Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: vrodic on May 07, 2002, 03:58:53 pm
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Hi
I have ported Freespace 2 code
to Free Software Fundations gcc.
It compiles and works on win32 version of gcc. (MingW)
I've played a couple of campaign missions with no problems.
The goal of my project is to port it to UNIX systems. (Linux, FreeBSD, Mac OS X.)
I'll use OpenGL for ALL drawing, including 2D.
I'm releasing it on CVS here (http://quark.fsb.hr/vedran/myfs2/).
Take stuff for your own porting projects, or contact me if you would like CVS write access.
In addition to dealing with compile time problems penguin mentioned, I ported the asm code needed for fs2.exe to GNU AT&T style inline asm. I avoided converting all filenames to lowercase.
The code should still compile fine under MSVC.
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Doh, seems like someone beat us to the CVS punch :)
Great work on the GCC port, someone was just asking about compiling on things other than MSVC.
You have a changelog available from the original source?
Oh, and, how much band can your CVS handle for downloads?
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Heh, you can make your own repositories.
Using CVS is convenient for me even as a solo programmer.
The server where it is currently is not that stable (bandwidth
and availability wise) and I would love to put the repo on some other server eventually.
Look at the great CVS book http://cvsbook.red-bean.com/
About changes, they are documented in CHANGES file:
look at
comments containing VRODIC in source,
diary/diary for pre CVS import,
and CVS history for post CVS import.
Unix diff program is usefull for spotting changes too, but convert files to unix format before you do that.
You can send me patches in diff format too.
Off to hack code now.
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Excellent :)
Warpcore has offered CVS pending a project lead being named, so now we gotta bug sandwich to get that vote going :)
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Originally posted by Inquisitor
Excellent :)
Warpstorm has offered CVS pending a project lead being named, so now we gotta bug sandwich to get that vote going :)
I posted one last reminder for people to sign up. I'll post the poll by the weekend, including anything relevant from the VWBB in the poll, and posting a link from there to the poll here.
I'm thinking of leaving the poll open for 1 week - does that sound good?
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sounds good to me :)
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Sheesh, even faster than me! (Although I was waiting for project manager and all that to be set up before I did any real work anyway)
About graphics, I would strongly suggest we use SDL. It's a lot better than going core OpenGL.
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You think?
Why, out of curiousity?
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It's easier to use, automates some things, is very stable, and seems to be at least equal in performance. When it doesn't work, it is also generally easier to debug, too. Plus, there's a lot of secondary libraries based around SDL, which besides telling you it's got to be pretty good, allow easy implementation of a lot of common needs, although in this particular case that's not likely as important.
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Hmm, I thought most people were using it for control.
Well, that will have to be a decision point for any port :)
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That's the thing - it can easily go both ways. It's based on control, but there are functions that call some of the more commonly-used control ones at once to save the effort if you don't need the control.
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this vrodic guy seems like he'd make a good project lead
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Up to him to apply ;)
Could be he just wants to code ;)
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Originally posted by vrodic
Hi
I have ported Freespace 2 code
to Free Software Fundations gcc.
It compiles and works on win32 version of gcc. (MingW)
Nice work getting it up so fast, Vedran. But when I pulled down the project from your CVS repository I still can't get it to compile using gcc 2.95.3 on Linux -- it's still the anonymous struct thing in pstypes.h. You did say you were using gcc 2.95.3 as well? Odd that the same release of gcc would behave differently across platforms., unless you're using gcc 3.0.
I'll use OpenGL for ALL drawing, including 2D.
Cool idea using OpenGL for the 2D -- much easier than dealing with all of the X toolkits, and more portable as well.
Any ideas about performance? (not like it matters much on 2D -- the only timing-related things would be ani's and maybe loadout). I had heard that OpenGL 2D was not optimized much, but I imagine this is dependent on the drivers and hardware.
In addition to dealing with compile time problems penguin mentioned, I ported the asm code needed for fs2.exe to GNU AT&T style inline asm.
Very cool. Did you use a tool, or was this hand-converted?
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Originally posted by Mysterial
It's easier to use, automates some things, is very stable, and seems to be at least equal in performance. When it doesn't work, it is also generally easier to debug, too. Plus, there's a lot of secondary libraries based around SDL, which besides telling you it's got to be pretty good, allow easy implementation of a lot of common needs, although in this particular case that's not likely as important.
I think I'll throw in some more specific things that SDL is good for:
- Full-screen OpenGL with all the riggings. Choosing full-screen or windowed is a piece of cake -- just turn the bit 'SDL_FULLSCREEN' on or off when passing the video flags to SDL_SetVideoMode. Switching video modes or fullscreen/windowed mode in-game is also a piece of cake -- just call SDL_SetVideoMode again, with different parameters.
- Interface to input devices (keyboard, mouse, joystick). Serves the same purpose as DirectInput.
- Interface to audio devices. Serves the same purpose as DirectSound. Doesn't do 3D sound, though. (Use OpenAL for that.)
- Portable to Windows, *ix, etc. Should make porting FS2 to these systems much easier.
I should also point out that the D1X and D2X projects can use SDL. Both games play awesome on my Linux box when using this configuration.
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Originally posted by penguin
Nice work getting it up so fast, Vedran. But when I pulled down the project
from your CVS repository I still can't get it to compile using gcc 2.95.3 on
Linux -- it's still the anonymous struct thing in pstypes.h. You did say
you were using gcc 2.95.3 as well? Odd that the same release of gcc would
behave differently across platforms., unless you're using gcc 3.0.
Yeah, it behaves differently since it is not _exactly_ the same release. MingW gcc has some patches to make some win32 things work. gcc 3 should have been the release that has all MingW patches included, but for one reason or another, it doesn't.
I personaly have no problem with using gcc 3 for Linux port, but I don't object to changes to make it compile under 2.95 either.
Please feel free to send patches to make it compile on 2.95.3 :) That would of course mean that you are willing to start of with my code base. I'm sorry, I just wasn't patient enough to wait for you...
Cool idea using OpenGL for the 2D -- much easier than dealing with all of
the X toolkits, and more portable as well.
Any ideas about performance? (not like it matters much on 2D -- the only timing-related things would be ani's and maybe loadout). I had heard that OpenGL 2D was not optimized much, but I imagine this is dependent on the drivers and hardware.
It would still be 2D code, capable to be ported to any 2D drawing backend.
