[Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Postby Titan314 » Sat Dec 19, 2015 8:01 am

Marrub wrote:You don't need to ask, that's what the license is for. :P


Ok thanks :D , I was just asking to be sure.
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Postby Doctor Nick » Sun Dec 27, 2015 2:35 pm

What are you going to do about the DUMB library? That license isn't GPL-compatible.
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Postby Cryomundus » Sun Dec 27, 2015 3:35 pm

Doctor Nick wrote:What are you going to do about the DUMB library? That license isn't GPL-compatible.


Just by reading it, it sounds like it basically gives the exact same rights as gpl, or at least very close.
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Postby Gez » Sun Dec 27, 2015 6:03 pm

Doctor Nick wrote:What are you going to do about the DUMB library? That license isn't GPL-compatible.

You need to get the full text of the license. Clause 6 states without ambiguity:
Code: Select allExpand view
6. No clause in this licence shall prevent this software from being depended
   upon by a product licensed under the GNU General Public Licence. If such a
   clause is deemed to exist, Debian, then it shall be respected in spirit as
   far as possible and all other clauses shall continue to apply in full
   force.
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Postby Doctor Nick » Mon Dec 28, 2015 1:10 pm

Gez wrote:
Doctor Nick wrote:What are you going to do about the DUMB library? That license isn't GPL-compatible.

You need to get the full text of the license. Clause 6 states without ambiguity:
Code: Select allExpand view
6. No clause in this licence shall prevent this software from being depended
   upon by a product licensed under the GNU General Public Licence. If such a
   clause is deemed to exist, Debian, then it shall be respected in spirit as
   far as possible and all other clauses shall continue to apply in full
   force.


ah hah, ok.
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Postby Mr.Enchanter » Mon Dec 28, 2015 2:25 pm

How hard would it be to make creating graphics for the Hexen startup to use a normal image format?
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Postby Jaxxoon R » Mon Jan 11, 2016 10:46 pm

I'm having a bit of issue trying to compile this, in VS 2013 I get the error message:
Code: Select allExpand view
Error   1   error C1083: Cannot open include file: 'al.h': No such file or directory   c:\users\jack\desktop\gloome-master\src\sound\oalsound.h   8   1   gloome

If anybody can tell me what this is all about, please do. I am become confuse.
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Postby Marrub » Wed Jan 13, 2016 2:32 am

Jaxxoon R wrote:I'm having a bit of issue trying to compile this, in VS 2013 I get the error message:
Code: Select allExpand view
Error   1   error C1083: Cannot open include file: 'al.h': No such file or directory   c:\users\jack\desktop\gloome-master\src\sound\oalsound.h   8   1   gloome

If anybody can tell me what this is all about, please do. I am become confuse.

You're using the wrong directory, you need to set the include path for OpenAL to ...\include\AL and not ...\include.
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Postby Jaxxoon R » Wed Jan 13, 2016 9:37 am

Thanks, but now I'm getting 47 "...error LNK2019: unresolved external symbol __imp__..." errors in regards to OpenAL.
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Postby Marrub » Wed Jan 13, 2016 9:45 am

Jaxxoon R wrote:Thanks, but now I'm getting 47 "...error LNK2019: unresolved external symbol __imp__..." errors in regards to OpenAL.

You're probably using the wrong .lib version, there should be one for x86 and one for x64, make sure it matches your compiler's.
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Postby Titan314 » Sat Jan 23, 2016 12:26 pm

Mr.Enchanter wrote:How hard would it be to make creating graphics for the Hexen startup to use a normal image format?


Are you asking this because you are having trouble creating the notch graphics? If so, slade version 3.1.0 beta 1 is able to do it
correctly. https://github.com/sirjuddington/SLADE/releases/tag/3.1.0_b1
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Postby Legend » Sun Jan 24, 2016 12:23 pm

Just curious, is it possible to plug in nocturne in yellow into an older version of gzdoom? I'm still stuck on holder hardware and can't run the most recent gzdoom, and thus gloom either. Just curious.

The game certainly looks cool.
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Postby wildweasel » Sun Jan 24, 2016 12:30 pm

Doesn't GLOOME use the old GZDoom renderer, though?
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Postby Titan314 » Sun Jan 24, 2016 3:40 pm

Ya, it is based off of the 1.8 renderer.
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Postby ibm5155 » Sun Jan 24, 2016 4:49 pm

Well, maybe he has an voodoo 3 or some ati rage
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