Linux Port attempt
Moderator: Graf Zahl
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Linux Port attempt
I am going to attempt a Linux port.
I plan this compile to simply use WineLib to handle any Windows Native code with other codes. This will allow me to use a link tracing program to adjust the compile for Linux.
I am wondering if I should make a separate tree for this project, or incorporate it in a "os/Linux" subdirectory.
Also, if anyone has used GNU Tools for compile in Windows, any scripts used would be helpful. I will place my GNU Tools makefiles and other items (e.g. automake script, option selectors, etc.) in the base directory unless Linux specific, and will make sure to list default options for the current recomended Linux compile.
I includeded a poll to determine the popularity of this project, be sure.
I plan this compile to simply use WineLib to handle any Windows Native code with other codes. This will allow me to use a link tracing program to adjust the compile for Linux.
I am wondering if I should make a separate tree for this project, or incorporate it in a "os/Linux" subdirectory.
Also, if anyone has used GNU Tools for compile in Windows, any scripts used would be helpful. I will place my GNU Tools makefiles and other items (e.g. automake script, option selectors, etc.) in the base directory unless Linux specific, and will make sure to list default options for the current recomended Linux compile.
I includeded a poll to determine the popularity of this project, be sure.
- Nash
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No, I think everyone sould bow to the Windows monopoly. 
Seriously though, you might want to post at http://zdoom.org/forum/ because that's where the ZDoom userbase is. You ought to get more attention and replies there.
There is already a ZDoom on Linux thread there, so maybe that might help.

Seriously though, you might want to post at http://zdoom.org/forum/ because that's where the ZDoom userbase is. You ought to get more attention and replies there.
There is already a ZDoom on Linux thread there, so maybe that might help.
- Syfo-Dyas
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- wildweasel
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- Graf Zahl
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A Linux port would be nice. But keep in mind that ZDoom's Linux startup code is already there. What's missing is the GL startup code - that is mostly gl/win32gliface.cpp and gl/render/r_opengl.cpp. If you have to make other changes please notify me because they should not break the Windows version.
Furthermore, ZDoom on Linux uses SDL so I'd appreciate if you used that again wherever possible.
Furthermore, ZDoom on Linux uses SDL so I'd appreciate if you used that again wherever possible.
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Sybian is Linux, einstien. Anyways, Symbian is for embedded and has no decent 3D acceleration, so it would only support zDoom. As of OS/2 newer releases are designed for "enterprise environment custom office solutions" so I doubt it would have any use there. They won't even sell it in packs of under 100 chairs anymore.wildweasel wrote:GZDoom needs an OS/2 Warp and AmigaOS port. Oh, and a port to Symbian.
Amiga OS is PPC now, and those are specialized for graphics, not general desktop.
Linux on the other hand, much like Solaris (a Linux port would recompile for Solaris if the proper libraries were installed) is extremely fast at OpenGL and very equiped to handle it. Very little code needs rework, as the zDoom code incorporated into it supports Linux to a degree.
So yes, all those OSs are still in deployment, and practical, but not necessarily for
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Yes, I noticed that. I may want to go with a new port, utilizing SDL GL extensions, and base it on the code from GzDoom where portable to the new toolkit.Graf Zahl wrote:A Linux port would be nice. But keep in mind that ZDoom's Linux startup code is already there. What's missing is the GL startup code - that is mostly gl/win32gliface.cpp and gl/render/r_opengl.cpp. If you have to make other changes please notify me because they should not break the Windows version.
Furthermore, ZDoom on Linux uses SDL so I'd appreciate if you used that again wherever possible.
If so, I'll credit you, and lable it NGzDoom (Next Generation zDoom) I'll probably also add some additional plugin capability utilizing the newer SDL functions.
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While this is partially true, the Amiga is still being abused to this day. I once saved a screenshot of AmigaOS 3.9 for topics like this, but for the life of me I don't know where it went. Having said this, Google Images found this shot of AmigaOS 3.9Amiga OS is PPC now, and those are specialized for graphics, not general desktop
All Your Base are... The Hell?
The amiga just won't damn DIE!