I was planning on using 3D OpenGL code for 2D stuff (like Evas does). There is even a cool glSDL code for SDL 2D with OpenGL, but I didn't look at that yet. I don't think that there'll be performance problems with 3D using 2D implementation, but there may be misc bugs. If the bugs or performance problems come up on my DRI Radeon drivers, I can try fixing them myself :)
Originally posted by Mysterial
About graphics, I would strongly suggest we use SDL. It's a lot better than going core OpenGL.
I like SDL too, and maybe I'll use it for input and OpenGL setup, but I'm not sure will if it will do it for the sound. I'll probably check out OpenAL when I get there.
Originally posted by Inquisitor
Up to him to apply :)
Could be he just wants to code :)
If I did apply, this would be my first position as project coordinator of a community project. Though I would love to do that, I would prefer spending my free time coding.
I'm supporting the candidature of Mike Harris (penguin) for this role. I also support Inquisitor. I would just like to get off this forum and start doing some group programming ASAP :) Warpcore CVS seems to be the ideal place for the code, and warpcore mailing list at http://www.descent-freespace.com/lists/fdl/ seems to be the ideal place for discussion.
Right now I'm still working on spotting and isolating win32 specific code. Removing dependany on MS ADPCM is the first next step...
The only thing I did since yesterday is the removal of AudioStreamServices class which doesn't seem to do anything useful.
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I have to say I was SHOCKED when I got an FDL mail last week.
Completely forgot about that list :) I'm in favor of it for no other reason than the nostalgia value :)
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Originally posted by vrodic
I'm sorry, I just wasn't patient enough to wait for you...
NP, I hear that all the time :doh:
I'm supporting the candidature of Mike Harris (penguin) for this role....
Thanks for the vote of confidence, but I don't know if I have enough hours in the day to coordinate and test all the new features that people want to add. Plus, my Windows development environment is awful -- my game machine doesn't have a C compiler, and my development box has a crappy video card that can't run FS, and they're 30km from each other. So it's hard for me to test anything in the Windows world in a reasonable timeframe.
I'm still mostly interested in getting a portable fs2 going. After that, I could contribute :nod:
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Testing is easy to arrange :)
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Originally posted by penguin
Very cool. Did you use a tool, or was this hand-converted?
Forgot to answer this one.
It was hand-converted.
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I would suggest NOT using gcc 3. I've heard nothing but complaints of bugs with regard to it.
SDL's performance has always been excellent for me, no matter if the graphics are 3D or 2D. I wouldn't know about OpenGL.
OpenAL is a good choice for sound. SDL's sound routines aren't all that great. They're not bad, but when you have good alternatives, why not use them? Most people who do use SDL sound also use the sdl_mixer addon library for it, which seems to need a different patch for every game that people want to write with it. Plus on my system it lags a bit, although that might just be my computer not liking it for some reason.
BTW vrodic, nice work on the assembler conversions. That was the sticky point for me. I hate assembly.
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Originally posted by vrodic
I'm supporting the candidature of Mike Harris (penguin) for this role. I also support Inquisitor. I would just like to get off this forum and start doing some group programming ASAP :) Warpcore CVS seems to be the ideal place for the code, and warpcore mailing list at http://www.descent-freespace.com/lists/fdl/ seems to be the ideal place for discussion.
As I told inquisitor, when someone's decided on who wants to be the Project Lead, i'll need the following information:
1) Project Name / Affiliation
2) Project Leader's Real Name / email address
3) Project Goals (i.e. do you plan on making a port to Linux at some point, or
you are at least open to it, and willing to use SDL/OpenGL)
4) Desired warpcore.org domain, example: projectname.warpcore.org
5) Is a mailling-list desired/wanted?
6) Is bugzilla desired/wanted?
7) Any extra comments, etc.
Again, this is an open offer, I'm glad to see someone with the knowledge take up the torch and begin this process. Just contact me at the address below when ready.
Great progress in a short amount of time Vrodic, very commendable.
DrEvil
[email protected]
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Aside from MingW, how would I get the other files needed to compile this version? Do I have to download the entire DX7 SDK & the Platform SDK in order to get a few header files? And how exactly do you build it? Do you use ./Build.sh? (And do I have to have Dev-C++ or something? I have Cygwin with GCC 2.95.3-5 and installed the MingW files over the ones that were already there.) I'm used to ./configure; make; make install for installing programs, or rather seeing what programs won't install on Cygwin. :)
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Originally posted by Mysterial
I would suggest NOT using gcc 3. I've heard nothing but complaints of bugs with regard to it.
I would suggest trying it before making a cursory dismissal. It might actually work... :rolleyes:
SDL's performance has always been excellent for me, no matter if the graphics are 3D or 2D. I wouldn't know about OpenGL.
I've only seen OpenGL 2D being drawn as textured 3D polys. That doesn't mean it's the only way, of course. In any event, 2D performance probably won't matter enough to warrant the trouble of using anything else. If it does, then SDL provides 2D drawing routines of its own for you to draw with.
OpenAL is a good choice for sound. SDL's sound routines aren't all that great. They're not bad, but when you have good alternatives, why not use them? Most people who do use SDL sound also use the sdl_mixer addon library for it, which seems to need a different patch for every game that people want to write with it. Plus on my system it lags a bit, although that might just be my computer not liking it for some reason.
I agree. From what I'm able to tell, OpenAL makes 3D audio support a piece of cake, whether you have 3D audio hardware or not. It also has extensions (a la OpenGL extensions) for loading Ogg Vorbis audio, so using that for audio/music would also be a piece of cake.
With regards to it lagging on your system, would you happen to be running it through esd by any chance? Esd lags a lot. I understand OpenAL is somewhat incomplete on Windows, but that's probably improved since I heard about that. Anyway, it doesn't have to work perfectly -- you still get a big payoff later, since you get great 3D audio with a minimum amount of effort.
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Geez - I'm glad I didn't apply for managing the source code project - I don't understand half the stuff here! ;)
You guys rock. :yes: :yes:
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Originally posted by EdrickV
Aside from MingW, how would I get the other files needed to compile this version? Do I have to download the entire DX7 SDK & the Platform SDK in order to get a few header files? And how exactly do you build it? Do you use ./Build.sh? (And do I have to have Dev-C++ or something? I have Cygwin with GCC 2.95.3-5 and installed the MingW files over the ones that were already there.) I'm used to ./configure; make; make install for installing programs, or rather seeing what programs won't install on Cygwin. :)
Yeah, use ./build.sh.
I mentioned dx7 headers in README.win32 because thats what I use. But dx5 or dx8 should do too.
