The official "ZDoom on Linux" thread.
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Please don't start threads here asking for help. This forum is not for requesting guides, only for posting them. If you need help, the Editing forum is for you.
Please don't start threads here asking for help. This forum is not for requesting guides, only for posting them. If you need help, the Editing forum is for you.
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- Posts: 17
- Joined: Tue Aug 08, 2006 9:42 am
- Location: Padova, Italy
Gentoo EBUILD for ZDoom: opened BUG
Ok, finally i did it
http://bugs.gentoo.org/show_bug.cgi?id=146542
I've attached an updated ebuild for zdoom-2.1.5, so the one attached on a previous post is obsolete.
Feel free to test this new ebuild, and report any sort of problems on the Gentoo Bug Report (... registration required )
http://bugs.gentoo.org/show_bug.cgi?id=146542
I've attached an updated ebuild for zdoom-2.1.5, so the one attached on a previous post is obsolete.
Feel free to test this new ebuild, and report any sort of problems on the Gentoo Bug Report (... registration required )
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Re: Gentoo EBUILD for ZDoom: opened BUG
"Registration required" sucks! Eithor write a crack for the registration BS, or find a site without "Registration Required"!...the Gentoo Bug Report (... registration required :roll: )
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Re: Gentoo EBUILD for ZDoom: opened BUG
Creation of a new bugzilla account is neeeded only if you want to contribute to bug testing, otherwise i can follow the bug activity "in anonymous way" (and download the ebuild+patches) without any problemdennisj1 wrote:"Registration required" sucks! Eithor write a crack for the registration BS, or find a site without "Registration Required"!
Eventually, post a messagge in this forum
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Actually, the sound works in both ports with the patch, except the ambient sounds. Disable this feature or it will eat all your RAM and crash.Jim wrote: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.
And in Linux-gamers.net.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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- Operating System Version (Optional): Tumbleweed x64
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There is no problem for Linux with running or even building 32-bit binaries. It is just difficult for some distributions. It's a snap for SuSE or Fedora. The problem is with Debian and Debian-based systems. My advice to people with x64 processors is to:
(a) Do the research required to it with a Debian-based system.
(b) Wait a little while Debian sorts it out.
(c) Or, much more simply, just use SuSE.
(a) Do the research required to it with a Debian-based system.
(b) Wait a little while Debian sorts it out.
(c) Or, much more simply, just use SuSE.
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Kind of off topic but also sort of on topic:
Since I'm writing new programs, what kind of stuff do I have to avoid to get x64 support? The only things I've been able to pick up on are "ints are 32-bits and longs are 64-bits". Anything else?
About int vs long:
I'm using lots and lots of 32-bit style longs in my current programs, would it be a good idea to switch all the longs to ints so x64 compilers don't get confused?
Since I'm writing new programs, what kind of stuff do I have to avoid to get x64 support? The only things I've been able to pick up on are "ints are 32-bits and longs are 64-bits". Anything else?
About int vs long:
I'm using lots and lots of 32-bit style longs in my current programs, would it be a good idea to switch all the longs to ints so x64 compilers don't get confused?
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