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pacman

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About pacman

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  1. Gitlab has gitlab pages, similar to github pages, for static websites.
  2. Releasing source code for vscode doesn't mean they have given away Visual Studio. And it's not a matter of paranoia, some people look at history before giving a chance. People fear that this could be their Embrace, Expand, and Extinguish strategy. Embrace first, then Expand in incompatible ways, and then Extinguish[1]. This would not become obvious until it gets bad, until they put a sticker on the login screen 2 years later forcing you to give out a phone number or login through microsoft, or worse, and you are too dependent on the features made incompatible with other platforms that you cann
  3. Ughh, I cannot seem to find a way to register on the wiki, only a login page.
  4. Thanks everyone, the game is downloading now. I think now I should write the things I learned here somewhere. Maybe TDM Updater page on wiki?
  5. There is, there is. Thanks. I'll try the --noselfupdate option.
  6. Scratch that, we are back to square one. I run the 64bit updater. It downloads the 32 bit updater using some tdm_update_updater.sh. I'd try to edit that shell script, or else I'm afraid I'd have to patch the binary itself , or compile the game. BTW, is that 69MB zip file enough to compile the whole playable game? or I'd have to download assets from somewhere?
  7. Aha, it's done, I have an ELF64 now. Thanks. I guess I was bad at using 7z.
  8. you mean in the 69MB 7z file from the http://www.thedarkmod.com/downloads/ page? I am downloading them again, & from the svn trunk too. Let's see.
  9. I remember from my childhood days when I used to use windows, I would make a vbscript to play some prank (infinite message boxes, disk drive opens & closes indefinitely), call it from a .bat file, and package the two into an innocent looking .exe file. I guess Windows users can run EXEs fine. But that was vbscript, who knows if they have python installed. I guess if it can be a shell script, maybe a compatible .bat file could be written, I haven't looked at the code though.
  10. darkmod_src/tdm_update/ is empty, is that supposed to be so? I get the following error: darkmod_src/tdm_update$ scons build="release" -j4 scons: *** No SConstruct file found. File "/usr/lib/scons/SCons/Script/Main.py", line 916, in _main
  11. I guess there's wisdom in using installer scripts after all, instead of architecture dependent binaries. I am trying to compile the game now, can't install those libraries because I have held broken packages, and some dependency problems.
  12. Please update the tdm_update.linux binary with a 64 bit elf, or a statically linked executable. It seems that it still is an elf32 and depends on 32 bit libraries. Can't run it on 64 bit Debian Stretch GNU/Linux, it gives an error: "no such file or directory" which might be that loader is missing, or the shared libraries are missing. For Full information, see this thread: http://forums.thedarkmod.com/topic/19461-64-bit-support-on-linux-tdm-updater-for-linux-is-still-a-32-bit-binary/
  13. The ELF executable provided from the main download page is 32-bit. It doesn't run on 64-bit systems without adding support for ELF32. Since 64 bit support is now available in 2.06, this needs updating. While the documentation on the download page is accurate in removing the instructions for adding 32 bit architecture support, which should now be unnecessary, the binary download needs updating too. I get the error: "no such file or directory" on Debian Stretch GNU/Linux, on a bash shell. This is perhaps because it requires loading some dynamically linked 32 bit libraries unavailable on my sys
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