Go grab the headers at http://quark.fsb.hr/vedran/myfs2/headers.zip
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:yes2: :D :yes:
Those headers did the trick! Once I put them in the right spot. (I dropped them into the DirectX folder which was empty.) I can see why they didn't like to do Glide debugging on one system though. Tried bringing up my Stinger model in the tech room (the bad one) and expected it to crash. Didn't expect it to popup an error message where I couldn't see it and not let me get to it. Oh well. Couldn't see whatever error messages it was giving. :) The windowed mode doesn't seem to work on my computer, anyone else tried GGC-FS2 in D3D mode with the -window command line argument? (We'll have to make some sort of config program to change the settings you'd set in the launcher.) Now I'll have to get that dsp->make file conversion script and see if I can get any of the other programs working. Like the POFView I've been so curious about. :) And then I'll see what I can do with the source.
:devilidea
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Originally posted by _argv[-1]
I would suggest trying it before making a cursory dismissal. It might actually work... :rolleyes:
I'm not going to try something that has filled up the mailing lists of every library I use with messages that it doesn't work. Of course it might, but unless there's some feature or bugfix we just must have, I think we shouldn't use it. Of course that's just my opinion. ;)
With regards to it lagging on your system, would you happen to be running it through esd by any chance? Esd lags a lot. I understand OpenAL is somewhat incomplete on Windows, but that's probably improved since I heard about that. Anyway, it doesn't have to work perfectly -- you still get a big payoff later, since you get great 3D audio with a minimum amount of effort.
I don't know what intermediates the library is using on my system (it's Linux that it lags on) but you're probably correct. Thanks for the info, maybe there's something I can do about it.
I don't know about OpenAL's implementation on Windows - I've heard it wasn't that bad, but I haven't actually used it myself except on Linux. In a worst case scenario though, we could always leave in the DirectSound code in a seperate source file for Windows and use #defines.
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Originally posted by EdrickV
:yes2: :D :yes:
Those headers did the trick! Once I put them in the right spot. (I dropped them into the DirectX folder which was empty.) I can see why they didn't like to do Glide debugging on one system though. Tried bringing up my Stinger model in the tech room (the bad one) and expected it to crash. Didn't expect it to popup an error message where I couldn't see it and not let me get to it. Oh well. Couldn't see whatever error messages it was giving. :) The windowed mode doesn't seem to work on my computer, anyone else tried GGC-FS2 in D3D mode with the -window command line argument? (We'll have to make some sort of config program to change the settings you'd set in the launcher.) Now I'll have to get that dsp->make file conversion script and see if I can get any of the other programs working. Like the POFView I've been so curious about. :) And then I'll see what I can do with the source.
:devilidea
-window works on my Radeon on WinXP Home just fine.
I've put dsp2mak.awk in tools directory of the source tree.
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Originally posted by vrodic
-window works on my Radeon on WinXP Home just fine.
I've put dsp2mak.awk in tools directory of the source tree.
-window probably doesn't like my video card. Will see what I can figure out about that. As far as dsp2mak.awk, I couldn't find that (though I found the source code for an exe of the same name) but I did find a dsw2mak.awk file here:
http://mefriss1.swan.ac.uk/~jfonseca/gnu-win32/software/msds/index.html
I think the dsw one may be newer then the dsp one, and it looks like it went and made mak files for all the dsp files.
Did you have any trouble with the program wanting afxwin.h? Haven't been able to get POFView to compile yet because it wants that and other MFC headers and I get errors when trying to use the ones I have.
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Originally posted by EdrickV
-window probably doesn't like my video card. Will see what I can figure out about that. As far as dsp2mak.awk, I couldn't find that (though I found the source code for an exe of the same name) but I did find a dsw2mak.awk file here:
http://mefriss1.swan.ac.uk/~jfonseca/gnu-win32/software/msds/index.html
I think the dsw one may be newer then the dsp one, and it looks like it went and made mak files for all the dsp files.
Did you have any trouble with the program wanting afxwin.h? Haven't been able to get POFView to compile yet because it wants that and other MFC headers and I get errors when trying to use the ones I have.
It's the same script.
It's in the current cvs, remember to update here and then :)
Keep in mind that I had to modify the resulting makefiles for things to work.
You should get it working with -window somehow. It will be hard to debug anything without that. Of course, real men don't use debuggers :) But I cheated. I debugged some functions with latest cygwin gdb.exe (nice win32 app), and I tried looking at some string variable values but all I could see is junk. I'm not sure if it's a gdb bug, or maybe the fact I'm using -mno-cygwin... It's still useful for tracking code paths, but so is grep. So I guess I'll dump gdb soon.
Right now I'm removing Microsoft specific cruft. (don't worry, it still works under Windows).
I'll probably be developing under windows (yuck!) until the point I've ported things to OpenGL, OpenAL (or whatever) and SDL for input. I just downloaded bloodshed dev-c++. I hope it's nice.
About MFC, I'm afraid I'll go blind if I see MFC code again :)
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Originally posted by Mysterial
I'm not going to try something that has filled up the mailing lists of every library I use with messages that it doesn't work. Of course it might, but unless there's some feature or bugfix we just must have, I think we shouldn't use it. Of course that's just my opinion. ;)
I said that because whatever bugs there were may have been fixed by now.
I don't know what intermediates the library is using on my system (it's Linux that it lags on) but you're probably correct. Thanks for the info, maybe there's something I can do about it.
esdctl off
...will let OpenAL use your audio device directly. To reverse this,
esdctl on
If you get no sound after doing 'esdctl off', OpenAL must be somehow configured to always use esd, rather than trying the audio device directly first. That configuration will need to be changed.
I don't know about OpenAL's implementation on Windows - I've heard it wasn't that bad, but I haven't actually used it myself except on Linux. In a worst case scenario though, we could always leave in the DirectSound code in a seperate source file for Windows and use #defines.
I'm glad you consider that a worst-case scenario, because that would get pretty damn ugly. :nervous: :shaking: :snipe:
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Just did a CVS update. Didn't get a tools folder or that dsp2mak script. I don't think it's the same as the dsw2mak script, unless you have dsp files and a makefile file you didn't publish in the CVS tree. (They were likely made by the same person though and the dsw probably has the dsp->mak code in it plus the dsw->makefile conversion code.)
