Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/bugfix scons linux/' or tags 'forums/bugfix scons linux/q=/tags/forums/bugfix scons linux/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. You could try installing the Windows Subsystem for Linux and see if you can get a Linux build working on Windows. However I have no idea if WSL is comprehensive enough to allow you to build and run GUI apps using wxWidgets and OpenGL. I suspect it would be a fair amount of work to get the CMake build working, since it's never been tested on anything other than a regular Linux installation (AFAIK).
  2. Is not quite that, but more likely because wx uses native Windows controls there and gtk only on Linux. It does a pretty good job of abstracting away the differences but there are always corner cases where a subtle difference turns out to be important.
  3. I don't think there is any purpose. Windows and Linux have entirely different window/OS integration. They are separate subdirectories with completely different code So there is no wonder that such things are different between Windows and Linux. I think @duzenko spent some time improving the behavior of Windows build. On the other hand, @cabalistic switched Linux build to GLFW. I am afraid of touching this myself because 1) I'm not a Linux user and don't know much about the myriad of desktops and APIs to integrate with them, and 2) I don't want to install Linux natively and this cursor stuff is a bit special inside VM. Maybe it is a simple flag which can be set to GLFW, I don't know.
  4. It could also be that on Linux we have to compile DarkRadiant ourselves, which means it's being compiled against newer versions of packages (GTK, WxWidgets, etc) and a slightly different configuration overall.
  5. I'm honestly not sure, it's a race condition maybe? I found and fixed 2 different segfaults (PR is here), one relating to threading and the other one relating to a variable being referenced after it was cleared out. This stops the skin editor from crashing, but it seems there are still a lot of usability issues. I'm not sure if they are all Linux only, but here's what I found: The rename operation happens every time you type a character, which is a little laggy. It would be better to rename it when you are done typing and the field loses focus Typing new characters while renaming works as expected, but deleting characters causes the box to highlight so you have to reset the cursor before deleting another one. On the Material Replacements tab, click to edit is not working for me. I spent a lot of time on this, I can get a box to show up if I replace the editbox+button with a simple edit box. I think it's related to the compound control not being able to have focus. The skin name is showing up on top of the Close button This will require more wxWidget-fu than I have time to do right now.
  6. I am curious as to which distributions and tool version are known to work when compiling either the 2.10 source archive or svn trunk. Cmake errors out with both Archlinux and Mint 21 for me. For good measure I will include some information I gathered about these errors, but I just want to be able to successfully build tdm on something. (My end goal is to compile in either pulseaudio or pipewire support for openal if that's possible; even though this thread got my audio working (arch audio subsystem is pipewire{,-alsa,-audio,-pulse} & jack2 ) ) I've also tried compiling against the latest svn trunk, that fails too, although the point in which it fails is slightly different. What do the developers use to build the linux release? System information for the failed builds against the 2.10 archive: System #1: cmake 3.22.1 | gcc 11.3.0 | kernel 5.15.0-56-generic | distro Linux Mint 21 System #2: cmake 3.25.1 | gcc 12.2.0 | kernel 5.15.83-1-lts | distro Arch Linux src archive used: sha256sum thedarkmod.2.10.src.7z 73aa974635293e6ca07396be19901355f8224637bdf3ce73404b8eef74148a1c thedarkmod.2.10.src.7z Build command from root of extracted src: [ -d build ] && rm -rf build mkdir build && cd build && cmake --debug-output --loglevel=DEBUG -DCMAKE_BUILD_TYPE="Release" .. &> cmake.$distro.log && \ make -d --debug=a -j &> make.$distro.log ; cd .. make.mint.log.gz make.arch.log.gz cmake.mint.log.gz cmake.arch.log.gz
  7. I'm happy to present my first FM, The Spider and the Finch. There may be a spider, but no ghosts or undead. It should run a couple hours. It's now available on the Missions page or the in-game downloader. Many thanks to the beta testers Acolytesix, Cambridge Spy, datiswous, madtaffer, Shadow, and wesp5 for helping me improve and making the mission to the best of my abilities. This would not be have been possible without Fidcal's excellent DarkRadiant tutorial. Thanks also to the many people who answered my questions in the TDM forums. Cheers! 2023-12-13 Mission updated to version 3. Fixed a bug where the optional loot option objective was not actually optional. Updated the animations for Astrid Added a hallway door so the guards are less likely to be aggroed en masse.
