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MasterOFDeath
... in rememberance ...
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Post by MasterOFDeath »

Could there be a guide on the front page where the sources are to help with compiling on Debian and such? It looks like I'm not the only Ubuntu/Debian user floating around. And I'd like to probaly help with this project somewhat.
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Bio Hazard
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Post by Bio Hazard »

There's already a big page in the WIKI about compiling in Linux. Go check that out.

Actually, I need to clean out this thread, especially the first post. It's a huge glob of mis-information...
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Siggi
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Post by Siggi »

Just to answer some question that may be in some people's minds.
Despite being put the the right direction, I never did manage to compile ZDoom in 32bit under a 64bit system.
If it is possible, I think it's up to someone with a bit more experience to find out how.

Good thing I have a dual boot with Windows XP :wink:.
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MasterOFDeath
... in rememberance ...
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Post by MasterOFDeath »

Same here. Luckily for me Linux is mostly my "general use" OS and windows is strictly reserved for gaming. I'm also storing all my music on the NTFS partion windows is on (in the My Music folder among others). However, I only have to go into windows anymore pretty much to play CS or occasionally another game and get pictures off of my camera (which I have yet to get off my ass and get properly working in Linux since I rarely use it). But most of the day I'm in Linux, doing whatever the hell I feel like. I would like to have doom or some other simpler games on here to help pass the time, I don't feel like going into windows to play a 13 year old game that had linux support when it came out :P

*runs to the wiki*

[EDIT] I may not be running Kubuntu too much longer. The reason for this is that now that I've gotten the hang of Linux from a "ground up" type of situation (thats how I like to do things, start out small and work my way up) I think I'll move up to something a bit bigger such as Red Hat or probaly just SUSE since I already have the CDs (I tried it first and didn't like it too much because I didn't have a clue what all of this was or what I was doing: Now I have a better idea and understanding). I will still be glad to test though, but I think I'll wait a little while to try and compile when I'm a bit more sure.
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Krillancello
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Post by Krillancello »

This is severely off-topic, but I'm sure it would have some appreciation.

If you're looking for basic games to pass the time (a la Spider/Solitaire, etc.) in 'nix, here are some of the games I have (I haven't necessarily played them though).
  • Adventure
  • uqm (Interesting space action/exploration type game)
    Arcade/Classic
  • bomberclone (BomberMan clone)
  • gweled (GTK Bejeweled clone)
  • lbreakout2 (Breakout clone)
  • pacmanarena (3D PacMan clone)*
  • smclone (Super Mario Brothers clone)
  • tuxkart (Mario Kart, with Tux! :laff:)*
    Card/Board
  • gnono (Uno! Hehe)*
  • gtkatlantic (Monopoly client-server type game)
  • jrisk (Risk in Java)
  • pysol (Something like 214 different Patience games, including Spider and Klondike)
  • xscrabble (Scrabble)
    Emulation
  • generator (Sega Genesis emulator)
  • mupen64 (Nintendo 64 emulator)*
  • pcsx (PlayStation emulator)
  • visualboyadvance (GameBoy Advance emulator)
  • zsnes (Super Nintendo emulator)
    RPG
  • tmw (2D MMORPG; it's in development, and its current progress isn't very spectacular, but it's like Ragnarok Online with SNES-style graphics)
  • xu4 (Ultima IV)*
    Shooter
  • duke3d (Duke Nukem 3D port, requires DUKE3D.GRP from an actual Duke3D game)
  • freedoom (I'm sure you know about this one, it's just open source Doom iWads)
  • imaze (This is like that 3D maze screensaver in Windows, but it's an interactive FPS ;))
  • nexuiz (An Unreal Tournament style 'netplay FPS, I believe; I haven't gotten it to work for me yet)*
  • raptor2 (Top-down space shooter)
  • wolfgl (OpenGL port of Wolfenstein3D; also haven't gotten this one working)*
    Strategy
  • bos (StarCraft-type RTS, uses the Stratagus engine)
  • freeciv (Civilization clone)
  • freecol (Colonization clone)
  • freecraft (War-/Star-Craft game engine; you need the actual CD for graphics and sounds, or get freecraft-fcmp for alternate data files)
  • wesnoth (Ogre Battle type game)
  • widelands (Interesting game, description says it's similar to Settlers 2)
    * I can't recall playing these ones.
Some of them are pretty good, some are damn good; others are only interesting to pass the time. I also have been playing around with some Roguelikes lately, look it up if you're interested. I've omitted any text-based (console) games from the list, which almost all the Roguelikes are (all the stable ones).
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Jim
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Post by Jim »

For Duke 3D, you could always just compile JFDuke on Linux. For Shadow Warrior, you can likewise use JFSW. Neither currently has sound in Linux without a patch based on a patch I made that ripped the sound code out of icculus's port and adapted it to JFDuke. JonoF has long promised that he is working on a new sound engine which will work in Linux and have lots of new features, but he hasn't made a new release for almost a year now.

