch for code modified by the previous (patch26) patch
WARNING: this patch will NOT update to the latest version, you will need next patch(es) to get it.

patch26L.zip [2.93 KiB]
Downloaded 50 times


Last edited by Costja on Sat Oct 13, 2007 20:03, edited 2 times in total.
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 Post subject:
PostPosted: Thu Sep 27, 2007 8:22 
Steven


Joined: Fri Sep 21, 2007 2:09
Posts: 29
Location: Australia
> With 16bpp that isn't really surprising. GZDoom requires 32 bit to have use of all features. Stencil buffers won't work in 16bpp and therefore all the effects that require one.

In 16bpp , the game doesn't work at all. It's in 32bpp that I get the stencil buffer error, and poor colour reproduction. For 32bpp on my (xorg-x11-6.8.2-31, SDL-1.2.8-3.2) ATI Radeon Mobility , between 1.0.25 and 1.0.26, i lost both 1. the ability to play tutnt.pk3 and 2. the "Failed to use stencil buffer" problem makes the game glow like a nuke . The latest patch hasn't changed either problem %---< Here's my Xorg log


> The first issue is a bug in TUTNT (Typo: "DEC_CLASS" in the DECORATE should be "DEC_CLAS")
Any ideas how to get around this ?


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 Post subject:
PostPosted: Thu Sep 27, 2007 10:53 
Damn right I'm mighty.

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Joined: Wed Jul 06, 2005 11:58
Posts: 1016
Location: What's that fucking smell
Change it yourself.


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