hobbes1069
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Posts posted by hobbes1069
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On a separate topic, any thoughts about overhauling the build system and perhaps switch to cmake so one build system can be used for all platforms?
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I would also like to package TDM for Fedora Linux. It makes installing a breeze when you can use the software center and having a native 64bit build keeps you from having to install 32bit compatibility libraries.
I just tried compiling TDM 2.04 with scons in Mageia Linux 6. Looking at kritzefitz' scons.log.txt, and doing a search for 'error', I see the exact same errors as I get on my system, starting with the following:
In file included from include/boost/filesystem/path_traits.hpp:23:0, from include/boost/filesystem/path.hpp:25, from include/boost/filesystem.hpp:16, from game/../idlib/../idlib/Image.h:29, from game/../idlib/../idlib/Lib.h:230, from game/../idlib/precompiled.h:106, from game/precompiled_game.h:28: include/boost/system/error_code.hpp:221:36: warning: 'boost::system::posix_category' defined but not used [-Wunused-variable] static const error_category & posix_category = generic_category();
This, being the first error in the log, is the first to look into fixing.
I don't see an error here, just a warning, you may need to look a little further down.
Thanks,
Richard
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This has been happening for a while (since 2.02 at least) but I'm just now getting around to posting about it but when I try to use the spyglass all I get is a black screen.
Any ideas?
Fully updated TDM 2.03.
Thanks,
Richard
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The trailer looks really awesome, but if it don't play on Linux it doesn't do me any good.
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Ack, looks like I'm late again.. I finally figured out how to subscribe (follow) a topic so I get email updates...
If you still need me, I'm running Fedora Linux 18 x86_64.
Richard
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I really like the look of the Bandit, but no. Mine's a VStrom 650. I like the 1000 but the seat height is about 1" higher and I'm pushing it as it is and the 650 does everything I need it to do. A little buzzy at highway speeds but plenty of torque for me with the 90 deg V-Twin and very smooth!
Can't beat what you get for the price with that bike (poor man's BMW), plus the owner of the shop is my old college buddy so I always get a good deal.
Richard
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I'm assuming I'm too late for beta testing and It may be a little early yet, but I would love to try out building the standalone version for linux packaging purposes. It would be awesome to have a real packaging based install instead of what you have to do now.
Thanks,
Richard
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I've got a pretty fast machine, all I can tell you is I probably waited close to 10 minutes one time, I've never had to wait that long before...
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Anyone else having problems with loading stalling after loading the map?
I never see the "game", it just stalls after the progress bar gets to, or close to, 100%. Switching to a virtual terminal shows that thedarkmod.x86 is maxing out one core.
I've tried two different maps to try and make sure it wasn't a map issue...
Thanks,
Richard
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I tried that once just to see what happened but it didn't seem to work right but I can't remember exactly what happened. I'll try again, however, the wiki specifically tells you to download the updater zip into ~/.doom3/darkmod and run it there.
Richard
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Yup, downloaded that twice. I think the problem is it picks the wrong directory right off the bat so when it doesn't see tdm_update.linux it goes ahead and downloads it again every time.
The only fix I've found so far is "tdm_update.linux --target /home/richard/.doom3/darkmod" and it says everything is up to date.
I've been good about "rm -rf darkmod" out of ~/.doom3/darkmod/ so I don't think that's the problem...
Thanks,
Richard
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Good to know! Thanks!
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I get a *BUNCH* of these but the game seems to otherwise work:
WARNING:file materials/tdm_internal_engine.mtr, line 226: material 'textures/common/trigonce' previously defined at materials/invisible.mtr:149 WARNING:file materials/tdm_internal_engine.mtr, line 234: material 'textures/common/trigtimer' previously defined at materials/invisible.mtr:158 WARNING:file materials/tdm_internal_engine.mtr, line 242: material 'textures/common/trigrelay' previously defined at materials/invisible.mtr:167 WARNING:file materials/tdm_internal_engine.mtr, line 250: material 'textures/common/trighurt' previously defined at materials/invisible.mtr:176 WARNING:file materials/tdm_internal_engine.mtr, line 258: material 'textures/common/trigfade' previously defined at materials/invisible.mtr:185
Are these safe to ignore?
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Scratch that, even when I run it with "--noselfupdate" it still tries to download the whole mod again.
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When I run "tdm_update.linux" the first thing it does is make sure it's up to date, which is fine except two things:
1. When it relaunches itself, it breaks the connection to the terminal screen so no amount of "^C^C^C^C^C" will stop it.
2. It changes directories somehow because it tries to download the whole mod again in ~/.doom3/darkmod/darkmod.
Any ideas?
Thanks,
Richard
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You could try it a little differently... "aplay -L" (yes, capital L) gives you more usable results (cut-n-paste)
I did that. Set the number of speakers to 6 (I have 5.1 surround sound) and just stuck "pasuspender" in front of darkmod.x86. I use a little bash script in "~/bin":
#!/bin/sh cd ~/.doom3/darkmod pasuspender ./thedarkmod.x86
So my DarkMod.cfg looks like:
seta s_dsp "/dev/dsp" seta s_driver "best" seta s_alsa_lib "libasound.so.2" seta s_alsa_pcm "surround51"
HTH,
RIchard
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Awesome! I look forward to packaging it!
I guess at some point I need to look at this code to see what sort of build system is used for Linux...
Thanks,
Richard
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I know it will be some time before stand alone TDM is available, but being a Fedora packager I can't help but get excited about the possibility of being able to do:
yum install darkmod
Once stand alone is complete, are they any licensing issues? Will everything be GPL or other FOSS compatible?
Thanks,
Richard
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Well, still no solution to the problem with Gnome 3 but I do have a workaround. I also usually install LXDE desktop for testing since I use it on lower powered systems. Logging out back to GDM and changing my session from Gnome to LXDE does the trick.
Still it's a pain to have to logout and back in to play a game.
Richard
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Well, upgraded to Fedora 16 and no joy... The problem remains.
At this point what would be nice is an option in the settings to turn off the automatic restart when a new mod is installed.
Richard
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Well, I'm planning to upgrade to Fedora 16 when work around an upgrade issue. We'll see if Gnome Shell 3.2 fixes the problem. Fedora 15 is stuck at 3.0/3.1.
Richard
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Dang it, problem setting tags
Well it looks like the boost problem is fixed on Linux as of TDM 1.07 but now I have a new issue. When the game tries to restart the mouse cursor get's stuck in the top left corner of the screen which activates the new Gnome 3 (aka Gnome Shell) menu and there's absolutely no way for me to get control back other than to restart X or go to a VT and kill the doom.x86 process.
Any ideas?
Thanks,
Richard
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Yup, I was running the old mission Thanks for the tip... I guess you kind of get used to the typical tricks for hiding things and forget to look for new way
Thanks,
Richard
No fullscreen on Fedora 31 w/ AMD video
in TDM Tech Support
Posted
I haven't run tdm for some time so I can't say for certain that's it's the video card change but I upgraded from a a Nvidia 1050 to a Radeon RX480 and now the game always starts in windowed mode.
The only REAL difference is the Nvidia drivers forced running in X while the open source Radeon drivers happily run in Wayland.
What can I do?