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Originally posted by EdrickV
Just did a CVS update. Didn't get a tools folder or that dsp2mak script. I don't think it's the same as the dsw2mak script, unless you have dsp files and a makefile file you didn't publish in the CVS tree. (They were likely made by the same person though and the dsw probably has the dsp->mak code in it plus the dsw->makefile conversion code.)
cvs update -Pd please :) I had to modify the Makefiles to make things work. I also removed some redundant stuff.
It's the same thing, different filename. I checked. I wouldn't say so if I didn't :)
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I installed Cygwin, downloaded mingw-runtime-2.0-20020430.tar.gz and put the files in the correct directories, and grabbed the cvs tree this afternoon. But Gcc complains that it can’t find declarations/definitions for a few functions (“implicit declaration of function … “):
os_message
os_launch
os_error_message
os_copy_file
.. and a few others
And gcc squeaks each time a vector or matrix is initialized. For instance:
“Freespace.cpp:3218: warning : aggregate has a partly bracketed initializer”
I’m not too worried about the warning. Don’t think it would prevent successful build. Gcc is just *****ing that a flat initializer was used. Shouldn’t be too difficult to quash those warnings (the answer is somewhere in TCPL, just have to find it).
But without the os_* functions, I am dead in the water. I must be missing some library, but which one?
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Originally posted by el84
os_message
os_launch
os_error_message
os_copy_file
But without the os_* functions, I am dead in the water. I must be missing some library, but which one?
Think you may have gotten the function names wrong, since I can't find anything like that in the source or the cygwin GCC includes. Did you get the Direct X headers and put them into the Direct X folder? And how exactly did you try to build it? (And get used to warnings, there are lots of them when compiling the source and in particular the code.lib file, which can take quite a while the first time.)
Edit: By the way, you can get rid of a couple warnings by putting:
-include "/PsTypes.h" before the -I lines in the makefiles.
VC++ used a /FI"PsTypes.h" (force include) to include the file before any other includes, but the awk script didn't recognize that command line option as the same thing as GCC's -include.
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Originally posted by el84
I installed Cygwin, downloaded mingw-runtime-2.0-20020430.tar.gz and put the files in the correct directories, and grabbed the cvs tree this afternoon. But Gcc complains that it can’t find declarations/definitions for a few functions (“implicit declaration of function … “):
os_message
os_launch
os_error_message
os_copy_file
.. and a few others
And gcc squeaks each time a vector or matrix is initialized. For instance:
“Freespace.cpp:3218: warning : aggregate has a partly bracketed initializer”
I’m not too worried about the warning. Don’t think it would prevent successful build. Gcc is just *****ing that a flat initializer was used. Shouldn’t be too difficult to quash those warnings (the answer is somewhere in TCPL, just have to find it).
But without the os_* functions, I am dead in the water. I must be missing some library, but which one?
Try cleaning up the tree cd code;make -f code.mak clean; cd .. ;make -f Freespace2.mak clean
This is because dependancy system doesn't work yet with the makefiles.
I've added these platform abstaction functions in OsApi.cpp that are used across several files now.
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Ok, it seems what I thought was wrong wasn't. The current CVS revision (1.3) is broken 'cause he replaced the win api function calls with those calls but did not actually make the functions. You need to get rid of that copy, get the 1.1.1.1 copy (add a -r 1.1.1.1 after the co) then you'll need to update to 1.2. cvs update -Pd -r 1.2 should work. I think. I'm new to CVS. Wish he'd not posted the code like that when it's unusable. (If anyone here knows how to "roll back" a current version with locally modified files to an earlier version your input would be useful.)
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As of right now, there is still at least one function missing: os_error_message() And yes I did make cleans. There also seems to be no limits.h file.
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Originally posted by EdrickV
As of right now, there is still at least one function missing: os_error_message() And yes I did make cleans. There also seems to be no limits.h file.
Sorry. Should be fixed now. Code was there, but wasn't checked in.
But you should have limits.h with your mingw distribution.
Regarding retrieving older versions, I tagged the "stable" release. Update or check out the tree with -r really-before-mayhem
That said, I try to keep HEAD version compilable and tested.
And dependancy system should really be made work. It should work, since the Makefiles CAN generate .dep files with
make -f ... depends, but it doesn't please feel free to fix it...
Another thing, I made the CVS viewable with http://quark.fsb.hr/cgi-bin/viewcvs.cgi
You can browse changes, look at the differences between files etc there. Check it out.
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Thanks Vrodic. Compiles without errors now. Played a couple of the main campaign missions – runs great. Very impressive work!
Edrick, you using WinCVS (wincvs.org)? Much easier than running cvs from Cygwin’s bash. Here’s a helpful guide that answered some of my cvs newbie questions:
http://www.computas.com/pub/wincvs-howto/
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Nope, haven't been using WinCVS. (Because by the time knew I where to get it, which is right now, I'd already gotten FS2 compiling again. :) ) I will check it out though.
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OK, I just downloaded the CVS tree, and I am confused as to why I cannot compile it. This is the command line I use... "gcc C:\fs2source\projects\freespace2_public\code\code.mak". It tells me it's not a makefile. Am I doing something wrong (obviously :p)? IOW, what is the commandline I need to use?
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First thing: Did you grab the headers from earlier in this thread? You will probably need them.
As far as how to compile it, you do: ./build.sh
Which does the following for you:
cd code
make -f code.mak
cd ..
make -f Freespace2.mak
GCC doesn't handle makefiles. That's what make is for, but build.sh will do both makes for you. :)
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Well, that worked, now I'm at a dead end, dealing with a vecmat problem
In file included from Math/VecMat.h:177,
from Math/VecMat.cpp:232:
GlobalIncs/PsTypes.h:231: warning: ignoring pragma:
Math/VecMat.cpp:241: warning: aggregate has a partly bracketed initializer
Math/VecMat.cpp:241: warning: aggregate has a partly bracketed initializer
Math/VecMat.cpp:242: warning: aggregate has a partly bracketed initializer
Math/VecMat.cpp:242: warning: aggregate has a partly bracketed initializer
Math/VecMat.cpp:243: warning: aggregate has a partly bracketed initializer
Math/VecMat.cpp:243: warning: aggregate has a partly bracketed initializer
Math/VecMat.cpp:244: warning: aggregate has a partly bracketed initializer
Math/VecMat.cpp:244: warning: aggregate has a partly bracketed initializer
Math/VecMat.cpp:245: warning: aggregate has a partly bracketed initializer
Math/VecMat.cpp:245: warning: aggregate has a partly bracketed initializer
Math/VecMat.cpp:245: warning: aggregate has a partly bracketed initializer
Math/VecMat.cpp:245: warning: aggregate has a partly bracketed initializer
Math/VecMat.cpp:245: warning: aggregate has a partly bracketed initializer
Math/VecMat.cpp: In function `float vm_vec_copy_normalize(vector *, vector *)':
Math/VecMat.cpp:613: warning: left-hand operand of comma expression has no effect
Math/VecMat.cpp:613: warning: left-hand operand of comma expression has no effect
Math/VecMat.cpp:613: warning: statement with no effect
Math/VecMat.cpp: In function `void vm_orthogonalize_matrix(matrix *)':
Math/VecMat.cpp:1416: warning: value computed is not used
Math/VecMat.cpp:1418: warning: value computed is not used
Math/VecMat.cpp: In function `void vm_fix_matrix(matrix *)':
Math/VecMat.cpp:1458: warning: value computed is not used
Math/VecMat.cpp:1460: warning: value computed is not used
Math/VecMat.cpp:1471: warning: value computed is not used
Math/VecMat.cpp:1473: warning: value computed is not used
Math/VecMat.cpp: In function `int is_valid_vec(vector *)':
Math/VecMat.cpp:2741: implicit declaration of function `int isnan(...)'
