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Posted: Sat Nov 01, 2008 18:54
by GuntherDW
hmm Graf Zahl you seem to be forgetting to set stuff in the SDL part of the program
is this intentional because you cannot test this or is this because you keep forgetting it?

i have a patch ready for r202 but i should first check out why the engine is opening the GL renderer, then closing it and reopening it
although it seems it only runs through I_InitGraphics() only once...

edit: at first it sets a 4:3 resolution, then my set resolution, which is 1920x1200
and after adding a couple of resolutions in sdlglvideo.cpp, it switches to the 16:10 mode instantly, but it still sets it twice :x

Posted: Sat Nov 01, 2008 20:07
by Graf Zahl
If you got a patch, please post it. Right now I am in a situation where I can use it without problems.

Posted: Sat Nov 01, 2008 20:35
by GuntherDW
fine, i'll post the things i have atm now,
and continue to search for the bug

it seems to issue SetResolution twice, but the Resolution: .. string only comes up once :s

edit, this was diffed with r203, but nothing changed when i used r202, so it is completely compatible (for now)

edit2: i don't know if it still occurs, but i used to have problems with the zipping tool when it was used in a directory with uppercase chars
it just lowercased them all, and in a UNIX environment that's not the right choice :p

Posted: Sat Nov 01, 2008 22:24
by GuntherDW
hmm, i just made a small workaround that checks if the new resolution and bpp is the same as the old, and just print "Keeping old resolution" instead of actually switching
i'll throw the patch online ASAP (dumping out the debugging stuff i put in and the alike)

i don't like this patch though, because the fullscreen switch doesn't like it for example

Hexen relicensed

Posted: Thu Nov 06, 2008 12:58
by stevenaaus
Btw, is it relevant that (i'm told) Hexen/Heretic have been re-licensed GPLv2

Ozkan wrote stevenaaus:
[spoiler]subject:Raven's hexen/heretic now GPLv2
Monday, September 8, 2008 5:38 PM
From:This sender is DomainKeys verified
"O.Sezer" <******@gmail.com>
View contact details To:
"Steven" <stevenaaus@*****>

See: http://sourceforge.net/projects/heretic/

OZ[/spoiler]

Posted: Thu Nov 06, 2008 17:39
by Rachael
This is already known, and has been discussed extensively.

Posted: Thu Nov 06, 2008 19:14
by Enjay
Indeed, the significance is that it makes GPLing GZdoom possible, but doing so still requires considerable work. IIRC, the main points are that a sound library other than FMOD would have to be used and the software renderer would have to go. The first one is the big issue.

Posted: Thu Nov 06, 2008 21:17
by Graf Zahl
Chris has posted an OpenAL implementation but it still suffers from some problems that make it not an option.

Posted: Sun Dec 07, 2008 20:02
by chmmr
Any update on this? I was looking at this forum thread and it sounds like it's somewhat far along, pending some OpenAL extensions?

The idea of a GPL'd GZDoom is nice if only because it's kind of a pain to try and compile with the FMOD libs which seem to be a moving target.[/url]

Re: Building gzdoom in linux with cmake

Posted: Mon May 11, 2009 15:08
by GuntherDW
I'm having problems running r324 correctly

This version compiles pretty much owkey, but it looked like it was crashing when trying to load the init screen.
When I tried to run it through gdb, it showed me that it's having problems with

Code: Select all

[Switching to Thread 0x7f700f389790 (LWP 30419)]
0x00000000006c9cc6 in FWadCollection::CheckNumForName (this=0xc823e0, name=0x8bf733 "PNAMES", space=0, wadnum=0, exact=false) at /GuntherDW/src/svn/gzdoom/src/w_wad.cpp:436
436		lump = LumpInfo[i].lump;
(gdb) 
when i commented out this line, or tried adding a check for exact ( if(exact) ), some wads would just run fine, but as suspected,
when i try to open some wad that changes the texture from the IWAD, you get a lot of

Code: Select all

Unknown texture: "SKY1"
Unknown texture: "SKY1"
messages and the game crashes as soon as you enter a level.

When i added that if(exact) part, gzdoom would just crash on line 431 of w_wad.cpp (with exact set to true)

Code: Select all

	FResourceLump *lump = LumpInfo[i].lump;
i'm using gcc 4.3.3-r1 (gentoo), and am building a 64b version
Where should i start to look if i want to create a patch? It's been a while since i've been programming in C :P


edit: copying over zdoom's svn version of that function made it work like a charm

Re: Building gzdoom in linux with cmake

Posted: Mon May 11, 2009 18:55
by Graf Zahl
'Sorry for the lack of SVN updates. My local copy of ZDoom is currently not usable for merging because I am working on something larger that needs to be finished first.

Re: Building gzdoom in linux with cmake

Posted: Tue May 12, 2009 21:33
by GuntherDW
Don't worry graf, it's not like you have to release stuff,
it still is something you do for fun (and partially to learn stuff from), am i right?

If only i had more experience in C/C++ :P.

(btw: my compiler is complaining like mad about checks between unsigned and signed integers, i know this isn't noteworthy most of the time,
but it should be fixed though, just for those special occasions, you never knew)

Re: Building gzdoom in linux with cmake

Posted: Tue May 12, 2009 23:07
by Graf Zahl
I know. There's some header file that disables the warning in VC++ and any source that includes this file may have some issues with that. I always forget to re-enable the warnings and actually fix ZDoom's code so that it compiles without messages.

Re: Building gzdoom in linux with cmake

Posted: Sun Jun 21, 2009 14:44
by Super Jamie
Talking to Graf Zahl over at Doomworld, apparently it would be somewhat useful to have some more eyes on the code. Making much more than very basic patches in C is beyond my skills, but I'd certainly like to help out where possible.

I can compile latest stable ZDoom without a problem. GZDoom r309M (latest official) starts to compile for me but dies a third of the way with some SDL-related stuff on i_main.o, so I assume at least all my depends are satisfied.

Currently, GZDoom r351 won't even cmake for me, and dies with the following:
Spoiler:
Please let me know if there's any more info I can provide or things I can do.

Re: Building gzdoom in linux with cmake

Posted: Sun Jun 21, 2009 14:53
by Graf Zahl
If you want to help, please use the SVN trunk, not the stable release which is already a few months old.
Any info regarding that won't help me much.