  8. I think the devs just haven't had much time to put into it the past year (myself included). I took care of the mouse issue finally, since it became a 100% showstopper for me to use DarkRadiant at all on Linux. I've only ever made my skins using a text editor, but I tried reproducing the issue and it crashes with a backtrace for me too. This means debugging it should be straightforward, I'll look at it this weekend.
  9. Yes. Sure, I will change it, but I do mind. In addition to changing the forum title, I have also had the name of the pk4 changed in the mission downloader and the thiefguild.com site’s named changed. It's not just some "joke". The forum post and thread are intended to be a natural extension of the mission’s story, a concept that is already SUPER derivative of almost any haunted media story or most vaguely creepy things written on the internet in the past 10 or 15 years. Given your familiarity with myhouse.wad, you also can clearly engage with something like that on some conceptual level. Just not here on our forums? We can host several unhinged racist tirades in the off-topic section but can’t handle creepypasta without including an advisory the monsters aren’t actually under the bed? (Are they though?) I am also trying to keep an open mind, but I am not really feeling your implication that using a missing person as a framing of a work of fiction is somehow disrespectful to people who are actually gone. I have no idea as even a mediocre creative person what to say to that or why I need to be responsible for making sure nobody potentially believes some creative work I am involved in, or how that is even achievable in the first place. Anyway, apologies for the bummer. That part wasn’t intentional. I am still here. I will also clarify that while I love the game, I never got the biggest house in animal crossing either. In the end Tom Nook took even my last shiny coin.
  10. Subtitle Edit ( https://www.nikse.dk/subtitleedit ) now has support for subtitle extraction via Whisper. See https://www.nikse.dk/subtitleedit/help#audio_to_text . This works well on Windows. In the extraction window you can download all the needed extra dependencies the first time you use it. After the generation of the srt files, you can use the editor to tweak the files, or move to a seperate editor of your choice (including texteditors). Aperantly it also works under Linux: https://www.nikse.dk/subtitleedit/help#linux If it doesn't, see info above to use the commandline in Linux. Kdenlive ( https://kdenlive.org ) now also has Whisper subtitle extraction build in. This works well in Windows, but I couldn't get it working in Linux. You have to go to Settings > Configure Kdenlive. Then go to section Speech to text. On top of the window you select option Whisper. Then you have to install some stuff by clicking on an install button (this doesn't work in Linux currently). The extraction via cpu is considered slow, but I thought it's not so bad using an 8th generation i3 processor during a test with a large speech file. You can afaik only do this one by one, so it's not as fast.
  11. What is your r_aspectRatio set to? What is your FOV set to? What is your resolution? Are you fullscreen or windowed? Windows or Linux? What version of TDM are you using? Intel, AMD or Nvidia GPU? Are you on the latest drivers? Can you post the contents of your darkmod.cfg file here please. You need to go through tech support first before opening a bug report.
  12. Inn Business It's business, at an inn, over three nights. Development screenshots: Download: https://drive.google...dit?usp=sharing Update 1.48 uploaded March 8th, 2014, one change: patches key rarely not being frobable in one of its possible spots Big thanks to my beta testers: Airship Ballet, Kyyrma and AluminumHaste! Development supporters of note: Sotha, Springheel and Obsttorte. Also thanks Sotha, for urinating in my mission. ;-) And thanks Kyyrma for the title screen! My appreciation to all forum/wiki contributors, without whom, this wouldn't exist. Thanks to positive commenters on my previous mission too, extra motivation helps! :-) Note this uses campaign features, what you use the first night, impacts subsequent nights. And to quote a tester, "...the level is maybe best experienced in more than one sitting". If you do pause between nights, please be sure to save, you can't begin partway through effectively. (If you accidentally start a night you already completed, just fail the kill objective to switch to another night.) If your frame rates are too low facing the cemetery, please reduce your "Object Details LOD" setting. It was designed with "AI Vision" set to "Forgiving", to be able to sneak through with minimal reactions, if you want more/less, adjust your settings accordingly. There are several random, conditional aspects, and ways of going about things, so others might have slightly different experiences. Post here if you discover hidden objectives for extra points! My condolences to loot completionists, I made a bit on the third night hard, you've got your challenge cut out for you! Speaking of which, there's a TDM bug that mission complete totals too high, here are the real amounts per night: 2026/970/202. Oh, there is something that in the U.S. would be rated PG, in case you play with kids in earshot. I hope you enjoy playing it, feel free to let me know you did, and I'm glad to respond to inquiries (like how stuff was done, nothing was scripted). (Note which night you are referring to if it's something specific.) (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] Developed for TDM 2.01. PS: Thiefette, good news, no spiders! Springheel, if you find an optional objective you can skip...you might find it immersion breaking. Others, no undead! There are a couple other interactive critters though. :-) Edit note: Some posts below were from users of an unreleased version of TDM 2.02 which broke several things, they do not reflect regular game-play.