make: *** [Math/VecMat.o] Error 1
Also, what's with the shell file? Am I not allowed to do this in an MS-DOS box?
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You ought to be compiling it from a BASH shell, which looks like a DOS box but isn't really command.com, you can run command.com in it though. As far as your latest error:
Compiling it under Cygwin envirovment:
To compile it under Cygwin envirovment, you'll need to download
mingw-runtime-2.0-20020430.tar.gz and put the files in /cygwin/bin,
/cygwin/usr/include/mingw and /cygwin/lib/mingw.
Otherwise you'll probably get errors regarding isnan function.
There's a README.win32 I tend to forget about. :)
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Well, stupid me... I forgot to overwrite the runtime files with the current ones :rolleyes:. Anyway, is there supposed to be a situation with the freespace2.mak not being able to find libcode.a? I figured I would re-name the already existing libacode.a to libcode.a, but then it yelled at me again because the libacode.a file was not there. Once again, am I doing something wrong? Also, after I decided to just dupe the file, it complained about a missing freespace2.res. I am growing very tired of C++, and the fact that I am sleep deprived has nothing to do with it ;).
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Originally posted by Scuddie
Well, stupid me... I forgot to overwrite the runtime files with the current ones :rolleyes:. Anyway, is there supposed to be a situation with the freespace2.mak not being able to find libcode.a? I figured I would re-name the already existing libacode.a to libcode.a, but then it yelled at me again because the libacode.a file was not there. Once again, am I doing something wrong? Also, after I decided to just dupe the file, it complained about a missing freespace2.res. I am growing very tired of C++, and the fact that I am sleep deprived has nothing to do with it ;).
I'm to blame again :) I'm not sure about freespace2.res. It builds here just fine with the rules defined in Freespace2.mak.
libacode.a is a typo in the Freespace2.mak. Fixed. (cvs update -Pd). It didn't complain about it here though. If it did, I would have fixed it already.
Anyway, there is a top level makefile now (cvs update), so we can dump the build.sh.
Just running make in the dir where you've extracted your code should take care of everything.
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What version of make/g++/etc are you using? I am using the ones from bloodshed with the updated mingw runtime files. The only problem I can see is that nothing is referencing freespace2 in the code.mak file, thus not creating the res files. I tried commenting out some stuff, but to no avail. Also, if I am using the wrong make program, would you be so kind as to point me into the right direction? thx.
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Code.mak doesn't build Freespace 2. It builds a library used by Freespace 2, FRED2, and PofView. Freespace2.mak should be used after Code.mak is done. As far as versions, don't know what anyone else is using but I use:
Reading specs from /usr/lib/gcc-lib/i686-pc-cygwin/2.95.3-5/specs
gcc version 2.95.3-5 (cygwin special)
GNU Make version 3.79.1, by Richard Stallman and Roland McGrath.
Built for i686-pc-cygwin
Edit: And I'm not using Dev-C++.
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Hey Vrodic, how big are the FS2 exes you've made with the GCC port? Just noticed mine is at 11 MB and I know I didn't add a lot to it. Maybe GCC's makefiles could use some optimization tweaks? (Or is it because it's not using runtime libraries or something?)
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Originally posted by EdrickV
Hey Vrodic, how big are the FS2 exes you've made with the GCC port? Just noticed mine is at 11 MB and I know I didn't add a lot to it. Maybe GCC's makefiles could use some optimization tweaks? (Or is it because it's not using runtime libraries or something?)
Actually, it's probably that the binaries GCC is producing have debug symbols. Take out the '-g' option to GCC to make it not do this, or use the 'strip' program to remove them after compilation.
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Ahhhhh, strip worked wonders. Will have to add that to my fs2inst shell script. :D
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hey vrodic .. you rock.. i planned on helping do this.. just right now im having finals, prepping for districts in soccer and graduation... oui
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I got fs2 to compile and link under Linux!! It segfaults almost immediately, but this is a big step... no more unresolved symbols...
Summary of what I've done:- I #ifdef'd out the networking, sound, and joystick code, to be added later by some intrepid soul ;)
- Wrote wrappers for Win32 calls that are different under unix (mostly low-level OS stuff)
- General portability stuff: filenames use slash or backslash as appropriate for the OS; also, some hooks are in place for big-endian architectures in the file readers, but this is not yet complete
- All of the X & OpenGL lowlevel graphics routines are just stubs
- Various small tweaks to fix :mad: MSVC non-standard C++
It's still not playable by a long shot. More details to follow...
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port it to SDL OpenGL .. much easier than XEXT
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Originally posted by Kazan
port it to SDL OpenGL .. much easier than XEXT
Looking into it, but I've never used it. I'm much more familiar w/ "raw" OpenGL and GLX, so I may have to learn something new :eek:
SDL looks nice as it also appears to have sound, keyboard, joystick, etc.
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SDL is DirectX+ for platform independent programmers in my opinion. ;) Now, if you or someone else can get rid of or provide C++ alternatives for the assembly in FS2 once you can get it running under Linux with SDL, if there is any left, , then I'll be able to try and get it ported to PS2Linux. When I get my kit. If I can port FS2 from Linux to PS2Linux, it should teach me a lot about porting apps to PS2Linux in general and looking at the code could help me learn SDL. Not to mention that it would just be cool to play FS2 on my TV. :) Yeah, this'll probably won't be happening for a while if at all, but I can still dream. :)
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SDL is only used in intialization.. the rest of the function calls are all raw opengl.. it's the initialiation stuff that is all platform dependant that get's replaced my the platform-indepentant SDL
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Well, whatever... Linux is evil, therefor SDL is evil. ;)
Am I the only one who thinks this thread deserves a sticky?
