Ok thanks , I was just asking to be sure.Marrub wrote:You don't need to ask, that's what the license is for.
[Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
-
- Posts: 48
- Joined: Wed Nov 25, 2015 8:16 pm
Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
-
- Posts: 15
- Joined: Thu Jun 27, 2013 5:38 pm
Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
What are you going to do about the DUMB library? That license isn't GPL-compatible.
-
- Posts: 497
- Joined: Thu Oct 31, 2013 12:33 pm
Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
Just by reading it, it sounds like it basically gives the exact same rights as gpl, or at least very close.Doctor Nick wrote:What are you going to do about the DUMB library? That license isn't GPL-compatible.
-
-
- Posts: 17936
- Joined: Fri Jul 06, 2007 3:22 pm
Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
You need to get the full text of the license. Clause 6 states without ambiguity:Doctor Nick wrote:What are you going to do about the DUMB library? That license isn't GPL-compatible.
Code: Select all
6. No clause in this licence shall prevent this software from being depended
upon by a product licensed under the GNU General Public Licence. If such a
clause is deemed to exist, Debian, then it shall be respected in spirit as
far as possible and all other clauses shall continue to apply in full
force.
-
- Posts: 15
- Joined: Thu Jun 27, 2013 5:38 pm
Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
ah hah, ok.Gez wrote:You need to get the full text of the license. Clause 6 states without ambiguity:Doctor Nick wrote:What are you going to do about the DUMB library? That license isn't GPL-compatible.Code: Select all
6. No clause in this licence shall prevent this software from being depended upon by a product licensed under the GNU General Public Licence. If such a clause is deemed to exist, Debian, then it shall be respected in spirit as far as possible and all other clauses shall continue to apply in full force.
-
- Posts: 481
- Joined: Sat Mar 21, 2015 3:22 pm
- Location: USA
Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
How hard would it be to make creating graphics for the Hexen startup to use a normal image format?
-
- Posts: 772
- Joined: Sun May 04, 2014 7:22 pm
Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
I'm having a bit of issue trying to compile this, in VS 2013 I get the error message:
If anybody can tell me what this is all about, please do. I am become confuse.
Code: Select all
Error 1 error C1083: Cannot open include file: 'al.h': No such file or directory c:\users\jack\desktop\gloome-master\src\sound\oalsound.h 8 1 gloome
-
-
- Posts: 1198
- Joined: Tue Feb 26, 2013 2:48 pm
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Arch Linux
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
You're using the wrong directory, you need to set the include path for OpenAL to ...\include\AL and not ...\include.Jaxxoon R wrote:I'm having a bit of issue trying to compile this, in VS 2013 I get the error message:If anybody can tell me what this is all about, please do. I am become confuse.Code: Select all
Error 1 error C1083: Cannot open include file: 'al.h': No such file or directory c:\users\jack\desktop\gloome-master\src\sound\oalsound.h 8 1 gloome
-
- Posts: 772
- Joined: Sun May 04, 2014 7:22 pm
Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
Thanks, but now I'm getting 47 "...error LNK2019: unresolved external symbol __imp__..." errors in regards to OpenAL.
-
-
- Posts: 1198
- Joined: Tue Feb 26, 2013 2:48 pm
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Arch Linux
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
You're probably using the wrong .lib version, there should be one for x86 and one for x64, make sure it matches your compiler's.Jaxxoon R wrote:Thanks, but now I'm getting 47 "...error LNK2019: unresolved external symbol __imp__..." errors in regards to OpenAL.
-
- Posts: 48
- Joined: Wed Nov 25, 2015 8:16 pm
Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
Are you asking this because you are having trouble creating the notch graphics? If so, slade version 3.1.0 beta 1 is able to do itMr.Enchanter wrote:How hard would it be to make creating graphics for the Hexen startup to use a normal image format?
correctly. https://github.com/sirjuddington/SLADE/ ... g/3.1.0_b1
-
- Posts: 158
- Joined: Fri Jun 11, 2010 12:32 am
- Location: Antioch, CA
Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
Just curious, is it possible to plug in nocturne in yellow into an older version of gzdoom? I'm still stuck on holder hardware and can't run the most recent gzdoom, and thus gloom either. Just curious.
The game certainly looks cool.
The game certainly looks cool.
-
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
Doesn't GLOOME use the old GZDoom renderer, though?
-
- Posts: 48
- Joined: Wed Nov 25, 2015 8:16 pm
Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
Ya, it is based off of the 1.8 renderer.
-
- Posts: 1268
- Joined: Wed Jul 20, 2011 4:24 pm
Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
Well, maybe he has an voodoo 3 or some ati rage