Trying to compile GZDoom with Linux

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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GuntherDW
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Post by GuntherDW »

Costja wrote:stevenaaus,
Latest SVN version should work under Linux. Even 64bit systems should be supported now. At least version that was latest on Saturday worked for me though I didn't test it with UTnT/KDiZD.
AFAIK there is no other linux gzdoom pages, create one if you want)
now that i finally made the switch to a 64b version of gentoo (AMD X2 4800+ here), i just *had* to try this out, and it seems like it's working, but it has one tiny error
[spoiler]Image[/spoiler]
compiles etc just fine though
lights work as well (as well as particles), it's just this tiny error where you can't see sprites and some textures (actually the transparent ones) look garbled and only show on the top

(the version i tried was "GZDoom v1.1.4 - SVN revision 129M - SDL version")
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Graf Zahl
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Post by Graf Zahl »

Can someone *please* debug this? I have no way to check this and please don't suggest to install Linux. I simply don't have the time to work with an unfamiliar system to track down such a bug.
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GuntherDW
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Post by GuntherDW »

can you otherwise point me in a direction, so i can look for myself?
i don't think i can fix it like *that* but i could at least take a look :)

+ i thought you didn't support 64bit atm, or do you?
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Graf Zahl
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Post by Graf Zahl »

The place where sprite processing starts in the GL renderer is RenderThings in gl_bsp.cpp. Where it fails, down from there I can't say. That what someone needs to find out.
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GuntherDW
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Post by GuntherDW »

hmm, when i change

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gl_sprite_blend=true
in the .ini to false, it crashes on libc
i'm definantly going to check this out
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Agent ME
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Post by Agent ME »

GuntherDW wrote:hmm, when i change

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gl_sprite_blend=true
in the .ini to false, it crashes on libc
i'm definantly going to check this out
Odd, I don't have that problem (in 64bit linux). I'm on ubuntu 8.04 - what system are you on?
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GuntherDW
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Post by GuntherDW »

gentoo 64b 2008.0
but i'm checking what's causing this
it might just as well be the video drivers interaction with X or whatever
(haven't tried any other game, and jdoom also seemed to segfault)

are you sure you've used a 64b bin or compiled it yourself?
i've had absolutely no problems whatsoever when i was in 32b mode
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Post by stevenaaus »

>> [new mods]
> Demon Eclipse, there was Torm's city of the damned, there was the ZPack
Cool. Thanks for the heads up.

I can test 64 bit if someone will send me the source code for "Patch for r115".
I really cant access SVN easily :-(. My mail is MYUSERNAME@yahoo.com
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Agent ME
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Post by Agent ME »

To above: You're on 64 bit linux, right? Getting to the svn and compiling it is easy as copy+pasting this command into the terminal:

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svn co http://mancubus.net/svn/hosted/gzdoom/trunk/ && cd trunk && make
(Also r115 is ancient and was before 64 bit support was properly fixed. I think you would want the latest, which the command above will automatically get for you)
And then "./gzdoom" will start up gzdoom.

GuntherDW wrote:are you sure you've used a 64b bin or compiled it yourself?
I compiled it myself - I'm not even aware of any places offering linux binaries of (g)zdoom other than of skulltag.
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Post by stevenaaus »

64 bit linux - Yes.
Normally my linux box is not connected to the web. I *have* made the effort today to move it around and get on.
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Post by stevenaaus »

If you're going to make smarmy comments, at least be right.
There's no makefile, and "make -f Makefile.linux" gives errors

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/root/tmp/trunk#ls
CMakeLists.txt  gdtoa          Makefile.linux  tools          zlib
docs            gzdoom.sln     snes_spc        wadsrc
dumb            gzdoom.vcproj  src             wadsrc_bm
editors         jpeg-6b        strifehelp.acs  wadsrc_lights

/root/tmp/trunk#make -f Makefile.linux
make: *** No rule to make target `ccdv-posix.c', needed by `ccdv'.  Stop.
What do i do?
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Graf Zahl
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Post by Graf Zahl »

Right now, nothing. The CMake stuff is not operational yet in ZDoom so right now Linux builds are not possible.

Regarding this, I am closing this thread now. If you want to discuss building with CMake please open another thread. This one has outlived its usefulness due to ZDoom's change in build environment.
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