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scuddie: LINUX is evil? LINUX? hahaha you're the one using windows, that monopolist's toy.. you're a farking puppet.... oh... grrrrrrr *wanders off to calm down*
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so are you done with you're tests'n stuff
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Originally posted by Kazan
scuddie: LINUX is evil? LINUX? hahaha you're the one using windows, that monopolist's toy.. you're a farking puppet.... oh... grrrrrrr *wanders off to calm down*
He's a puppet becuase he doesn't like linux? I HATE linux. Does that make me a puppet too? Careful how you throw those words about. Parrotting (or should I say penguinning?) the linux party line is no way to show you're not a puppet. Its a good way to show your a puppet with a different guy at the strings. There's a blessing though--at least you don't insist we all call it GNU/Linux.
That said, Scuddie: A Linux port means code independence. Zero dependencies on corporate code. Why is this good? Because it means that we can put the code anywhere we please without having to pay someone for the privilege (MSVisualC++ or Visual Studio is kinda pricey unless you're warezing, and we don't warez do we?).
Of course, I won't be happy until there's a working FreeBSD port that doesn't depend on the linux-core-7.1 ports/modules. I like my OS's free AND stable. ;)
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Originally posted by penguin
I got fs2 to compile and link under Linux!! It segfaults almost immediately, but this is a big step... no more unresolved symbols...
yeesh, replying to myself, how sad.. but I though I'd post the progress on the Linux port project. for anyone who cares. (BTW, if you don't care, read another thread :p)
Getting further along with the port, no more segfaults (yet)... I have a lot of debug code turned on, so I can see what's going on (as I have no UI yet :o) The VP files are loading, and the tbl files are getting parsed correctly, as far as I can tell.
Thanks to Kazan (and others) for the tip to go with SDL. I installed it and am using it successfully. Although I haven't done any of the graphics work yet (that's next) I am using it for keyboard input, and it seems to be working very well.
The screens and UI bitmaps are being loaded, and when the pilot screen comes up, I can type in a name and hit enter to get to the main hall. If I hit 'R,' we go into the ready room, and the mission file gets parsed, and we see Cmdr. Loukakis's greeting! (Thank you :v: for giving us a keyboard interface)
The current breaking point is now when it tries to format the cmd brief text... since there's no font support the text doesn't know where to wrap and it asserts. I think I am going to tackle the 2D graphics next, so I can at least see the screens :) Then mouse support should be fairly easy, using SDL again...
---
And as for all the OT linux bashing (sorry, just I gotta respond), "hate" and "evil" are kinda strong words for something as banal as an operating system, for God's sake... I mean I'm not crazy about Windows (or MacOS or BeOS or CP/M or ...), but I couldn't get myself worked up enough about it to hate it...
I seriously doubt anyone is forcing you to use Linux -- unlike me with Windows: I have to run it on one of my boxes at work so I can use Exchange and Word and a few other apps -- everything else I do in Linux, because it's easier for me, but I'm paid to be a Linux developer so it makes sense. Linux isn't for everyone. It's not as polished as Windows or MacOS, it's obviously missing a lot of app support, although all of this is changing, slowly (it makes a nice server though...)
Geez, you don't like, then don't run it. It's not like there aren't alternatives.
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Originally posted by mikhael
I like my OS's free AND stable. ;)
then you shouldn't be using Bezerkly Systems Distribution
pengiun have you seen KDE3?
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well, FreeBSD is actually free ;)
I know a few ISP's that run it exclusively instead of Linux.
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Originally posted by penguin
yeesh, replying to myself, how sad.. but I though I'd post the progress on the Linux port project. for anyone who cares. (BTW, if you don't care, read another thread :p)
Unfortunately I've slowed down my work.
It's great to hear that you've made progress.
I hope that I'll port audio by the time you do some more of graphics code porting.
Are you keeping the Windows code?
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Originally posted by vrodic
Are you keeping the Windows code?
I hope so... I haven't tried back-porting it to Windows, 'cuz it's a pain w/ no MSVC at home. I'm trying to keep my changes separate with #ifdef unix and #ifdef WIN32
Unfortunately, I am working with a separate code base than yours, since I had so many problems getting it to compile under gcc2.95 on Linux. Hopefully this "fork" in the early stages won't be too much of a problem, and we can attempt a merge at some point...
When it's a little closer to being ready, I'll throw it up on SourceForge anyhow, they can go ahead and ban me if they don't like the license :rolleyes:
Originally posted by Kazan
pengiun have you seen KDE3?
Yeah, a co-worker has messed around with it. Looks nice, but I'm kinda a minimalist, so I am just running Enlightenment 0.16.3, with no Gnome or anything. I can do what I need to, which is have about 12 ssh sessions open, Emacs, and MiniTik. The closest I come to using any GUI type applications is grkrellm. I do occassionally use Netscape (like now, I'm at home), but sadly, I do most of the web browsing from my Win2K box using MSIE (our "corporate standard" -- can't even access our private intranet using Netscape :mad: )
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Originally posted by Inquisitor
well, FreeBSD is actually free ;)
I know a few ISP's that run it exclusively instead of Linux.
Linux is free also.. i've always downloaded it - you can chose to support the company by getting the packaged edition - which you're paying for the documentation, etc
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Penguin or Vrodic:
When I get back from E3, I can try to compile what you got so far with MSVC, see if we can work the bugs out.
As for Sourceforge, since you two are working on really close builds, maybe you could get vrodic to give you write access to his CVS?
Need to get sandwich moving so we can get the real CVS up...
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Originally posted by Inquisitor
well, FreeBSD is actually free ;)
And Linux isn't? Since when?
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That was a rebuttal to Kazan's BSD comment :)
Back on topic :)
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When it's a little closer to being ready, I'll throw it up on SourceForge anyhow, they can go ahead and ban me if they don't like the license :rolleyes:
Actually, if your license isn't one of the standard licenses, you have to submit it to SF staff for approval. I forget what their criteria are, but the license under which FS2 is released is quite liberal (IIRC, the only demand they make is that you not make money with it), so I doubt SF will reject it. If they do, then there's always Warpcore...
