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Compiling Darkplaces...

 
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Tei



Joined: 25 Oct 2004
Posts: 195

PostPosted: Mon Aug 14, 2006 6:36 pm    Post subject: Compiling Darkplaces... Reply with quote

My sound mute with darkplaces, and revitalize with snd_restart.
I think I can fix that rebuilding dp for OSS, to avoid ALSA.
But theres a problem compiling:

Code:

teiman@fiend:~/games/quake/darkplaces $ make cl-release
make bin-release \
                DP_MAKE_TARGET=linux DP_SOUND_API=ALSA \
                EXE="darkplaces-glx" LDFLAGS_COMMON="-lm -ldl -L/usr/X11R6/lib -lX11 -lXext -lXxf86dga -lXxf86vm -lasound"
make[1]: se ingresa al directorio `/home/teiman/games/quake/darkplaces'

========== darkplaces-glx (release) ==========
make darkplaces-glx \
                DP_MAKE_TARGET=linux DP_SOUND_API=ALSA \
                CFLAGS="-MD -Wall -Wsign-compare   -O2 -fno-strict-aliasing -ffast-math -funroll-loops "\
                LDFLAGS="-O2 -fno-strict-aliasing -ffast-math -funroll-loops  -lm -ldl -L/usr/X11R6/lib -lX11 -lXext -lXxf86dga -lXxf86vm -lasound"
make[2]: se ingresa al directorio `/home/teiman/games/quake/darkplaces'
gcc -MD -Wall -Wsign-compare   -O2 -fno-strict-aliasing -ffast-math -funroll-loops  -c sys_linux.c -o sys_linux.o
gcc -MD -Wall -Wsign-compare   -O2 -fno-strict-aliasing -ffast-math -funroll-loops  -c vid_glx.c -o vid_glx.o -I/usr/X11R6/include
vid_glx.c:35:38: error: X11/extensions/xf86vmode.h: No existe el fichero ó directorio
vid_glx.c:105: error: syntax error before ‘init_vidmode’
vid_glx.c:105: aviso: el tipo de dato por defecto es ‘int’ en la declaración de ‘init_vidmode’
vid_glx.c:105: aviso: la definición de datos no tiene tipo o clase de almacenamiento
vid_glx.c: En la función ‘VID_Shutdown’:
vid_glx.c:522: aviso: declaración implícita de la función ‘XF86VidModeSwitchToMode’
vid_glx.c: En la función ‘VID_SetGamma’:
vid_glx.c:597: aviso: declaración implícita de la función ‘XF86VidModeSetGammaRamp’
vid_glx.c: En la función ‘VID_GetGamma’:
vid_glx.c:602: aviso: declaración implícita de la función ‘XF86VidModeGetGammaRamp’
vid_glx.c: En la función ‘VID_InitMode’:
vid_glx.c:673: aviso: declaración implícita de la función ‘XF86VidModeQueryVersion’
vid_glx.c:707: error: ‘XF86VidModeModeLine’ no se declaró aquí (primer uso en esta función)
vid_glx.c:707: error: (Cada identificador no declarado solamente se reporta una vez
vid_glx.c:707: error: para cada funcion en la que aparece.)
vid_glx.c:707: error: ‘current_vidmode’ no se declaró aquí (primer uso en esta función)
vid_glx.c:708: error: ‘XF86VidModeModeInfo’ no se declaró aquí (primer uso en esta función)
vid_glx.c:708: error: ‘vidmodes’ no se declaró aquí (primer uso en esta función)vid_glx.c:712: error: syntax error before ‘)’ token
vid_glx.c:712: error: petición del miembro ‘dotclock’ en algo que no es una estructura o unión
vid_glx.c:713: aviso: declaración implícita de la función ‘XF86VidModeGetModeLine’
vid_glx.c:713: error: petición del miembro ‘dotclock’ en algo que no es una estructura o unión
vid_glx.c:715: aviso: declaración implícita de la función ‘XF86VidModeGetAllModeLines’
vid_glx.c:747: aviso: declaración implícita de la función ‘XF86VidModeSetViewPort’
vid_glx.c:839: aviso: declaración implícita de la función ‘XF86VidModeGetGammaRampSize’
make[2]: *** [vid_glx.o] Error 1
make[2]: se sale del directorio `/home/teiman/games/quake/darkplaces'
make[1]: *** [bin-release] Error 2
make[1]: se sale del directorio `/home/teiman/games/quake/darkplaces'
make: *** [cl-release] Error 2
teiman@fiend:~/games/quake/darkplaces $


I guest this mean I need to do apt-get whatever-dev, but I have no idea what this whatever can be.

