Jump to content


Photo

Changes to player movement


  • Please log in to reply
30 replies to this topic

#26 duzenko

duzenko

    Advanced Member

  • Active Developer
  • PipPipPip
  • 566 posts

Posted 02 June 2017 - 04:55 AM

Still compiling. I'm thinking about trying to adapt dhewms cmake files. I don't like Scons.

While you're at it could you do the tracker #4537 on Linux?



#27 Baal

Baal

    Hero Mapper

  • Development Role
  • PipPipPip
  • 1014 posts

Posted 02 June 2017 - 05:18 AM

I need access to the programming sub forum.



#28 duzenko

duzenko

    Advanced Member

  • Active Developer
  • PipPipPip
  • 566 posts

Posted 02 June 2017 - 05:24 AM

Do you have access to http://bugs.thedarkm...ew.php?id=4537?

If not, here's what's there:

0004537: Single executable

Combine the engine and game into a single executable rather than have a separate game dll.

Steps that I did on Windows:

- move all game source files to engine folder Game (in project structure, not in file system)

- replace precompiled_game.h with precompiled_engine.h - that is already done for all platforms n svn.

- remove the _doom_dll_ compiler define in project options

 

- did a few include fixes - already done and is in svn.

That should be all, fingers crossed.



#29 Baal

Baal

    Hero Mapper

  • Development Role
  • PipPipPip
  • 1014 posts

Posted 02 June 2017 - 10:49 AM

The generated glimp_logging.cpp does not compile because it doesn't contain the qgl* declarations. glimp_dlopen.cpp does, can they be moved to a header file?



#30 duzenko

duzenko

    Advanced Member

  • Active Developer
  • PipPipPip
  • 566 posts

Posted 02 June 2017 - 01:26 PM

I don't have that here in VS2013, so can't answer.



#31 stgatilov

stgatilov

    Member

  • Development Role
  • PipPip
  • 378 posts

Posted 17 June 2017 - 05:09 AM

Still compiling. I'm thinking about trying to adapt dhewms cmake files. I don't like Scons.

 

I like Python, so Scons does not look bad to me.

CMake is of course great too.

 

The main problem is not the build tool itself, but the sheer amount of stuff put into the scons files.

CMake files of same size would be equally problematic.

If we rewrite build system from ground zero, we may easily lose something...

That's why I hope that the build problem can be solved incrementally.

 

P.S. Also, with each step moving build system further from Doom3 original one, less information on the internet remains helpful in case of trouble. 






0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users