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What happened to 1.0.22?

Posted: Wed Oct 18, 2006 20:52
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. :(

Posted: Wed Oct 18, 2006 21:34
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.

Posted: Thu Oct 19, 2006 10:53
by Cutmanmike
I get that on 96% of the projects I make. Still does it matter? This version is pretty stable IMO.

Posted: Thu Oct 19, 2006 22:51
by Syfo-Dyas
Code slave code!!! ;)

Posted: Fri Oct 20, 2006 1:20
by Graf Zahl
Shut up! :P

Posted: Fri Oct 20, 2006 5:22
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.

Posted: Fri Oct 20, 2006 8:34
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.

Posted: Fri Oct 20, 2006 9:52
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?

Posted: Sun Oct 22, 2006 20:37
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?

Posted: Sun Oct 22, 2006 22:14
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.

Posted: Mon Oct 23, 2006 0:15
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.

Posted: Mon Oct 23, 2006 9:05
by Graf Zahl
My debug exe never got beyond 5MB so I can't say.

Posted: Mon Oct 23, 2006 14:30
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...

Posted: Mon Oct 23, 2006 15:13
by Graf Zahl
Do not rebuild. Only build. Then only changed projects will be processed.

Posted: Mon Oct 23, 2006 17:14
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... ?