  13. As for distros -> Solus due to it being one of the few that works well with my hardware (does not offer the same ammount of packages most other distros do as they test each of them extensively for stability issues before they go into the package manager). Linux Mint seems to be pretty liked as well. OpenSuse probably the best for cross development. Manjaro should also be pretty good for gaming. Arch Linux for its massive package database (can be a bit hard to setup) Msys2 is based around the arch package manager so should be good for cross development to. Zorin OS if you want something close to windows (had a few rather annoying bugs with Lutris on it the last time i tried it though).
  14. I am not sure is my issue a really bug, but... I post it any way: after git pull and compiling still get 3.8.0.... in About menu however git pulling (and git log) show me switching to 3.9.0 ver in include/version.h: #ifdef HAVE_CONFIG_H #include <config.h> #define RADIANT_VERSION PACKAGE_VERSION #else #define RADIANT_VERSION "3.9.0" #endif but config.h have 3.8.0... which take versions from @CMAKE_PROJECT_VERSION@ which was set to 3.8.0 in CMakeLists.txt so it's looks like CMakeLists.txt was forgotten to update Again! sorry if its false alarm 0:-) P.S. I am on linux
  15. I've seen fun workarounds like that in other game modding as well. Years ago, maybe even a decade, some fella who was making a mod for Mount & Blade over at the Taleworlds forums revealed that he put invisible human NPCs on the backs of regular horse NPCs, then put the horse NPCs inside a horse corral he built for one of his mod's locations/scenes and then did some minor scripting, so the horses with invisible riders would wander around the corral. The end result was that it looked they're doing this of their own will, rather than an NPC rider being scripted to ride around the corral slowly. Necessity is the mother of invention. I don't know about the newest Mount & Blade game, but the first generation ones (2008-2022) apparently had some sort of hardcoded issue back in the earlier years, where if you left a horse NPC without a rider in its saddle, the horses would just stand around and wait and you couldn't get them to move around. Placing an invisible rider in their saddles suddenly made it viable again, at least for background scenes, of riderless horses wandering around, for added atmosphere. First generation M&B presumed you'd mostly be seeing horses in movement with riders, and the only horses-wandering-loosely animations and scripting were done for situations when the rider was knocked off their horse or dismounted in the middle of a battle. Hence the really odd workarounds. So, an invisible NPC trick might not be out of the question in TDM, even though you could probably still bump into it, despite its invisibility.
  16. Here's my first FM. A small and easy mission, inspired by Thief's Den and The Bakery Job, where you must find and steal a cook's recipe book in order to save a friend from going out of business. Download: Mediafire (sk_cooks.pk4) TDM Website's Mission Page The in-game mission downloader Thanks to: The people who helped me get this far, both in the forums and on Discord. The beta testers: MirceaKitsune, Mat99, Baal, wesp5, Cambridge Spy, jaxa, grodenglaive, Acolytesix ( Per the author in the beta testing thread. ) Skaruts has given permission to the TDM Team to add Subtitles or Localization Strings to this mission. (No EFX Reverb.) If anyone from the Community or TDM team wishes to create these we will gladly test them and update the mission database.
