g++ src/sdl/hardware.cpp -MM -pipe -Wall -Wno-unused -DHAVE_FILELENGTH -D__forceinline=inline -Izlib -IFLAC `sdl-config --cflags` -Dstricmp=strcasecmp -Dstrnicmp=strncasecmp -DNEED_STRUPR -Isrc/ -Isrc/g_doom/ -Isrc/g_heretic/ -Isrc/g_hexen/ -Isrc/g_raven/ -Isrc/g_shared/ -Isrc/g_strife/ -Isrc/oplsynth/ -Isrc/sound/ -Isrc/sdl/ -DUSEASM=1 -D_DEBUG -g3 -MT "debugobj/hardware.o debugobj/hardware.d" -MF debugobj/hardware.d
In file included from src/sdl/sdlglvideo.h:4,
from src/sdl/hardware.cpp:45:
src/gl/gl_pch.h:78:22: error: platform.h: No such file or directory
What's platform.h? I cant find it in the archive. I'll temporary comment such includes.
I downloaded the 1-0-26 source and getting this as well. Ubuntu 7.04 x86, all the GL headers and such that seemed relevant installed.
Is there a CVS/SVN repository where this development is going on, or is it all just trading patches in this thread? It would be nice to get to the point where ZDoom is. where you just download the source and it compiles on any platform.
Really nice work guys, I'd given up all hope of a Linux version of my fav Doom port!
AFAIK there is no public CVS/SVN GZDoom repository. Linux will probably be officially supported in next GZDoom release. For now (1.0.26) there are only patches.
chmmr wrote:
> > What's platform.h? I cant find it in the archive. I'll temporary comment such includes.
> I downloaded the 1-0-26 source and getting this as well.
platform.h is defined in the latest linux patch earlier in this thread. After applying the patch to GZDoom-Source-1-0-26.7z, it wil be in "src/gl/platform.h".
Also, removing the -IFLAC flag in Makefile.linux and removing the FLAC folder alltogether fixed the FLAC issue in all zDooM ports, zdoom ran perfectly fine and didn't crash on the wads it used to crash any longer
(i tested with Void, kdizd and a couple others , like for ex the "you found a secret" sound was also a FLAC encoded sound)
I applied the patch and things compiled with no problems. When I run it though, I hang at a black screen. Log:
[spoiler]GZDoom v1.0.26 - 2.1.7xx - SVN revision 540M - SDL version
Compiled on Oct 5 2007
M_LoadDefaults: Load system defaults.
W_Init: Init WADfiles.
adding /home/chmmr/GZDoomSDL/gzdoom.pk3
adding /home/chmmr//doom/iwad/doom2.wad (2919 lumps)
I_Init: Setting up machine state.
CPU Speed: ~2411.513730 MHz
CPU Vendor ID: AuthenticAMD
Name: AMD Athlon(tm) 64 X2 Dual Core Processor 4600+
Family 15 (15), Model 75, Stepping 2
Features: MMX MMX+ SSE SSE2 SSE3 3DNow! 3DNow!+
I_InitSound: Initializing FMOD
Setting OSS (Open Sound System) output succeeded
Setting driver 0 succeeded
Initialization succeeded
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
P_Init: Checking cmd-line parameters...
G_ParseMapInfo: Load map definitions.
S_InitData: Load sound definitions.
LoadDecorations: Load external actors.
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init miscellaneous info.
P_Init: Init Playloop state.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 7600 GS/PCI/SSE2/3DNOW!
GL_VERSION: 2.1.0 NVIDIA 96.31
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers <snip> ...
Support for non power 2 textures enabled.
Occlusion query enabled.
Resolution: 640 x 480
Xlib: unexpected async reply (sequence 0xa9)!
Playing demo DEMO1
Cannot play non-ZDoom demos.
(They would go out of sync badly.)
<snip> (more demo errors)
FSOUND_Output_OSS_Wait : Timeout on audio write. Caused by bad driver!
The program 'gzdoom' received an X Window System error.
This probably reflects a bug in the program.
The error was 'BadCursor (invalid Cursor parameter)'.
(Details: serial 170 error_code 6 request_code 95 minor_code 0)
(Note to programmers: normally, X errors are reported asynchronously;
that is, you will receive the error a while after causing it.
To debug your program, run it with the --sync command line
option to change this behavior. You can then get a meaningful
backtrace from your debugger if you break on the gdk_x_error() function.)[/spoiler]
I can post my Xorg log as well if that would help.
Could the sound problem be what's causing the hang, or is that a red herring?
stevenaaus wrote:
Try using "-nosound" option to test this.
It boots up with -nosound, thanks. I tried all the possible values for snd_driver and none of them worked. I didn't see any errors about sound during compilation, are there any gotches for getting this working? Is the next official release going to have this fixed? (if so it's not that big a deal)
Ah, -nomusic worked, then I was able to set the music to use OPL emulation (my preference anyway). Everything works great now, thanks! Native GZDoom is severely awesome!
Hi, I compiled gzdoom with the above patches and everything works great up until the point I try to quit. The screen just freezes as soon as I press "y" to quit and nothing will get me out of it except hard kill the X server (alt+sysrq+k).
The only error it gives me is zdoom-crash.log:
*** Fatal Error ***
Address not mapped to object (signal 11)
Address: 0x1
I'm running Ubuntu feisty.
Let me know if more information is needed.
Thanks
suacy wrote:Hi, I compiled gzdoom with the above patches and everything works great up until the point I try to quit. The screen just freezes as soon as I press "y" to quit and nothing will get me out of it except hard kill the X server (alt+sysrq+k).
The only error it gives me is zdoom-crash.log:
*** Fatal Error ***
Address not mapped to object (signal 11)
Address: 0x1
I'm running Ubuntu feisty.
Let me know if more information is needed.
Thanks
You have a little error message so googling for that may help, but i've often come across the "game won't exit" opengl bug without ever getting any wiser. Maybe try different SDL and OpenGl drivers if possible.
When checking code near SDL_Quit I found that I forgot to uncomment FGLTexture::FlushAll.
So, lines near "SDLGLVideo::~SDLGLVideo" in /src/sdl/sdlglvideo.cpp should be updated to:
Sorry, I missed when .27 was out. Here is a patch for it.
CCDV is now not used when building gzdoom (it wasn't working for that anyway), but is still used when building toolsandpk3 though.