In both JFDuke and JFSW, you can see Polymost in action. (Polymost is Ken Silverman's very fast and very true to the original renderer 2.5D hardware renderer, which Randy has talked about putting into ZDoom.)

Anyway, I could list many, many more games. However, if you are really looking for Linux games, you can find a bunch at The Linux Game Tome.
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Jim
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Post by Jim »

By the way, I didn't really state it explicitly before, but anyone attempting to build ZDoom on 64-bit machines at the moment must install 32-bit versions of all libraries that ZDoom requires. So, for Ubuntu (or Debian):
lib32stdc++ for GNU libstdc++
ia32-libs-sdl for SDL
lib32z1 for zlib
fmod in the usual manner, except it should go in /usr/lib32/ instead of /usr/lib/
However, you would still need FLAC (and now libjpeg to build from svn). It seems you would be on your own as to creating the 32-bit package. The other option would be for the missing Makefiles to be added to the FLAC directory (and libjpeg) and to modify Makefile.linux allow the option of building these libraries staticly.

The rest of the needed packages (not FLAC) would be pulled in as dependencies by apt or Synaptic.

Finally, you would run:

Code: Select all

make CC='gcc -m32' LDFLAGS='-L/usr/lib32/'
Once again, building 32-bit ZDoom binaries on SuSE or Fedora would be much easier.
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Krillancello
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Post by Krillancello »

Personally, I don't see the point (at the current time) of x86-64. Sure, it's theoretically exponentially more capable than x86, and the proc's even perform in 32-bit mode better than x86's. But unless you have a serious, high-end application such as a very powerful server/farm or x86-64 program development/testing, it's not only expensive and overkill, but the current state of software support for x86-64 is so underdeveloped as to make it more trouble than it's worth.

There are two things I've always heard about x86-64; a) the proc's are superior to even the best x86, hands down and b) getting software to work on an x86-64 either takes paramount effort and time, or it's entirely impossible until an x86-64 version is released. On top of that, there is very little software as of yet that really takes advantage of the architectural improvements.
Hobbs
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Post by Hobbs »

Heh Linux users and x64 problems.
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Graf Zahl
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Post by Graf Zahl »

Most of them come from the decision to make longs 64 bit. That makes existing code infinitely harder to port - unlike Visual C which kept longs at 32 bit.

Yes, I know what the GCC supporters will say now - but why isn't it possible to make the size of a long a compiler option to keep old code compilable without going through it with a fine comb?
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MasterOFDeath
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Post by MasterOFDeath »

I'm sticking with Kubuntu for a while to forever now it seems. I still need to try and compile this, I may be able to give it a whirl tommorow and tell you all how it goes.

Also, sorry to steer offtopic a little bit but I need linux help (still a bit of a newbie). I downloaded the archive for Nethack, already compiled, off of their website, but I am stuck at a point in the installation. Everything is already in the right directory, all I have to do is estract it all to /usr/ but I need root access to do so and I can't figure out how.. help please?
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Jim
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Post by Jim »

Unix 101:
If you want to be root for the current command (and, of course, for any processes spawned by the current command), do

Code: Select all

sudo <command>
and enter the root password when prompted. If you want to be root for awhile, do

Code: Select all

su root
<command1>
<command2>
...
exit
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Krillancello
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Post by Krillancello »

Well, for those of us on Gentoo it looks like scen's ebuild has survived a ZDoom version upgrade. I copied his zdoom-2.1.4.ebuild to zdoom-2.1.5.ebuild and unmasked it (changed a line in /etc/portage/package.keywords from =games-fps/zdoom-2.1.4 ~x86 to =games-fps/zdoom-2.1.5 ~x86)... I now have 2.1.5 installed and 2.1.4 removed. :D
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Bio Hazard
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Post by Bio Hazard »

Huh, my last emerge --sync didn't have zdoom in it. I even ran a grep through /usr/portage.
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Krillancello
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Post by Krillancello »

scen's ZDoom ebuild isn't in Portage. You have to get it from his attachment and put it in either /usr/portage/games-fps/zdoom, or /usr/local/portage/games-fps/zdoom if you have the overlay setup. Then removing the ~x86 and doing emerge zdoom -avt will give you whatever version of ZDoom is in the ebuild's filename. Change the file to zdoom-2.1.5.ebuild and you'll get 2.1.5.

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