  17. Complaint From Players The player must pick up candles before extinguishing them, and then the player must remember to drop the candle. The player must drag a body before shouldering it (picking it up), and the player must remember to frob again to stop dragging the body. The player finds this annoying or easy to make mistakes. For players who ghost, some of them have the goal of returning objects back to their original positions. With the current "pick up, use item, and drop" system, the item might not return easily or at all to its original position. For example, a candlestick might bounce off its holder. (See player quotes at the bottom.) Bug Tracker https://bugs.thedarkmod.com/view.php?id=6316 Problems to Solve How can the "pick up" step be eliminated so that the player can directly use or interact with the item where it is in the game world? How can so much key pressing and mouse clicking be eliminated when the player wants to directly use an item? How can candles be extinguished and lanterns toggled off/on without first picking them up? How can bodies be shouldered without first dragging them? Solution Design Goals Make TDM easier for new players while also improving it for longtime players. Reduce tedious steps for common frob interactions. Make it intuitive so that menu settings are unnecessary. Do not introduce bugs or break the game. Terms frob -- the frob button action happens instantly. hold frob -- the frob button is held for 200ms before the action happens. (This can be changed via cvar: 200ms by default.) Proposed Solution Note: Some issues have been struckthrough to show changes since the patch has been updated. Change how frobbing works for bodies, candles, and lanterns. For bodies: Frob to shoulder (pick up) a body. Second frob to drop shouldered body, while allowing frob on doors, switches, etc. Hold frob (key down) to start drag, continue to hold frob (key down) to drag body, and then release frob (key up) to stop dragging body. Also, a body can be dragged immediately by holding frob and moving the mouse. For candles/lanterns: Frob to extinguish candles and toggle off/on lanterns. Hold frob to pick it up, and then frob again to drop. Frob to pick it up, and then frob again to drop. Hold frob to extinguish candles and toggle off/on lanterns. For food: Frob to pick it up, and then frob again to drop. Hold frob to eat food. For other items: No change. New cvar "tdm_frobhold_delay", default:"200" The frob hold delay (in ms) before drag or extinguish. Set to 0 for TDM v2.11 (and prior) behavior. Solution Benefits Bodies: New players will have less to learn to get started moving knocked out guards. With TDM v2.11 and earlier, some players have played several missions before realizing that they could shoulder a body instead of dragging it long distances. Frob to shoulder body matches Thief, so longtime Thief players will find it familiar. Second frob drops a shouldered body. Players still have the ability to both shoulder and drag bodies. Compatible with the new auto-search bodies feature. Dragging feels more natural -- just grab, hold, and drop with a single button press. There is no longer the need to press the button twice. Also, it's no longer possible to walk away from a body while unintentionally dragging it. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Candles: New players will have less to learn to get started extinguishing candles. With TDM v2.11 and earlier, some players didn't know they could extinguish candles by picking them up and using them. Instead, they resorted to throwing them to extinguish them or hiding them. Hold frob to extinguish a candle feels like "pinching" it out. Once a candle is picked up, players still have the ability to manipulate and use them the same way they are used to in TDM v2.11 and earlier. For players who ghost and have the goal of putting objects back to their original positions, they'll have an easier time and not have to deal with candles popping off their holders when trying to place them back carefully. