Yet another 96 GCC patch

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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cyber-menace
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Post by cyber-menace »

Here's a task for you Chris. See if you can convert Doom Builder's source to Linux. It doesn't work in Wine and it's currently the only reason I bother with Windows.
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Chris
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Post by Chris »

IIRC, Doom Builder uses Direct3D, right? Plus, it more than likely uses the WinAPI for menus and stuff. There's no way I can not only figure it out, but convert it to something Linux can use. :/
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Chilvence
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Post by Chilvence »

The interface is done with Visual basic apparently. So that would be a case of gutting the entire thing and then trying to glue it back together I guess :)
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jallamann
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Post by jallamann »

Doom Builder in Linux would be cool, but I guess that the renderer would have to be changed to OpenGL or something... Which would mean work.
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Your Name Is
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Post by Your Name Is »

Nevermind, I am confused, sorry
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cyber-menace
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Post by cyber-menace »

Chris wrote:IIRC, Doom Builder uses Direct3D, right? Plus, it more than likely uses the WinAPI for menus and stuff. There's no way I can not only figure it out, but convert it to something Linux can use. :/
I figured as much. BAH! If only someone had made a decent Linux editor I wouldn't have to map in Windows.
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Post by Tammy »

Yahoo thinks forum reply notifications are spam. Anyway....
Chris wrote:This seems to happen when Timidity crashes/doesn't run.. the filepipe gets broken, and I can't figure out how to stop SIGPIPE from occuring. Until I can figure this out (and perhaps supply an ALSA alternative), you'll just have to keep music off (unless you can figure out why Timidity isn't running).
I've tried capturing signals before. Let's see.

Code: Select all

#include <signal.h>
...
signal(SIGPIPE, SIG_IGN);
Might something like that work?
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Chris
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Post by Chris »

That'd work, but I'm not very keen on disabling a signal because it's bothersome you. The best thing to do would be to fix it properly so it doesn't happen in the first place.
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Hirogen2
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Post by Hirogen2 »

jallamann wrote:Doom Builder in Linux would be cool, but I guess that the renderer would have to be changed to OpenGL or something... Which would mean work.
But we would benefit. This is because OpenGL also exists on Windows! As for the rest, I'd try/use WX.
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Post by jallamann »

Hirogen2 wrote:But we would benefit. This is because OpenGL also exists on Windows! As for the rest, I'd try/use WX.
OpenGL is portable and that would mean that it can run on a gazillion different platforms. Goodie. To run DB natively would require work because IIRC Doom Builder is written in VB and not any kind of standardized, portable language. Baddie. Porting it to C++ or something similar would also mean much work, more than changing from D3D to OGL...
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Jim
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Post by Jim »

Hirogen2 wrote:
jallamann wrote:Doom Builder in Linux would be cool, but I guess that the renderer would have to be changed to OpenGL or something... Which would mean work.
But we would benefit. This is because OpenGL also exists on Windows! As for the rest, I'd try/use WX.
The real problem is that Doom Builder uses Visual Basic.
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Hirogen2
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Post by Hirogen2 »

More like visual beginner. If it was about the simplicity of the langauge, Perl could have also been a way. I am serious, since e.g. Frozen Bubble uses SDLperl (SDL can do GL/D3D), yet it's not so slow that nobody would/could play it.
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Hirogen2
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Post by Hirogen2 »

This patch works wonderful. May I put it up on SF?
I don't got sound (as always)... but once.
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Hirogen2
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Post by Hirogen2 »

Your Name Is wrote:Not everyone has Linux
Not everyone has windows. And on top of that, tar, gzip and bzip2 are open _and_ available for Windows, while unrar and unace do not fulfill both.
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