http://planetquake.gamespy.com/View.php?view=MOTW.Detail&id=68
me & peewee want to test out a new mod we're working on. It's currently only got a Windows binary[...]BTW, if someone knows of a linux distro I can: *run off CD/DVD, *compile C/C++ & *access all my drives then I can start compiling some linux binaries of mods.
thanks quadz & qwazy. Would make life easier, but I'd also like a distro that fits those needs as I also play with Doom 3 stuff, so it would be helpful anyway. Running a linux server & all. BTW, it's 5 to 9, lets' frag! (good turn out earlier)
I don't have a linux box, just my GSP is linux. I used to have a linux box but my new machine only has two IDE ports, I've got one drive for Windows & one for DVD, then ~5 IDE drives sitting packed up in the basement I can't use. :p
Quote from: The Happy Friar on November 09, 2009, 11:05:37 AMI don't have a linux box, just my GSP is linux. I used to have a linux box but my new machine only has two IDE ports, I've got one drive for Windows & one for DVD, then ~5 IDE drives sitting packed up in the basement I can't use. :pA single IDE port can run two drives. You need the two drive ribbon cables and the master/slave jumpers properly set. I am not sure why you are only running two drives on two different IDE ports but it may be for performance reasons on the DVD if you are doing a lot of burning.If your GSP gives you shell access (as quadz offered) you can probably compile the game there, it's a bit harder to do via ssh and command line interface to gcc and gdb but it can be done. I do all my debugging in the VC++ IDE and write for very clean compiles at highest warning levels, get the Windows version going without bugs and then drop the modified source into the linux box, compile with GCC, handle any new warnings and it's usually good to go. The portability issues disappear for the most part in the game after the first couple of iterations of this process if it's a new project. If you have a local linux box you can take advantage of the newer IDE shells and it's a little less painful. I learned to debug on proprietary command line tools back in the day and once I had the VC IDE I never wanted to go back.
A single IDE port can run two drives. You need the two drive ribbon cables and the master/slave jumpers properly set. I am not sure why you are only running two drives on two different IDE ports but it may be for performance reasons on the DVD if you are doing a lot of burning.
If your GSP gives you shell access (as quadz offered) you can probably compile the game there, it's a bit harder to do via ssh and command line interface to gcc and gdb but it can be done. I do all my debugging in the VC++ IDE and write for very clean compiles at highest warning levels, get the Windows version going without bugs and then drop the modified source into the linux box, compile with GCC, handle any new warnings and it's usually good to go. The portability issues disappear for the most part in the game after the first couple of iterations of this process if it's a new project. If you have a local linux box you can take advantage of the newer IDE shells and it's a little less painful. I learned to debug on proprietary command line tools back in the day and once I had the VC IDE I never wanted to go back.
Vanilla source is far from clean, unless you are referring to sources that quadz has fixed. The original idSoftware "vanilla" 3.21 sources had all kinds of warnings to mask anything you were doing. There were also a few null-pointer dereferences to crash the game as I recall. In any case, it sounds like you guys are on track so have fun. I look forward to the results.