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Solution Issues Bodies: Frob does not drop a shouldered body, so that might be unexpected for new players. This is also different than Thief where a second frob will drop a body. "Use Inv. Item" or "Drop Inv. Item" drops the body. This is the same as TDM v2.11 and earlier. This is the price to pay for being able to frob (open/close) doors while shouldering a body. Patch was updated to drop body on second frob, while allowing frob on doors, switches, etc. Candles: Picking up a candle or lantern requires a slight delay, because the player must hold the frob button. The player might unintentionally extinguish a candle while moving it if they hold down frob. The player will need to learn that holding frob will extinguish the candle. The player can change the delay period via the "tdm_frobhold_delay" cvar. Also, when the cvar is set to a delay of 0, the behavior matches TDM v2.11 and earlier, meaning the player would have to first "Frob/Interact" to pick up the candle and then press "Use Inv. Item" to extinguish it. Some players might unintentionally extinguish a candle when they are trying to move it or pick it up. They need to make sure to hold frob to initiate moving the candle. When a candle is unlit, it will highlight but do nothing on frob. That might confuse players. However, the player will likely learn after extinguishing several candles that an unlit candle still highlights. It makes sense that an already-extinguished candle cannot be extinguished on frob. The official "Training Mission" might need to have its instructions updated to correctly guide the player through candle manipulation training. Updating the training mission to include the hold frob to extinguish would probably be helpful. Similar Solutions In Fallout 4, frob uses an item and long-press frob picks it up. Goldwell's mission, "Accountant 2: New In Town", has candles that extinguish on frob without the need of picking them up first. Snatcher's TDM Modpack includes a "Blow / Ignite" item that allows the player to blow out candles Wesp5's Unofficial Patch provides a way to directly extinguish movable candles by frobbing. Demonstration Videos Note: The last two videos don't quite demonstrate the latest patch anymore. But the gist is the same. This feature proposal is best experienced in game, but some demonstration videos are better than nothing. The following videos show either a clear improvement or that the player is not slowed down with the change in controls. For example, "long-press" sounds long, but it really isn't. Video: Body Shouldering and Dragging The purpose of this video is to show that frob to shoulder a body is fast and long-press frob to drag a body is fast enough and accurate. Video: Long-Press Frob to Pick Up Candle The purpose of this video is to show how the long-press frob to pick up a candle isn't really much slower than regular frob. Video: Frob to Extinguish The purpose of this video -- if a bit contrived -- is to show the efficiency and precision of this proposed feature. The task in the video was for the player to as quickly and accurately as possible extinguish candles and put them back in their original positions. On the left, TDM v2.11 is shown. The player has to highlight each candle, press "Frob/Interact" to pick up, press "Use Inv. Item" to extinguish, make sure the candle is back in place, and finally press "Frob/Interact" to drop the candle. The result shows mistakes and candles getting misplaced. On the right, the proposed feature is shown. The player frobs to extinguish the candles. The result shows no mistakes and candles are kept in their original positions. Special Thanks @Wellingtoncrab was instrumental in improving this feature during its early stages. We had many discussions covering varying scenarios, pros, and cons, and how it would affect the gameplay and player experience. Originally, I had a completely different solution that added a special "use modifier" keybinding. He suggested the frob to use and long-press frob to pick up mechanics. I coded it up, gave it a try, and found it to be too good. Without his feedback and patience, this feature wouldn't be as good as it is. Thank you, @Wellingtoncrab! And, of note, @Wellingtoncrab hasn't been able to try it in game yet, because I'm using Linux and can't compile a Windows build for him. So, if this feature isn't good, that's my fault. Code Patch I'll post the code patch in another post below this one so that folks who compile TDM themselves can give this proposal a try in game. And, if you do, I look forward to your feedback! Player Complaints TTLG (2023-01-10) Player 1: TDM Forums (2021-03-13) Player 2: Player 3: TDM Forums (2023-06-17) Player 4: TDM Discord (2021-05-18) Player 5: TDM Discord (2023-02-14) Player 6: Player 7: Player 8:
  18. Why not? Seems this is not a feature but a bugfix.
  19. I upgraded from Windows 7 to Windows 10 for free. Does that not work anymore? If your objective is to keep running the same OS version for 15 years, I'm afraid you won't find Linux any better — as far as I know even Long Term Support releases don't go beyond 5 years unless you're a business who pays for extended support, and even that probably wouldn't give you more than 10 years. On the other hand, Linux upgrades are always free (assuming you're not using RHEL or another commercial distro), whereas Microsoft might require you to purchase an upgrade license.
