View previous topic :: View next topic |
Author |
Message |
grinch Apprentice
Joined: 30 Jan 2003 Posts: 151
|
Posted: Fri Apr 04, 2003 1:39 am Post subject: I <3 icculus! |
|
|
http://icculus.org/duke3d/
bookmarc posted this in the new game announcement thread, but we aren't aloud to chat there so I decided to make a new topic, anyway here's what I wanted to say:
HOLY S**T THAT WAS FAST! _________________ the linux gaming guy! |
|
Back to top |
|
|
Bookmarc n00b
Joined: 21 Dec 2002 Posts: 24 Location: Quebec, Canada
|
Posted: Fri Apr 04, 2003 2:15 am Post subject: 2 days ... |
|
|
Source came out April 1st .... port released April 3rd ...
Fast indeed ! |
|
Back to top |
|
|
Visnu Tux's lil' helper
Joined: 10 Mar 2003 Posts: 93
|
Posted: Fri Apr 04, 2003 4:18 am Post subject: |
|
|
Anyone else having troubles getting these to compile from CVS? |
|
Back to top |
|
|
MadEgg l33t
Joined: 06 Jun 2002 Posts: 678 Location: Netherlands
|
Posted: Fri Apr 04, 2003 12:47 pm Post subject: |
|
|
Well, I did using GCC 3.2.2. But when I switched to GCC 2.95 it compiled fine.
The game runs, gfx are all ok etc, but I do not get any sound at all. The same thing as happened to me for the ROTT port. Does icculus use some alternative sdl_sound lib or something?
I would really like to have sound with my game, and the icculus duke3d site says it should work _________________ Pentium 4 Prescott 3,2 GHz
Asus P4P800 SE, i865PE chipset
1024 MB PC3200 RAM
AOpen Aeolus GeForce 6800 Ultra 256 MB DDR2
Creative Audigy2 ZS
gentoo-sources-2.6.20-r7
nVidia-drivers version 9755 |
|
Back to top |
|
|
BlueShift Tux's lil' helper
Joined: 04 Jun 2002 Posts: 114 Location: Belgium
|
Posted: Fri Apr 04, 2003 1:04 pm Post subject: |
|
|
I tried to compile it with gcc 3.2.2 and that didn't work. When I removed the -ansi and -pedantic options and changed -Werror to -Wall in the makefile it compiled (with a lot of warnings, but no errors)
Unfortunately I can't try running it since I don't have the game CD here. I'll try later with an original duke3D CD but I don't have the atomic edition so I don't think it's gonna work. |
|
Back to top |
|
|
MadEgg l33t
Joined: 06 Jun 2002 Posts: 678 Location: Netherlands
|
Posted: Fri Apr 04, 2003 5:03 pm Post subject: |
|
|
Nope it doesn't. I tried it first with the Duke3D 1.3D files but they don't work, you really need 1.5. _________________ Pentium 4 Prescott 3,2 GHz
Asus P4P800 SE, i865PE chipset
1024 MB PC3200 RAM
AOpen Aeolus GeForce 6800 Ultra 256 MB DDR2
Creative Audigy2 ZS
gentoo-sources-2.6.20-r7
nVidia-drivers version 9755 |
|
Back to top |
|
|
Severcore n00b
Joined: 07 Dec 2002 Posts: 10 Location: Belton, TX
|
Posted: Fri Apr 04, 2003 6:44 pm Post subject: |
|
|
Code: |
pragmas_gnu.c:2141: warning: string length `623' is greater than the length `509' ISO C89 compilers are required to support
make: *** [pragmas_gnu.o] Error 1
|
Is this the sort of errror you guys have been getting with gcc-3.2.2?
I'm getting this error whenever I do a make in the buildengine directory. Just curious. |
|
Back to top |
|
|
Bookmarc n00b
Joined: 21 Dec 2002 Posts: 24 Location: Quebec, Canada
|
Posted: Fri Apr 04, 2003 10:06 pm Post subject: |
|
|
yes same error on my side .... |
|
Back to top |
|
|
MadEgg l33t
Joined: 06 Jun 2002 Posts: 678 Location: Netherlands
|
Posted: Sat Apr 05, 2003 9:13 am Post subject: |
|
|
Yes, that's the one. Using gcc 2.95 solves it. _________________ Pentium 4 Prescott 3,2 GHz
Asus P4P800 SE, i865PE chipset
1024 MB PC3200 RAM
AOpen Aeolus GeForce 6800 Ultra 256 MB DDR2
Creative Audigy2 ZS
gentoo-sources-2.6.20-r7
nVidia-drivers version 9755 |
|
Back to top |
|
|
BlueShift Tux's lil' helper
Joined: 04 Jun 2002 Posts: 114 Location: Belgium
|
Posted: Sat Apr 05, 2003 12:13 pm Post subject: |
|
|
Yes, that's the error I got and with the changes to the Makefile I mentioned earlier it compiles fine without the need to use gcc-2.95 (Now I just need to find an atomic edition to see if it actually runs) |
|
Back to top |
|
|
dweebs0r Apprentice
Joined: 21 Jan 2003 Posts: 177
|
Posted: Sun Apr 06, 2003 3:19 am Post subject: gcc |
|
|
Hmm, I get the same error. How do I emerge an older gcc for the compile and then return to my present gcc? I dont want to switch to the older gcc for everything when all I'll need it for is this one proggie. Any suggestions/instructions would be appreciated.