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NexGenZDoom proposal.
I'll probably start on NGzDoom. I'm going to goal not to remerge the code until 2.5-3.0 of zDoom. All my new code will be dually licensed "GPL/zDoom educational use license" and I will need help with determining what of the zDoom code can be GPLed and what was taken from other "educational use license series" Doom/Hexen ports, but once I figure that out, I will get it working.
I will add one more exclusion on the license, all new pre 0.10 code will be dissallowed from being put into closed source ports. I recommend that zDoom add this requirement too, in it's current license, as I see no exclusion to this condition in previous licenses.
I'll start the code cleanup now. I will also see about getting a Windows system up to test it. I actually have two Windows systems I want to work on it with. One is x86-64 and will run both Windows and Linux, while the other is an older K7 that doesn't have the newer sse instructions so I can test the absense of those instructions.
Once I've cleaned up and rearanged the code base to the way I want it I will get it a sourceforge page. I will also get this milestone list off.
Since this is a bleading edge project, it obviously is not ment to compete with OdaMex, and will in fact be rearanged a bit towards it's code base once their code is released, or I have access to their code tree. I don't plan to trade code until Milestone 1 (removal of GPLed code), of their project and 0.01.00 of my project (complete isolation of Non-GPLed code)
I currently plan to write entirely new network code for this distribution, to nearly eliminate the ability to cheat without the server owner's permission.
I figure that control of cheat mechanism is the right of the server administrator, and I will thus provide a flag in network indexers that marks such servers as violators. It's up to the indexing sites on how to handle this, as well.
I will add one more exclusion on the license, all new pre 0.10 code will be dissallowed from being put into closed source ports. I recommend that zDoom add this requirement too, in it's current license, as I see no exclusion to this condition in previous licenses.
I'll start the code cleanup now. I will also see about getting a Windows system up to test it. I actually have two Windows systems I want to work on it with. One is x86-64 and will run both Windows and Linux, while the other is an older K7 that doesn't have the newer sse instructions so I can test the absense of those instructions.
Once I've cleaned up and rearanged the code base to the way I want it I will get it a sourceforge page. I will also get this milestone list off.
Since this is a bleading edge project, it obviously is not ment to compete with OdaMex, and will in fact be rearanged a bit towards it's code base once their code is released, or I have access to their code tree. I don't plan to trade code until Milestone 1 (removal of GPLed code), of their project and 0.01.00 of my project (complete isolation of Non-GPLed code)
I currently plan to write entirely new network code for this distribution, to nearly eliminate the ability to cheat without the server owner's permission.
I figure that control of cheat mechanism is the right of the server administrator, and I will thus provide a flag in network indexers that marks such servers as violators. It's up to the indexing sites on how to handle this, as well.
- Graf Zahl
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Re: NexGenZDoom proposal.
KitsuKun wrote:I'll probably start on NGzDoom. I'm going to goal not to remerge the code until 2.5-3.0 of zDoom. All my new code will be dually licensed "GPL/zDoom educational use license" and I will need help with determining what of the zDoom code can be GPLed and what was taken from other "educational use license series" Doom/Hexen ports, but once I figure that out, I will get it working.
I suggest to make your license GPL with the explicit exception of using it in conjunction with ZDoom-based code (and of course the requirement to release all the source of a project that uses your code.) The GPL allows such an exception and it's almost the same conditions under which I am using the FraggleScript code which originally is GPL.
There isn't any conflict. If I had known the issues involved when I submitted the DECORATE code for inclusion in ZDoom I would have added that clause. I wonder what Skulltag would have done in that case...I will add one more exclusion on the license, all new pre 0.10 code will be dissallowed from being put into closed source ports. I recommend that zDoom add this requirement too, in it's current license, as I see no exclusion to this condition in previous licenses.

- wildweasel
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Oh, that's OK, It's got different libraries than most Linux and is designed for low-speed platforms. There is also a variaty of Linux called "Handheld Linux" that is likewise similar with very lightweight libraries.wildweasel wrote:Sorry, my mistake - but I was trying to be sarcastic, anyway...KitsuKun wrote:Sybian is Linux, einstien.
The only way you could play a Doom version more advanced the the old LxBoom port on either is to simply mirror it off of a far more powerful computer using remote X11 (highly supported in both modified Symbian and in HandHeld Linux) You'd have to do with around 15fps, but you could get zDoom working by simply mirroring the screen off of a screen segment of a faster computer, and creating an input feed to that computer. Why you'd want to do this is another question, as the resolution is poor and the color sucks on most handhelds, not to mention the speed.
- Syfo-Dyas
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Re: NexGenZDoom proposal.
Yes, Actually zDoom and GzDoom technically go under my exemption for Open Source projects planning for GPL license when copyright-compatability can be reached.I suggest to make your license GPL with the explicit exception of using it in conjunction with ZDoom-based code (and of course the requirement to release all the source of a project that uses your code.) The GPL allows such an exception and it's almost the same conditions under which I am using the FraggleScript code which originally is GPL.
Once the Final GPL release is made, it will be a contributer's choice whether or not to allow such exemptions, but at the rate of OdaMex's development, and their promiss to return their data, you should be ready to jump to GPL as well.
This sort of fries Skull Tag and zDaemon as you mentioned. (They diserve it, especially with the Nasty email I got after I offerend to fix the zDaemon code to compile for Linux again. Screw them.)
Please refer to my proposal post for future discussion of course.
Edit: Created real post, instead of accidental quote. (Sorry, sleepy ... zzzz)
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Well, if you can find equivilant libraries, or chang libraries used, you should be able to port it, if you can't handle development, find someone who can.XDelusion wrote:Amiga OS support, now that would be one OS that could die for an advanced DOOM Port, I've been running Amiga for over a decade. Of course we will need a full release of OS4 first along with decent GFX drivers for the types of cards that GZDOOM requires with drivers for all the features.
You could also try running a PC emulator that has some sort of acceleration support.