  20. Edit: I don't know how often you want to use Linux, But I see the following options: Having Linux on a vitual environment (Hyper V) Dual booting Windows and Linux. Booting a Linux Live usb-stick and then booting tdm from a seperate Linux partition or harddrive (or maybe from that same usb-stick?). I never tried this, but possibly this is fast enough? You might need GPU passthrough for decent performance in Hyper V: https://www.techtarget.com/searchvirtualdesktop/tip/Running-GPU-passthrough-for-a-virtual-desktop-with-Hyper-V Also you need minimum Windows 11 pro (doesn't work on Home). Btw. I have no experience with Hyper V (because I don't use Windows)
  21. When I open the entitylist DR freezes a while while loading the entitylist. On very large missions this can be very long. At that moment at first it seemed the whole system freezes, but I found that I can still use the rest of the system with the keyboard, but not with the mouse. System: Manjaro Linux xfce Version DR: 3.8 Flatpack install
  22. A couple of users have pretty consistent crashes with High Expectations. I have also experienced crashes with Windows on my own machine, but very rarely. I have a debug build of 2.11, but I haven't been able to get it to crash under that yet. I've attached the logs that @irisx has provided, and @DavyJones has the exact same issue. The only thing that stood out to me was in the qconsole.log: The ambient 'snd_tunnels' (underground_forelone_loop_z) for location 'location_tunnels' is now playing. Getting threadname failed, reason: No such file or directory (2) --------- Game Map Shutdown ---------- @irisx did you say you also have some trace file? Do any other Linux users have this problem (or not)? The issue seems to occur about 1.5 seconds after the FM starts, or as soon as you start to provide input (move the mouse or start walking, etc). qconsole.log Darkmod.log
  23. In case anyone decides to pursue this further, here are a couple more references: https://discourse.gnome.org/t/pointer-warping-on-wayland/9197 https://gitlab.freedesktop.org/wayland/wayland-protocols/-/issues/158 Seems like this feature is also common in PCB design software. The "correct" solution would be to use Wayland's pointer locking interface and relative mouse events, which is essentially what the FreezePointer class accomplishes by continuously warping the pointer back to its original location. The complication is that the way it works now all goes through wxwidgets which then goes through gtk3 on Linux. To fully implement this, I think someone would have to: Create a platform-specific alternative to the cross-platform FreezePointer that we have now Make sure it's only called on Wayland, and only if the pointer locking API is available Work your way through the wxwidgets / gtk3 layers to get hold of the native wayland surface and pointer handles Reconcile the Wayland mouse events with the mouse events received by wxwidgets If someone was motivated enough to pick this up, it might make sense to try to build this in at the wxwidgets level and try to get it accepted there. It would help keep platform-specific code in the right place and also make a couple other projects happy.
  24. Wanted to ask here before reporting on the bug tracker. I use Manjaro Linux with KDE / Plasma: Due to numerous bugs I stuck to the X11 session and avoided Wayland, with most finally solved over the past years I decided to try switching to Wayland Plasma session again. TDM seems to be working great, DR starts up well but has one massive issue. On Wayland mouse capture and acceleration no longer seem to be working correctly. If I right-click the 3D viewport to go into mouselook or right-click-drag the 2D view, it will go in the direction of the mouse (or reverse) but greatly accelerated throwing the view to one side immediately. Currently this makes DR unusable as there's no way I can control the view. Looks like a hopefully minor thing to solve, but I'm curious if anyone else can reproduce it. If not what else do you suggest I look at? I tried toggling Discrete Movement in Settings - Camera but it seems to have no effect on the problem.