Thanks for the time and info.
--Dweebs |
|
Back to top |
|
|
dweebs0r Apprentice
Joined: 21 Jan 2003 Posts: 177
|
Posted: Sun Apr 06, 2003 4:27 am Post subject: |
|
|
Made the changes suggested to the build engine Makefile and I was able to compile the build engine and then the duke3d binary. Unfortunately, I havent yet been able to get the game to run. For some reason, it locks up my system and when I switch to another desktop to kill the process, KDE crashes as well leaving me setting at a command prompt. I may end up having to wait for a more stable build, methinks.
--Dweebs |
|
Back to top |
|
|
Visnu Tux's lil' helper
Joined: 10 Mar 2003 Posts: 93
|
Posted: Sun Apr 06, 2003 9:40 am Post subject: |
|
|
dweebs0r wrote: | Made the changes suggested to the build engine Makefile and I was able to compile the build engine and then the duke3d binary. Unfortunately, I havent yet been able to get the game to run. For some reason, it locks up my system and when I switch to another desktop to kill the process, KDE crashes as well leaving me setting at a command prompt. I may end up having to wait for a more stable build, methinks.
--Dweebs |
Does it give you any error messages? Whenever I start the game it crashes saying things about the game.con. Anyone else have this problem?
Code: |
visnu@Hal duke3d $ ./duke3d
Duke Nukem 3D v1.4 - Atomic Edition Copyright (c) 1996 3D Realms Entertainment
Using Setup file: 'DUKE3D.CFG'
STUB: CONTROL_ClearAssignments (CONTROL_ClearAssignments, control.c:161)
STUB: CONTROL_MapAnalogAxis (CONTROL_MapAnalogAxis, control.c:261)
STUB: CONTROL_SetAnalogAxisScale (CONTROL_SetAnalogAxisScale, control.c:281)
STUB: CONTROL_MapAnalogAxis (CONTROL_MapAnalogAxis, control.c:261)
STUB: CONTROL_SetAnalogAxisScale (CONTROL_SetAnalogAxisScale, control.c:281)
Compiling: 'GAME.CON'.
Including: 'DEFS.CON'.
Including: 'USER.CON'.
* ERROR!(L108) Parameter '//' is undefined.
* ERROR!(L108) Parameter 'Weapon' is undefined.
* ERROR!(L108) Parameter 'Strengths' is undefined.
* ERROR!(L109) Parameter 'define' is undefined.
* ERROR!(L109) Expecting key word, but found 'KNEE_WEAPON_STRENGTH'.
* ERROR!(L109) Expecting key word, but found '10'.
* ERROR!(L1386) Parameter 'KNEE_WEAPON_STRENGTH' is undefined.
Found 0 warning(s), 7 error(s).
Errors found in GAME.CON file. You should backup the original copies
before attempting to modify them. Do you want to use the
internal defaults (Y/N)?
|
After I choose yes, it freezes. I did replace the standard .cons with the ones from Testdata like instructed. |
|
Back to top |
|
|
MadEgg l33t
Joined: 06 Jun 2002 Posts: 678 Location: Netherlands
|
Posted: Sun Apr 06, 2003 1:21 pm Post subject: |
|
|
I don't have problems with those.
But duke talks with a messed up voice and I don't hear any music at all... midi playing not working somewhere _________________ Pentium 4 Prescott 3,2 GHz
Asus P4P800 SE, i865PE chipset
1024 MB PC3200 RAM
AOpen Aeolus GeForce 6800 Ultra 256 MB DDR2
Creative Audigy2 ZS
gentoo-sources-2.6.20-r7
nVidia-drivers version 9755 |
|
Back to top |
|
|
dweebs0r Apprentice
Joined: 21 Jan 2003 Posts: 177
|
Posted: Mon Apr 07, 2003 2:12 am Post subject: |
|
|
Well, using tonights code from cvs I can compile the binaries
without modifying the Makefile. Problem is, I still cant get the
game to play!! Here is the error msg I get:
Quote: | Duke Nukem 3D v1.4 - Atomic Edition Copyright (c) 1996 3D Realms Entertainment
Using Setup file: 'DUKE3D.CFG'
STUB: CONTROL_ClearAssignments (CONTROL_ClearAssignments, control.c:161)
STUB: CONTROL_MapAnalogAxis (CONTROL_MapAnalogAxis, control.c:261)
STUB: CONTROL_SetAnalogAxisScale (CONTROL_SetAnalogAxisScale, control.c:281)
STUB: CONTROL_MapAnalogAxis (CONTROL_MapAnalogAxis, control.c:261)
STUB: CONTROL_SetAnalogAxisScale (CONTROL_SetAnalogAxisScale, control.c:281)
Compiling: 'GAME.CON'.