Just for reference, engine version is:
darkplacesengine20060606.zip

And, what is the correct command to pass DP_SOUND_API=OSS?
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Tei



Joined: 25 Oct 2004
Posts: 195

PostPosted: Tue Aug 29, 2006 6:11 pm    Post subject: Re: Compiling Darkplaces... Reply with quote

Next attemp:

$ sudo apt-get install x11proto-xf86vidmode-dev

Result:
Code:

teiman@fiend:~/games/quake/darkplaces $ make release
make sv-release cl-release sdl-release
make[1]: se ingresa al directorio `/home/teiman/games/quake/darkplaces'
make bin-release \
                DP_MAKE_TARGET=linux DP_SOUND_API=OSS \
                EXE="darkplaces-dedicated" LDFLAGS_COMMON="-lm -ldl"
make[2]: se ingresa al directorio `/home/teiman/games/quake/darkplaces'

========== darkplaces-dedicated (release) ==========
make darkplaces-dedicated \
                DP_MAKE_TARGET=linux DP_SOUND_API=OSS \
                CFLAGS="-MD -Wall -Wsign-compare   -O2 -fno-strict-aliasing -ffast-math -funroll-loops "\
                LDFLAGS="-O2 -fno-strict-aliasing -ffast-math -funroll-loops  -lm -ldl"
make[3]: se ingresa al directorio `/home/teiman/games/quake/darkplaces'
make[3]: `darkplaces-dedicated' está actualizado.
make[3]: se sale del directorio `/home/teiman/games/quake/darkplaces'
strip darkplaces-dedicated
make[2]: se sale del directorio `/home/teiman/games/quake/darkplaces'
make bin-release \
                DP_MAKE_TARGET=linux DP_SOUND_API=OSS \
                EXE="darkplaces-glx" LDFLAGS_COMMON="-lm -ldl -L/usr/X11R6/lib -lX11 -lXext -lXxf86dga -lXxf86vm "
make[2]: se ingresa al directorio `/home/teiman/games/quake/darkplaces'

========== darkplaces-glx (release) ==========
make darkplaces-glx \
                DP_MAKE_TARGET=linux DP_SOUND_API=OSS \
                CFLAGS="-MD -Wall -Wsign-compare   -O2 -fno-strict-aliasing -ffast-math -funroll-loops "\
                LDFLAGS="-O2 -fno-strict-aliasing -ffast-math -funroll-loops  -lm -ldl -L/usr/X11R6/lib -lX11 -lXext -lXxf86dga -lXxf86vm "
make[3]: se ingresa al directorio `/home/teiman/games/quake/darkplaces'
gcc -MD -Wall -Wsign-compare   -O2 -fno-strict-aliasing -ffast-math -funroll-loops  -c vid_glx.c -o vid_glx.o -I/usr/X11R6/include
gcc -MD -Wall -Wsign-compare   -O2 -fno-strict-aliasing -ffast-math -funroll-loops  -c snd_main.c -o snd_main.o
gcc -MD -Wall -Wsign-compare   -O2 -fno-strict-aliasing -ffast-math -funroll-loops  -c snd_mem.c -o snd_mem.o
gcc -MD -Wall -Wsign-compare   -O2 -fno-strict-aliasing -ffast-math -funroll-loops  -c snd_mix.c -o snd_mix.o
gcc -MD -Wall -Wsign-compare   -O2 -fno-strict-aliasing -ffast-math -funroll-loops  -c snd_ogg.c -o snd_ogg.o
gcc -MD -Wall -Wsign-compare   -O2 -fno-strict-aliasing -ffast-math -funroll-loops  -c snd_wav.c -o snd_wav.o
gcc -MD -Wall -Wsign-compare   -O2 -fno-strict-aliasing -ffast-math -funroll-loops  -c snd_oss.c -o snd_oss.o
gcc -MD -Wall -Wsign-compare   -O2 -fno-strict-aliasing -ffast-math -funroll-loops  -c cd_linux.c -o cd_linux.o
gcc -o darkplaces-glx builddate.c sys_linux.o vid_glx.o snd_main.o snd_mem.o snd_mix.o snd_ogg.o snd_wav.o snd_oss.o cd_linux.o cd_shared.o cl_collision.o cl_demo.o cl_input.o cl_main.o cl_parse.o cl_particles.o cl_screen.o cl_video.o clvm_cmds.o cmd.o collision.o common.o console.o csprogs.o curves.o cvar.o dpvsimpledecode.o filematch.o fractalnoise.o fs.o gl_backend.o gl_draw.o gl_rmain.o gl_rsurf.o gl_textures.o host.o host_cmd.o image.o image_png.o jpeg.o keys.o lhnet.o mathlib.o matrixlib.o mdfour.o menu.o meshqueue.o model_alias.o model_brush.o model_shared.o model_sprite.o mvm_cmds.o netconn.o palette.o polygon.o portals.o protocol.o prvm_cmds.o prvm_edict.o prvm_exec.o r_crosshairs.o r_explosion.o r_lerpanim.o r_light.o r_lightning.o r_modules.o r_shadow.o r_sky.o r_sprites.o sbar.o sv_main.o sv_move.o sv_phys.o sv_user.o svvm_cmds.o sys_shared.o vid_shared.o view.o wad.o world.o world_cs.o zone.o -O2 -fno-strict-aliasing -ffast-math -funroll-loops  -lm -ldl -L/usr/X11R6/lib -lX11 -lXext -lXxf86dga -lXxf86vm
/usr/bin/ld: no se puede encontrar -lXxf86dga
collect2: ld devolvió el estado de salida 1
make[3]: *** [darkplaces-glx] Error 1
make[3]: se sale del directorio `/home/teiman/games/quake/darkplaces'
make[2]: *** [bin-release] Error 2
make[2]: se sale del directorio `/home/teiman/games/quake/darkplaces'
make[1]: *** [cl-release] Error 2
make[1]: se sale del directorio `/home/teiman/games/quake/darkplaces'
make: *** [release] Error 2
teiman@fiend:~/games/quake/darkplaces $