  25. Hello. I am trying to build TDM on Linux and am getting errors. I'm new to Linux, so don't judge too harshly. The game installs and works through the installer, I just want to try to make a reproducible build into a package. gcc-c++-10 cmake-3.20 + cmake -DCMAKE_SKIP_INSTALL_RPATH:BOOL=yes '-DCMAKE_C_FLAGS:STRING=-pipe -frecord-gcc-switches -Wall -g -O2' '-DCMAKE_CXX_FLAGS:STRING=-pipe -frecord-gcc-switches -Wall -g -O2' '-DCMAKE_Fortran_FLAGS:STRING=-pipe -frecord-gcc-switches -Wall -g -O2' -DCMAKE_INSTALL_PREFIX=/usr -DINCLUDE_INSTALL_DIR:PATH=/usr/include -DLIB_INSTALL_DIR:PATH=/usr/lib64 -DSYSCONF_INSTALL_DIR:PATH=/etc -DSHARE_INSTALL_PREFIX:PATH=/usr/share -DLIB_DESTINATION=lib64 -DLIB_SUFFIX=64 -S . -B x86_64-linux -DCMAKE_BUILD_TYPE=Release -- The C compiler identification is GNU 10.3.1 -- The CXX compiler identification is GNU 10.3.1 -- Detecting C compiler ABI info -- Detecting C compiler ABI info - done -- Check for working C compiler: /usr/bin/cc - skipped -- Detecting C compile features -- Detecting C compile features - done -- Detecting CXX compiler ABI info -- Detecting CXX compiler ABI info - done -- Check for working CXX compiler: /usr/bin/c++ - skipped -- Detecting CXX compile features -- Detecting CXX compile features - done -- Performing Test MSSE2_SUPPORTED -- Performing Test MSSE2_SUPPORTED - Success Determining SVN revision Setting up precompiled header for GCC -- Configuring done -- Generating done CMake Warning: Manually-specified variables were not used by the project: CMAKE_Fortran_FLAGS CMAKE_SKIP_INSTALL_RPATH INCLUDE_INSTALL_DIR LIB_DESTINATION LIB_INSTALL_DIR LIB_SUFFIX SHARE_INSTALL_PREFIX SYSCONF_INSTALL_DIR -- Build files have been written to: /usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux + cmake --build x86_64-linux --verbose --parallel 4 gmake: Entering directory '/usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux' /usr/bin/cmake -P /usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux/CMakeFiles/VerifyGlobs.cmake /usr/bin/cmake -S/usr/src/RPM/BUILD/thedarkmod-2.11 -B/usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux --check-build-system CMakeFiles/Makefile.cmake 0 gmake: Leaving directory '/usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux' gmake: Entering directory '/usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux' /usr/bin/cmake -E cmake_progress_start /usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux/CMakeFiles /usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux//CMakeFiles/progress.marks gmake: Leaving directory '/usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux' /usr/bin/gmake -f CMakeFiles/Makefile2 all /usr/bin/gmake -f CMakeFiles/TheDarkMod.dir/build.make CMakeFiles/TheDarkMod.dir/depend gmake[2]: Entering directory '/usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux' [ 0%] Copying header /usr/bin/cmake -E copy_if_different /usr/src/RPM/BUILD/thedarkmod-2.11/idlib/precompiled.h /usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux/TheDarkMod_pch/precompiled.h gmake[2]: Leaving directory '/usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux' gmake[2]: Entering directory '/usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux' [ 0%] Precompiling header /usr/bin/c++ @/usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux/TheDarkMod_pch/compile_flags.rsp -x c++-header -o /usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux/TheDarkMod_pch/precompiled.h.gch /usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux/TheDarkMod_pch/precompiled.h In file included from /usr/src/RPM/BUILD/thedarkmod-2.11/idlib/bv/Bvh.h:19, from /usr/src/RPM/BUILD/thedarkmod-2.11/idlib/../renderer/Model.h:19, from /usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux/TheDarkMod_pch/precompiled.h:75: /usr/src/RPM/BUILD/thedarkmod-2.11/idlib/bv/CircCone.h: In member function 'idCircCone& idCircCone::Transform(const idMat3&)': /usr/src/RPM/BUILD/thedarkmod-2.11/idlib/bv/CircCone.h:166:1: error: no return statement in function returning non-void [-Werror=return-type] 166 | } | ^ /usr/src/RPM/BUILD/thedarkmod-2.11/idlib/bv/CircCone.h: In member function 'idCircCone& idCircCone::Negate()': /usr/src/RPM/BUILD/thedarkmod-2.11/idlib/bv/CircCone.h:169:1: error: no return statement in function returning non-void [-Werror=return-type] 169 | } | ^ cc1plus: some warnings being treated as errors gmake[2]: *** [CMakeFiles/TheDarkMod.dir/build.make:80: TheDarkMod_pch/precompiled.h.gch] Error 1 gmake[2]: Leaving directory '/usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux' gmake[1]: *** [CMakeFiles/Makefile2:82: CMakeFiles/TheDarkMod.dir/all] Error 2 gmake: *** [Makefile:91: all] Error 2 error: Bad exit status from /usr/src/tmp/rpm-tmp.8903 (%build) RPM build errors: Bad exit status from /usr/src/tmp/rpm-tmp.8903 (%build) Command exited with non-zero status 1 9.77user 1.88system 0:13.02elapsed 89%CPU (0avgtext+0avgdata 388056maxresident)k 181768inputs+834096outputs (127major+186554minor)pagefaults 0swaps It looks like the problem is in CircCone.h, I looked what exactly is there. ID_INLINE idCircCone &idCircCone::Transform( const idMat3 &rotation ) { axis = rotation * axis; } I'm not a programmer and don't understand how to fix this. For the test, I tried to build TDM version 2.10. is going, but this file is not there.
×
×
  • Create New...