Jump to content
The Dark Mod Forums

Linux build again


duzenko

Recommended Posts

I have 8gb and it compiles with no issue here. ( Linux Mint 19.3 )

One thing I do is limit the number of threads to your core count:

make -j$(nproc)

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Link to comment
Share on other sites

If I had such problem, I'd look for the object files of GLAD, where these functions are defined.
If they are present, then run objdump to check that the missing symbols are indeed there or missing (they might have slightly different name for instance).
If they are missing, then review the whole compilation log for appropriate .c files.

Link to comment
Share on other sites

22 hours ago, stgatilov said:

If I had such problem, I'd look for the object files of GLAD, where these functions are defined.
If they are present, then run objdump to check that the missing symbols are indeed there or missing (they might have slightly different name for instance).
If they are missing, then review the whole compilation log for appropriate .c files.

I actually can't find any .obj's - where are they supposed to be? Near their .cpp's?

Link to comment
Share on other sites

8 minutes ago, duzenko said:

It's crazy

I still don't get any .o files or even build\linux64 folder

However make -j$(nproc) succeeds

Ok, I think it depends on how you ran CMake.

This is the script use:

cd ../darkmod_src
cmake -B build/linux64 -DCMAKE_BUILD_TYPE=Release
cmake --build build/linux64 -j 6
cd ../darkmod

If you did not set it, then you have it in some different place.

Link to comment
Share on other sites

7 minutes ago, duzenko said:

I remember in the good old scons days we could change something and the second compile would be fast. Now every time I run make it just rebuilds the whole codebase. Is there a way to quickly edit and run?

CMake + make is no different from that!

When I run my script, it only compiles the cpp files that have changed.
Of course, with massive PCH you often have to recompile everything, which is not a problem for Windows, but a lot of time for Linux.

Also, there are some first steps (like creating PCH) which take much time, which is rather annoying too.

  • Like 1
Link to comment
Share on other sites

Windowed mode + console is the only way I can get the mouse back on Linux. I think it's unavoidable: the game is capturing the mouse for freelook and does not give it back until you do something which interrupts the game, e.g. bringing down the console.

Link to comment
Share on other sites

21 minutes ago, OrbWeaver said:

Windowed mode + console is the only way I can get the mouse back on Linux. I think it's unavoidable: the game is capturing the mouse for freelook and does not give it back until you do something which interrupts the game, e.g. bringing down the console.

This still happens when "in_grabMouse" is set to 1 ?

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Link to comment
Share on other sites

22 minutes ago, OrbWeaver said:

Windowed mode + console is the only way I can get the mouse back on Linux. I think it's unavoidable: the game is capturing the mouse for freelook and does not give it back until you do something which interrupts the game, e.g. bringing down the console.

You mean you have this problem as well? Did it start last year after switch to GLFW?

Link to comment
Share on other sites

23 hours ago, duzenko said:

You mean you have this problem as well? Did it start last year after switch to GLFW?

It's been like that for as long as I can remember, and I never really considered it a problem as such. This is a 3D game with constant mouselook — I expect it to grab the mouse while it is in the foreground.

23 hours ago, nbohr1more said:

This still happens when "in_grabMouse" is set to 1 ?

With in_grabMouse 1 I get a permanently grabbed mouse, as if I were playing the game exclusively. Bringing down the console releases the mouse, as does Alt+Tab or Super+Tab to another application.

With in_grabMouse 0 the normal cursor displays on top of the window, in addition to the TDM cursor (if on a menu screen). If the cursor is moved outside of the window, the game stops receiving mouse events, which means there is a limit to how far you can rotate the player camera. This is probably useful for testing GUIs and menus but doesn't seem that useful for actual player navigation.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
    • nbohr1more

      Looks like the "Reverse April Fools" releases were too well hidden. Darkfate still hasn't acknowledge all the new releases. Did you play any of the new April Fools missions?
      · 5 replies
    • The Black Arrow

      Hope everyone has the blessing of undying motivation for "The Dark Mod 15th Anniversary Contest". Can't wait to see the many magnificent missions you all may have planned. Good luck, with an Ace!
      · 0 replies
×
×
  • Create New...