What happened to 1.0.22?

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Nash
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What happened to 1.0.22?

Post by Nash »

Are you waiting for Randy to finish some super secret feature?

I'd like the new version for the highres text fix... you said you could put it up 2 weeks ago. :(
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Graf Zahl
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Post by Graf Zahl »

Sorry. I simply don't have any time to work on GZDoom at the moment. For the last 2 weeks I have done 10-12 hour days on a regular basis at work so in the evening my motivation to do some more programming was precisely zero.

And I don't expect this situation to change until the end of November.
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Post by Cutmanmike »

I get that on 96% of the projects I make. Still does it matter? This version is pretty stable IMO.
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Post by Syfo-Dyas »

Code slave code!!! ;)
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Graf Zahl
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Post by Graf Zahl »

Shut up! :P
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Post by Nash »

Oh, I see. Thanks for clearing that up.

Okay, in that case... can you teach me how to compile GZDoom, similar to how the Wiki teaches Average Joe how to compile ZDoom?

I'd like to dip my hands into a little source editing... nothing fancy really, just minor cosmetic changes for a start.
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Post by Graf Zahl »

You need to follow the Wiki's instructions but you need one additional thing: The glext headers.
Get them here:

http://oss.sgi.com/projects/ogl-sample/ABI/glext.h
http://oss.sgi.com/projects/ogl-sample/ABI/wglext.h

These need to be copied into the 'include/gl' folder in your VC++ installation directory. You can also set them up in a separate path by specifying the include path in the IDE's configuration.
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Post by Nash »

Thanks, hopefully I get to compile this stuff soon.

For the high res font fix... is it fixed for ZDoom only, or can I somehow apply the ZDoom changes into GZDoom and it'll work? How would I go about doing that?

Basically I want a home-compiled GZDoom with the high res font fix from the ZDoom source. Is that possible?
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Post by Nash »

Hmmm... why is my compiled gzdoomd.exe 10 megs? o_O I just moved some stuff around in the Options menu...

Also, what's the difference between the .sln and the .vcproject files? Which one should I open?
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Graf Zahl
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Post by Graf Zahl »

Nash wrote:Hmmm... why is my compiled gzdoomd.exe 10 megs? o_O I just moved some stuff around in the Options menu...
It's a debug version with quite unoptimized code. But 10MB is a lot. Mine is only 5.
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Post by Nash »

Everytime I make a change and I need to "test" it, I hit F7 in VC++ 2005, to see if it compiles.

Does doing that repeatedly contribute to the bloated file size?

BTW I'm working with GZDoom 1.0.21's source.
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Post by Graf Zahl »

My debug exe never got beyond 5MB so I can't say.
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Post by Nash »

Well stuff that, it seems that I was confused by looking at at the filesize of gzdoomd.ilk which is 10 megs.

Question: whenever I do a "Rebuild solution", the Bison error always comes up. How do I avoid that? I didn't "change any grammar" as Randy puts it...
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Graf Zahl
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Post by Graf Zahl »

Do not rebuild. Only build. Then only changed projects will be processed.
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Post by Nash »

Alright, thanks.

Sorry to ask this again but I'd really like to merge ZDoom's changes into the GZDoom 1.0.22 source... is there an easy way to do this AND retain my (puny) changes, or do I have to copy and paste the changes manually... ?
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