Nash's SVN builds - DISCONTINUED.

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Nash
 
 
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Re: Nash's SVN builds - an alternative custom build source

Post by Nash »

Bump. I've decided to screw the whole automated process thing as it was getting... well... a little cost inefficient. :P

I will start doing manual updates and uploads just because I love you guys. :P

What this means is... numbered filenames! Yay!
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Enjay
 
 
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Re: Nash's SVN builds - an alternative custom build source

Post by Enjay »

Nash wrote:I will start doing manual updates and uploads just because I love you guys. :P
And we love you too. :wub:
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QBasicer
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Re: Nash's SVN builds - an alternative custom build source

Post by QBasicer »

Stickied? I'm not sure if it was before, but it is now.
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Nash
 
 
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Re: Nash's SVN builds - an alternative custom build source

Post by Nash »

Thanks Q. I still believe stickying this thread is useful because there is a medium amount of chance that this information is missed, even if it's on the wiki - and I'm speaking from actual experience...
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esselfortium
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Re: Nash's SVN builds - an alternative custom build source

Post by esselfortium »

Nice, now I don't have to hunt through Editing to find this (too lazy to bookmark it, heh)! Have you had any luck compiling Eternity?
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Nash
 
 
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Re: Nash's SVN builds - an alternative custom build source

Post by Nash »

Bump. I will be away from any form of gaming modding activity until this weekend, which includes updating and compiling SVNs, so there will be no updates until Sunday. Sorry for any inconveniences caused.

(Hopefully by then, Graf would have also had the chance to properly update the GZDoom repository so that it'll compile error-free because I'm getting fed up of having to figure out which files I have to manually copy from ZDoom's source into GZDoom's...)

(BTW, I still haven't tried compiling Eternity yet. I already have all the information I need... I'm just lazy XD)
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leileilol
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Re: Nash's SVN builds - an alternative custom build source

Post by leileilol »

good, hopefully i don't see the evil r_detail removed svn build
Gez
 
 
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Re: Nash's SVN builds - an alternative custom build source

Post by Gez »

leileilol wrote:good, hopefully i don't see the evil r_detail removed svn build
You mean this build? It's a bit old news...

If you want to put r_detail back in your own build, you've got to undo some of these changes:
http://zdoom.org/svndiff/1134/zdoom/tru ... _video.cpp
http://zdoom.org/svndiff/1134/zdoom/trunk/src/r_draw.h
http://zdoom.org/svndiff/1134/zdoom/tru ... r_draw.cpp
http://zdoom.org/svndiff/1134/zdoom/tru ... ptions.cpp

Maybe others as well.
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Siggi
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Re: Nash's SVN builds - an alternative custom build source

Post by Siggi »

r_detail? As in the pixel doubling mode thing?
I think r_detail became pointless when it stopped doing anything other than making everything look worse, because that is all it did. ZDoom ran the same with or without it. If it has been removed, I honestly didn't notice.
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Enjay
 
 
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Re: Nash's SVN builds - an alternative custom build source

Post by Enjay »

I never, ever used the "low detail" mode even waaay back with doom.exe. It always looked like ass. It was there to allow Doom to run on machines that weren't really man enough for the job almost a decade and a half ago. It seems utterly pointless in a source port designed to work on newer machines than the original exe was and under an operating system also aimed at newer machines.
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Rachael
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Re: Nash's SVN builds - an alternative custom build source

Post by Rachael »

I hate to play devil's advocate, but r_detail is still useful, to some degree. It may sound weird, but my LCD screen is really really bad with low resolution modes. I had an older video card (before I repaired this thing), and 1680x1050 was just too harsh on it. r_detail did the trick. Of course, it's of no use to me now, because everything has since been upgraded, but this situation was only about a month ago.
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Graf Zahl
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Re: Nash's SVN builds - an alternative custom build source

Post by Graf Zahl »

Nash, I'd really appreciate if you could post the MAP files for your builds somewhere so that Randy and I can look up the crash logs for them. Far too often we had a crash log and couldn't use it because the addresses did not match.
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Nash
 
 
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Re: Nash's SVN builds - an alternative custom build source

Post by Nash »

Okay, I will. Sorry for the inconveniences. I'll start uploading them separately (revision-numbered of course) so that whenever you need them, you can just download it instead of having to download the whole binary archive.

EDIT: Done. http://nash.wanzafran.com/doomstuff/svn/zdoom-r1184.map and http://nash.wanzafran.com/doomstuff/svn/gzdoom-r164.map - future updates will follow a similar process.
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randi
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Re: Nash's SVN builds - an alternative custom build source

Post by randi »

leileilol wrote:good, hopefully i don't see the evil r_detail removed svn build
You do have the -2 and -4 command line options now, but they're only if you're trying to run on a screen larger than 320x200. Are you?
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Nash
 
 
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Re: Nash's SVN builds - an alternative custom build source

Post by Nash »

Important update!

Updates will be a bit slower because I've recently assembled a new computer, and it's my first time using Vista, so I'll need some time to get used to the OS, re-install my old setup and stuff.

But more importantly, I have put up an important poll.

Originally, my intentions were to take over where RazTK left off. Back then, RazTK was the only source of SVN executables, but he eventually stopped updating and ZDoom users were stuck with a very old revision for a very long time and I felt that I should step up and take over his role.

It has come to my attention that SoulPriestess has setup an SVN archive over at DRDTeam. With two people doing essentially the same thing, I begin to wonder if I should even bother doing what I do or not.

I don't see much point in me taking the effort to keep updating and uploading newer versions if someone else is also doing it (and may be doing a better/more consistant job at it).

Opinions please.

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