since 1 yera I'm a linux user...but very newbie..so I was just thinking:
It is possible to make portable zdoom/gzdoom versions? So you just unzip the files in a directory, execute the binary files et voilà..





Moderators: GZDoom Developers, Raze Developers
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#!/bin/bash
./zdoom -shotdir . -config ./zdoom.ini -savedir . $*
How up-to-date is ZDoom on this repository? Does it build the latest revision on a daily (or insert some other time frame here) basis?Blzut3 wrote:On Linux based operating systems the "portable" method of installation is unusual. It can be done, but you're going to make your life a lot harder trying. If you are using a debian based distribution you can install ZDoom and GZDoom though a package repository: http://debian.drdteam.org/
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[ 86%] /usr/bin/cmake: /usr/local/lib/libz.so.1: no version information available (required by /usr/lib/x86_64-linux-gnu/libxml2.so.2)
Building CXX object src/CMakeFiles/zdoom.dir/sound/fmodsound.o
/home/daniel/trunk/src/sound/fmodsound.cpp:201:19: error: ‘FMOD_SPEAKERMODE_PROLOGIC’ was not declared in this scope
make[2]: *** [src/CMakeFiles/zdoom.dir/sound/fmodsound.o] Error 1
make[1]: *** [src/CMakeFiles/zdoom.dir/all] Error 2
make: *** [all] Error 2
i assumed that SSE option forces SSE code on, not enables sse autodetection in zdoom. i'd like to be corrected on this by someone in the know.Blzut3 wrote:You can remove the if statement near the line that it's erroring out on and then it should compile fine. I guess the real question is though, why are you compiling without SSE? ZDoom checks the processor flags to determine if SSE can be executed and then falls back to the slower code if not.
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if (CPU.bSSE2)
{
func = ClassifyLineSSE2;
diff = int((char *)ClassifyLineSSE2 - (char *)calleroffset);
}
else
{
func = ClassifyLine2;
diff = int((char *)ClassifyLine2 - (char *)calleroffset);
}