Yeah, a co-worker has messed around with it. Looks nice, but I'm kinda a minimalist, so I am just running Enlightenment 0.16.3, with no Gnome or anything. I can do what I need to, which is have about 12 ssh sessions open, Emacs, and MiniTik.
Embellishment^WEnlightenment and Emacs are your idea of 'minimalist'? :rolleyes: I remember running Linux on a 486... in those days, Emacs was considered a memory-hogging monstrosity, and Enlightenment probably had a measurable framerate (but I wasn't masochistic enough to find out).
Even today, Enlightenment is much slower than GNOME, unless Rasterman actually got a clue at some point since I last used E, and increased its speed...
The closest I come to using any GUI type applications is grkrellm. I do occassionally use Netscape (like now, I'm at home), but sadly, I do most of the web browsing from my Win2K box using MSIE (our "corporate standard" -- can't even access our private intranet using Netscape :mad: )
Really? What happens when you try?
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Originally posted by _argv[-1]
Actually, if your license isn't one of the standard licenses, you have to submit it to SF staff for approval. I forget what their criteria are, but the license under which FS2 is released is quite liberal (IIRC, the only demand they make is that you not make money with it), so I doubt SF will reject it. If they do, then there's always Warpcore...
I have a sourceforge project already (http://jumpnode.sourceforge.net), so I can put whatever I want up there, I went through the approval process 6 months ago, but this was obviously before the :V: code was released. What I'm saying is I can put it up there and see if it causes problems...SF doesn't check every new commit, so for it to cause problems, somebody would probably have to complain about it anyhow.
"It's easier to beg for forgiveness than to ask for permission"
Embellishment^WEnlightenment and Emacs are your idea of 'minimalist'? :rolleyes: I remember running Linux on a 486... in those days, Emacs was considered a memory-hogging monstrosity, and Enlightenment probably had a measurable framerate (but I wasn't masochistic enough to find out).
Heh, touche... yeah, Emacs is pretty much the antithesis of minimalism. I am inconsistent ;) E is pretty fast when you turn off the Gnome stuff. It works well for me, at least.
Really? What happens when you try?
The stupid ActiveX menu applets don't work. They might be Java applets, actually, but the bastardized MS version that refuses to work correctly on non-MSIE platforms (or it could be that Netscape's JVM sux, that wound't surprise me either) Anyhow, I'm SOL when I try to use Netscape, so I've stopped trying to fight it.
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penguin, can you wait a week before doing that? I haven't been able to prod anyone into getting the formal ball rolling for the last few days, I'd like to take warpcore up on their offer, just don;t want to piss anyone off by claiming "respoinsibility."
I think Sourceforge is unneccesary, if nothing else, I'll erect a CVS at my ISP in Ohio, but I'd like to take advantage of Warpcore's offer and expertise :)
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Originally posted by penguin
The stupid ActiveX menu applets don't work. They might be Java applets, actually, but the bastardized MS version that refuses to work correctly on non-MSIE platforms (or it could be that Netscape's JVM sux, that wound't surprise me either) Anyhow, I'm SOL when I try to use Netscape, so I've stopped trying to fight it.
MSIE's JVM sucks too, albeit slightly less. To get one that doesn't suck (and works on both MSIE and Netscape), go download the JRE from Sun here (http://java.sun.com/j2se/1.4/download.html). The JRE package will install, among other things, the Java Plugin for MSIE and Netscape, which will (at least in theory) override the JVM that comes with the respective browser.
Choose the JRE, and not the SDK, unless you intend to write Java code (applets or otherwise), in which case you want the SDK. (The SDK includes everything in the JRE, but is a bigger download.)
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netscape comes with the Sun JRE
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FS2 runs in XP which is super cool :D and FS1 does too.
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Originally posted by Inquisitor
penguin, can you wait a week before doing that? I haven't been able to prod anyone into getting the formal ball rolling for the last few days, I'd like to take warpcore up on their offer, just don;t want to piss anyone off by claiming "respoinsibility."
I think Sourceforge is unneccesary, if nothing else, I'll erect a CVS at my ISP in Ohio, but I'd like to take advantage of Warpcore's offer and expertise :)
NP, I move pretty slowly anyhow, I've been talking about this for 2 weeks now :blah: Plus, it is definitely "not ready for prime time," I want to at least be able to see the 2D UI before I embarass myself by releasing it to everyone else's eyeballs.
I doubt anyone'll be pissed off by the "responsibility" claim, but I do see your point.
My big concern is that we don't end up forking too much, and losing changes that are being made and suggested. We already have at least three branches that I know of -- mine, vrodic's, and everyone else's :D Merging it all back into something coherent may end up being a real ***** if we wait too long...
Dunno what kind of services Warpcore offers besides CVS, but SF does have a lot of neat other stuff -- bug trackers, mailing lists, forums (OK, we don't need that :) ), etc., so I think it should remain under consideration.
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Originally posted by _argv[-1]
MSIE's JVM sucks too, albeit slightly less. To get one that doesn't suck (and works on both MSIE and Netscape), go download the JRE from Sun here (http://java.sun.com/j2se/1.4/download.html). The JRE package will install, among other things, the Java Plugin for MSIE and Netscape, which will (at least in theory) override the JVM that comes with the respective browser.
Choose the JRE, and not the SDK, unless you intend to write Java code (applets or otherwise), in which case you want the SDK. (The SDK includes everything in the JRE, but is a bigger download.)
Hmm. I may already have it then, about 25% of the stuff I do at work is Java. Eh, I will probably still end up using MSIE at work, some battles aren't worth fighting.
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Bugtrackers are nice, if you have a license to use it, might be worth considering.
Probably be the first thing to deal with :)
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Originally posted by Kazan
netscape comes with the Sun JRE
Unless it's Netscape 6 (I don't know what JRE that comes with, if any), the JRE it comes with is indeed Sun's, but it's incredibly old (JRE 1.0.x I believe).
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Originally posted by Kazan
then you shouldn't be using Bezerkly Systems Distribution
First, that's "Berzerkeley (http://www.cnam.fr/Jargon/jargon.html?121)", and its a hackish reconstruction of Berkeley Software Distribution. What do they teach you lot in school these days?
Kazan, Unix administration is what I do for a living, day in and day out, for the last 10yrs. I've adminned HP-UX, Solaris/SunOS, Ultrix, BSD, FreeBSD, OpenBSD, BSDi, Redhat, Mandrake, Slackware, and Debian. Hell, I spent some time running Minix and VMS systems in the Navy. In that time, I've had the "pleasure" of administering Microsoft networks of various flavors, Banyan Vines networks and Novell networks. I've played with one or two [N]OSs in my day. Just one or two.
