Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: EdrickV on October 08, 2002, 09:30:59 pm
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For anyone who's interested, I tried compiling the current CVS version of fs2_open on my PS2Linux kit. After adding some PS2 specific libraries to the library include list I got it to compile. When run it seg faults after SDL, apparently, complains that it can't retrieve the OpenGL functions. It fails in SDL_GL_SwapBuffers().
Size of bitmap info = 1121 KB
Size of bitmap extra info = 8 bytes
WARNING: "Cannot chdir to /home/hunter/games/freespace2: No such file or directory" at windows_stub/stubs.cpp:103
Building file index...
Found 5 roots and 6872 files.
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
Opened fs.log OK
Setting language to English
soundcard =
No video card defined...
GR_CPU: Family 0, MMX=No
Initializing opengl graphics device...
Couldn't set GL mode: Could not retrieve OpenGL functions
Segmentation fault
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I remember there being some issue with that stub.
Wanna chuck this into bugzilla? I'll add a linux category. It will get a low priority, but it's one of those things that's nice to know about...
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Stub? As far as I know, SDL_GL_SwapBuffers is a function built into SDL. And I'm not sure how good the SDL port was to the PS2 so that function may not work on the PS2. (PS2Linux doesn't have a full OpenGL as far as I know, unless you count Mesa.) I've had troubles compiling other things that wanted OpenGL. I'll see if I can figure out how to use Bugzilla though. The CVS version won't compile under Cygwin anymore.
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Misread the spew: windows_stub/stubs.cpp
threw a wrench in my mental works :)
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Ohhh, that thing. I didn't mention that 'cause the PS2 was already in the right folder and it was finding the files so that didn't seem to matter. :)
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Ok, I'm trying to remain calm, but...
Will it ever run on Linux???
I will start my prayers everymorning and night then!
And my Linux box will never be resetted again just to have the beautiful Freespace 2 run, it will always be in a window opened on some virtual desktop!
Freespace 2 on Linux, nah, that's just too much for today! :eek:
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Uhhh, it does run on Linux:
http://www.icculus.org/freespace2/
And the fs2_open will have a linux version as well.
Now, running it on the PS2 :) That will be something :)
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Wow!
I tried it, and although it is a bit slower, I can still play it very effectively, unbelievable! :eek2:
I run OpenGL via Nvidia drivers on a TNT2, and the only problem apart from a bit poor performance is that the screen seems a bit blurred, not as clear as the windows version.
But impressive, though...
I think I'll spend lots of time playing instead of working with my Linux box now! :rolleyes:
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Icculus.org is not us, BTW, all the credit goes to folks over there ;)
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I will write them immediately!
They did a hell of a job, praise them and Interplay for having released the monster! :rolleyes:
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Interplay didn't release anything. Volition released the source code without the stuff made by/for Interplay and Parallax. (sp?) Notably mve support, PXO support, and without the launcher source code.
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Interplay didn't release anything. Volition released the source code without the stuff made by/for Interplay and Parallax. (sp?) Notably mve support, PXO support, and without the launcher source code.