Including: 'DEFS.CON'.
Including: 'USER.CON'.
Code Size:64840 bytes(1794 labels).
STUB: CONTROL_Startup (CONTROL_Startup, control.c:246)
* Hold Esc to Abort. *
Loading art header.
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
STUB: CONTROL_DefineFlag (CONTROL_DefineFlag, control.c:150)
Checking music inits.
Checking sound inits.
RTS Manager Started.
Adding DUKE.RTS.
Using .RTS file:DUKE.RTS
Loading palette/lookups.
STUB: CONTROL_Shutdown (CONTROL_Shutdown, control.c:251)
Map E1L1.map not found! |
Sorry for the long msg!!
--Dweebs |
|
Back to top |
|
|
MadEgg l33t
Joined: 06 Jun 2002 Posts: 678 Location: Netherlands
|
Posted: Mon Apr 07, 2003 5:41 am Post subject: |
|
|
If had that message as well, it turned out I was using the wrong duke3d.grp. You should really only try to use the duke3d.grp from Atomic duke nukem 3d v1.5(so not 1.4).
There's something about the case of the mapnames in the other .grp files I guess but I'm not sure. _________________ Pentium 4 Prescott 3,2 GHz
Asus P4P800 SE, i865PE chipset
1024 MB PC3200 RAM
AOpen Aeolus GeForce 6800 Ultra 256 MB DDR2
Creative Audigy2 ZS
gentoo-sources-2.6.20-r7
nVidia-drivers version 9755 |
|
Back to top |
|
|
Phreakazoid_ Tux's lil' helper
Joined: 11 Feb 2003 Posts: 76 Location: Sydney, Australia
|
Posted: Mon Apr 07, 2003 8:32 am Post subject: |
|
|
Go Icculus!
|
|
Back to top |
|
|
dufnutz Apprentice
Joined: 01 May 2002 Posts: 209
|
Posted: Tue Apr 08, 2003 7:26 pm Post subject: |
|
|
MadEgg wrote: | If had that message as well, it turned out I was using the wrong duke3d.grp. You should really only try to use the duke3d.grp from Atomic duke nukem 3d v1.5(so not 1.4).
There's something about the case of the mapnames in the other .grp files I guess but I'm not sure. |
I tried downloading the 1.4 -> 1.5 patch and installing that through dosemu but the install file tells me that i dont have an x86 cpu any idea for a work around? |
|
Back to top |
|
|
mario Guru
Joined: 20 Apr 2002 Posts: 400 Location: Mountain View, CA
|
Posted: Wed Apr 09, 2003 12:15 am Post subject: Duke Atomic |
|
|
For some reason Duke kind of works with root user only if I don't copy the supplied .con files, and doesn't work at all if I do.
I'd say give them one more month to get it stable and a gl port will come shortly also. I'd say the magnitude of this release is greater than that of Doom, since ID has been linux-minded for a long time. We may get 3d realms on our side.
I really hope companies will realise how great commercial software is when it is open-source. I think the deal is:
- you get the money
- we get to play with it any way we want and you benefit from that too and save some money and in turn make your next product cheaper since after-release maintainance will be done by volunteers
This is the new model of survival for software companies. They still need to learn to appreciate it. |
|
Back to top |
|
|
Visnu Tux's lil' helper
Joined: 10 Mar 2003 Posts: 93
|
Posted: Wed Apr 09, 2003 1:57 am Post subject: |
|
|
OK now whenever I try to run duke3d, i get an SDL Parachute error and it segfaults. Any ideas on whats wrong? - Fixed.
Now I think it hanges at Loading Palettes part, unless it just takes an extremely long time... |
|
Back to top |
|
|
Influence n00b
Joined: 29 Mar 2003 Posts: 7
|
Posted: Sun Apr 27, 2003 12:45 pm Post subject: |
|
|
Visnu wrote: | OK now whenever I try to run duke3d, i get an SDL Parachute error and it segfaults. Any ideas on whats wrong? - Fixed.
|
How did you fixed that? |
|
Back to top |
|
|
cylgalad Veteran
Joined: 18 Apr 2003 Posts: 1327 Location: France
|
Posted: Mon Apr 28, 2003 9:38 am Post subject: |
|
|
The cvs version runs well on my PC except a couple of issues (I can't load my savegames anymore when launching it again...) and some random segfault while playing (well it happened once).
But this game is still so much funnier than some hype games... |
|
Back to top |
|
|
|