Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
Titan314
Posts: 48 Joined: Wed Nov 25, 2015 8:16 pm
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by Titan314 » Sat Dec 19, 2015 8:01 am
Marrub wrote: You don't need to ask, that's what the license is for.
Ok thanks
, I was just asking to be sure.
Doctor Nick
Posts: 15 Joined: Thu Jun 27, 2013 5:38 pm
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by Doctor Nick » Sun Dec 27, 2015 2:35 pm
What are you going to do about the DUMB library?
That license isn't GPL-compatible.
Cryomundus
Posts: 497 Joined: Thu Oct 31, 2013 12:33 pm
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by Cryomundus » Sun Dec 27, 2015 3:35 pm
Doctor Nick wrote: What are you going to do about the DUMB library?
That license isn't GPL-compatible.
Just by reading it, it sounds like it basically gives the exact same rights as gpl, or at least very close.
Gez
Posts: 17815 Joined: Fri Jul 06, 2007 3:22 pm
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by Gez » Sun Dec 27, 2015 6:03 pm
Doctor Nick wrote: What are you going to do about the DUMB library?
That license isn't GPL-compatible.
You need to get
the full text of the license . Clause 6 states without ambiguity:
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.
Doctor Nick
Posts: 15 Joined: Thu Jun 27, 2013 5:38 pm
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by Doctor Nick » Mon Dec 28, 2015 1:10 pm
Gez wrote: Doctor Nick wrote: What are you going to do about the DUMB library?
That license isn't GPL-compatible.
You need to get
the full text of the license . Clause 6 states without ambiguity:
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.
ah hah, ok.
Mr.Enchanter
Posts: 481 Joined: Sat Mar 21, 2015 3:22 pm
Location: USA
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by Mr.Enchanter » Mon Dec 28, 2015 2:25 pm
How hard would it be to make creating graphics for the Hexen startup to use a normal image format?
Jaxxoon R
Posts: 772 Joined: Sun May 04, 2014 7:22 pm
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by Jaxxoon R » Mon Jan 11, 2016 10:46 pm
I'm having a bit of issue trying to compile this, in VS 2013 I get the error message:
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
If anybody can tell me what this is all about, please do. I am become confuse.
Marrub
Posts: 1185 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
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by Marrub » Wed Jan 13, 2016 2:32 am
Jaxxoon R wrote: I'm having a bit of issue trying to compile this, in VS 2013 I get the error message:
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
If anybody can tell me what this is all about, please do. I am become confuse.
You're using the wrong directory, you need to set the include path for OpenAL to ...\include\AL and not ...\include.
Jaxxoon R
Posts: 772 Joined: Sun May 04, 2014 7:22 pm
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by Jaxxoon R » Wed Jan 13, 2016 9:37 am
Thanks, but now I'm getting 47 "...error LNK2019: unresolved external symbol __imp__..." errors in regards to OpenAL.
Marrub
Posts: 1185 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
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by Marrub » Wed Jan 13, 2016 9:45 am
Jaxxoon R wrote: Thanks, but now I'm getting 47 "...error LNK2019: unresolved external symbol __imp__..." errors in regards to OpenAL.
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.
Titan314
Posts: 48 Joined: Wed Nov 25, 2015 8:16 pm
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by Titan314 » Sat Jan 23, 2016 12:26 pm
Mr.Enchanter wrote: How hard would it be to make creating graphics for the Hexen startup to use a normal image format?
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 it
correctly.
https://github.com/sirjuddington/SLADE/ ... g/3.1.0_b1
Legend
Posts: 158 Joined: Fri Jun 11, 2010 12:32 am
Location: Antioch, CA
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by Legend » Sun Jan 24, 2016 12:23 pm
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.
wildweasel
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
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by wildweasel » Sun Jan 24, 2016 12:30 pm
Doesn't GLOOME use the old GZDoom renderer, though?
Titan314
Posts: 48 Joined: Wed Nov 25, 2015 8:16 pm
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by Titan314 » Sun Jan 24, 2016 3:40 pm
Ya, it is based off of the 1.8 renderer.
ibm5155
Posts: 1268 Joined: Wed Jul 20, 2011 4:24 pm
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by ibm5155 » Sun Jan 24, 2016 4:49 pm
Well, maybe he has an voodoo 3 or some ati rage