Blzut3 wrote:
Well keep in mind that I do primary development on 64-bit Kubuntu. Unless you're a clang user, ECWolf should be fairly well maintained on Linux.
I use mostly GCC, but I always double check with clang (also, I do like to use it if I'm porting, as it's got colored messages which help me find the lots of errors faster) for warnings and such. I usually also check for cross-building for Windows when Windows is supposed to be supported, although I don't check with MSVC too often because I don't like having to boot to Windows (last time I updated it, it was stupidly trying to install 18 out of 1(ONE!) updates, so annoying). I use mingw for cross-building from Xubuntu and check it with WINE instead.
I don't believe I've seen a gdtoa package out there so that's why it's statically linked.
I didn't even know about gdtoa before seeing this project, I assumed it was some in-house tool from the project.
For LZMA, there are two issues, first packages were rare until recently. Then I believe Randy had to make some modifications to get it compiling on Windows, Mac, and Linux without issues. It would be nice to get this updated to 9.20 and possibly optionally dynamically linked, but my attempts haven't been very successful.
I could give it a try myself to this. Could you explain to me what failed in your attempt?
ECWolf supports arbitrary texture scaling ("texture" in ECWolf means any graphical resource). There are a few ways to define them including the TEXTURES lump, the hires namespace, and the scale property on actors.
This includes using scaling filters like HQ2X or similar? That's what I meant originally (I noticed it scales when changing the resolution), sorry for not being clear about it.
Feel free to finish this off if you wish. I experimented with it awhile back (before I used ZDoom's frame buffer code) and the main issue that held me back from supporting SDL2 is that it requires a rework of the input system. Not a huge deal, but I am foreseeing the need to change the input system anyway when a Quake/ZDoom style console is added (something I plan to do for 1.4 or 1.5). So if you wish to do this either keep in mind that the input work may be rewritten (not really a huge deal since it's a fairly small part of the code), or try to implement a console yourself.
Hmmm, I don't really fancy implementing the console. I'm studying a bit on compilers, so if I can help in that regard with the lexer and parser, I will, but I think everything else console related is out of my expertise. Rewriting the input work may be feasible, though, and that would imply (assuming we are not calling directly GLX or X11; SDL2 can help us create the GC without calling GLX directly anyway) we get Wayland and maybe Mir support for "free" (not really free, since we are porting to SDL2, but you know what I mean).
For the console the big issue that needs to be solved for that is getting the menus on the 70hz timer (besides making the pull down animation work in the menus, this would also solve some issues with animations in the menus), my new menu code can be redone if need be.
I might try to look into this, as it sounds interesting, but currently I lack experience on working with any kind of timer.
Have fun. Stop by IRC if you can, I'm usually on (although this weekend will be a bit spotty).
OK. I have to see how to configure XChat to automatically log into some channels, I'm getting tired of doing it manually every time.