In my experience between in ISP/Webhosting companies, the Navy, and educational jobs, I've discovered something: Linux is not stable, nor secure. Of course, I should clarify that: the distributions of Linux I've seen used in server room environements are not stable, nor secure. This includes, but is not limited to: Redhat, Debian, Slackware and (of all things) Mandrake. That's not a representative sample, of course, since there's only slightly fewer distros than there are Linux users. Its not that they're bad, its just that they are not good primetime systems--IN MY OPINION. Linux is certainly very good for making sure that you'll have support for every random and obscure piece of hardware on the planet. It is certainly great for being on the cutting edge. I'm not a cutting edge kind of administrator.
I'm a sleep at night and late into the morning administrator. I'm a go on vacation and not worry about the mobile going off sort of administrator. I like predictable things. I like things with a minimum of security issues. The fewer hours I spend trying to fix things, the more money per hour I earn (I'm on salary). If I can keep my hours down to 25-30 per week, I'm doing good. I run BSD systems for that reason, particularly OpenBSD. One would think, given my old SystemV roots, I would abhor the setup of a BSD derivative system. Quite the contrary, I find it sane, stable, and simple to manage. I can consistently get higher uptime out of a FreeBSD system than out of an (as far as humanly possible) identical Linux system. That's just MY experience.
I'm not bashing Linux (I dislike current linux distros on the basis of fact and experience, not some advocacy/zealotry thing). If there was a Linux distro that met my needs better than *BSD, my new servers would be built on that distro, and I'd migrate the BSD systems. The less work I do, the more I earn per hour. Its that simple.
I'd rather run a Linux box than a Windows box for most serious work. I'd rather run a BSD box than either Linux or Windows.
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Originally posted by penguin
Yeah, a co-worker has messed around with it. Looks nice, but I'm kinda a minimalist, so I am just running Enlightenment 0.16.3, with no Gnome or anything. I can do what I need to, which is have about 12 ssh sessions open, Emacs, and MiniTik. The closest I come to using any GUI type applications is grkrellm. I do occassionally use Netscape (like now, I'm at home), but sadly, I do most of the web browsing from my Win2K box using MSIE (our "corporate standard" -- can't even access our private intranet using Netscape :mad: )
E and Emacs? Masochism of the finest calibre. :D
I'm kind of old school. I try to keep to multiple vttys, or if I have to bring up Xfree, I use olvwm. I don't run of the integrated desktop environments. I'm not very interested in replicating Windows on my *nix box. I DO have KDE2 installed, and will install KDE3 when there's a reasonably stable FreeBSD port. When developing stuff for my Zaurus, I can do most everything on a full *nix system, only crosscompiling to ARM for final, live testing.
(See? I use Linux. Embedix is the most stable distro I've ever used, but not QUITE suitable for server installs. ;) )
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Originally posted by mikhael
I can consistently get higher uptime out of a FreeBSD system than out of an (as far as humanly possible) identical Linux system. That's just MY experience.
We have a fleet of about 200 servers in production, plus several test servers, development servers, etc. They are running a mix of FreeBSD and RedHat Linux, although we are in the process of phasing out FreeBSD.
Anyhow, we needed to make a kernel mod to one of the old FreeBSD boxes. Before we took it down, I ran 'uptime' -- this FreeBSD box had been running over two years, longer than I had been at the company. We were almost too awestruck to reboot it....
But we see pretty good reliability on the Linux boxes too, and these are machines that are delivering an aggregate total of over 300M HTTP requests per day.
Damn, we do get off-topic on these OS wars :D
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Originally posted by penguin
We have a fleet of about 200 servers in production, plus several test servers, development servers, etc. They are running a mix of FreeBSD and RedHat Linux, although we are in the process of phasing out FreeBSD.
Out of curiosity, why the BSD instead of the RedHat? Looking for a more homogenous network? Or was the corporate support the issue? I know BSDi, who was doing the corporate suport for FreeBSD got bought by someone else (Wind River?) and the support just went straight through the floor.
Anyhow, we needed to make a kernel mod to one of the old FreeBSD boxes. Before we took it down, I ran 'uptime' -- this FreeBSD box had been running over two years, longer than I had been at the company. We were almost too awestruck to reboot it....
[/B]
I think I'd weep if I had to cycle a box with an uptime older than my contract. :lol: That's excellent though.
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We have 2d graphics and mouse support!
I would post a screenshot, except that I am at work, and I'm still running XFree86 3.3.5 (don't get started on that :nervous: ) and SDL doesn't seem to like it -- some required XF86 extensions are apparently not present. Anyhow, I'll put one or two up tonight.
Current issues:- The performance is poor, but this may be my implementation -- some of the timing stuff is outta whack, and sleeping for X seconds instead of X milliseconds. The 15 fps ani's run at about one frame every 2 secs -- not good.
- There are some odd artifacts that appear from time to time, but I haven't turned all the clipping code on yet.
- Some stuff (not all) that's supposed to be drawn relative to a popup window (e.g., the graphics in the mission brief; the input box in the "choose pilot" opening screen) are drawn relative to the base window (ie in the top-left corner)
So you can sign in, see the (v..e..r..y s..l..o..w) command briefing, get the mission briefing and use the ship/weapons loadout screens. It croaks when you enter the game, but I haven't done any 3d yet, so that's expected.
Ani's don't seem to be working in the main hall, neither the background ones (crane, flyby, elevator pilot) nor the mouseover ones (ready room doors, etc.) It could just be that they're really slow, or they may be disabled or broken...
Also, attempting to reopen a player file segfaults, but I think I know what's wrong there -- in the meantime, I erase data/players/single/* before starting. This same problem also causes a segfault when you go to the Barracks screen.
Still no sound, no joystick, no multi. Lower priorities on those, and that's probably the order I'll implements them.
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Originally posted by penguin
Dunno what kind of services Warpcore offers besides CVS, but SF does have a lot of neat other stuff -- bug trackers, mailing lists, forums (OK, we don't need that :) ), etc., so I think it should remain under consideration.
I'd rather use SF, but unfortunately the only license I know that SF allows which even comes close to being appropraite to FS2 is the Aladdin license. (Of course, I'm not acquainted with every single license SF allows. But of those I know, only the Aladdin license allows unsellable code)