Next:
sudo apt-get install libxxf86vm-dev

Result:

Seems ok!!!

wowwoow... I just compiled darkplaces!,.. I am soo a h4xor1!!77ELEVENELEVENqqqqq~ONCEONCE
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xaGe



Joined: 01 Mar 2006
Posts: 329
Location: Upstate, New York

PostPosted: Wed Aug 30, 2006 3:25 am    Post subject: Reply with quote

... Laughing GO Tei GOOOooo...
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Wed Aug 30, 2006 5:13 am    Post subject: Reply with quote

tei can you enchanche the weapon boobing in dp to be more like blood and not like domo
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Tei



Joined: 25 Oct 2004
Posts: 195

PostPosted: Wed Aug 30, 2006 3:00 pm    Post subject: Reply with quote

CheapAlert wrote:
tei can you enchanche the weapon boobing in dp to be more like blood and not like domo


Maybe. But I guest may need very high quality to be accepted.

Anyway I am not on the enginecoding business again. I just recompiled to get sound trough OSS, that work better on my system.
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Thu Aug 31, 2006 4:52 am    Post subject: Reply with quote

DP's bobbing is not like doom... Doom bob is 'U' shaped, DP is 'n' shaped Smile

edit: Although if you change cl_bobmodel_up or whatever the cvar is to be negative, it can be U shaped...
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FrikaC
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Joined: 08 Oct 2004
Posts: 947

PostPosted: Thu Aug 31, 2006 5:27 am    Post subject: Reply with quote

He asked for a change in the boobing, not the bobbing.
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Thu Aug 31, 2006 7:13 am    Post subject: Reply with quote

Mmm the boobing
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LordHavoc



Joined: 05 Nov 2004
Posts: 243
Location: western Oregon, USA

PostPosted: Thu Aug 31, 2006 7:25 am    Post subject: Re: Compiling Darkplaces... Reply with quote

Tei wrote:
My sound mute with darkplaces, and revitalize with snd_restart.
I think I can fix that rebuilding dp for OSS, to avoid ALSA.


You can do this with the SDL version as well, at run time.

SDL_AUDIODRIVER=oss ./darkplaces-sdl
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Tei



Joined: 25 Oct 2004
Posts: 195

PostPosted: Thu Aug 31, 2006 12:44 pm    Post subject: Re: Compiling Darkplaces... Reply with quote

Thanks Lord Havoc.

Anyway I really need to fix my system. Seems that dev's like ALSA more because able mixing sounds sources, while OSS only able one. So maybe OSS will be deprecated. And stuff like Firefox will evolve to use ALSA.
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