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andrewj
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Posts: 1344
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fraggle said:
I might even do it myself if I have the time.

The only time-consuming part is setting it up, creating the Makefile and cross compiling the libraries you need. EDGE has a lot of them (PNG, JPEG, ZLib, OGG/Vorbis, etc) but I guess Chocolate-doom is not that bad. You can get the worst one, LibSDL, already cross-compiled -- iirc.

Old Post 02-09-10 10:02 #
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fraggle
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Yes, it would need cross-compiled versions of SDL, SDL_net and SDL_mixer.

There's actually already a Makefile in the repository to generate a zipped Windows package (pkg/win32/GNUmakefile)

Old Post 02-09-10 12:04 #
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Gez
Why don't I have a custom title by now?!


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Yeah, compiling release versions with MSVC appears to be a lost cause. Just about everything is an imported locally defined symbol, or an unresolved external symbol.

Old Post 02-09-10 12:23 #
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fraggle
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I don't use MSVC for at all, for either development or releases. Everything is done with gcc. There are some MSVC project files that people have contributed, but I don't use them and don't recommend using them. Whether they work is entirely reliant on other people supplying updates for them.

Old Post 02-09-10 13:30 #
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Quasar
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Looks like it's up to me then. I will be developing Choco Strife in Visual Studio, so I'll have to whip it into shape. Word is, for anybody else that might be trying it, you must be sure to compile and link with the zone heap, and not the native heap, as the native heap dies on an access to 0xDDDDDDDE (probably in debug only) once mobj_t's get freed (this is due to lack of ref counting or deferred removal semantics in the original DOOM engine).

Old Post 02-09-10 16:39 #
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exp(x)


Posts: 2226
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fraggle said:
Yes, it would need cross-compiled versions of SDL, SDL_net and SDL_mixer.

I actually never cross-compiled the SDL libraries. I wrote this Odamex wiki article a couple years ago detailing how I set up my build environment. The version numbers are old, but everything else should be similar. For Chocolate Doom, I added SDL_net from here (SDL_net-devel-1.2.7-VC8.zip).

Old Post 02-09-10 17:17 #
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fraggle
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I've released v1.3.0 in case anyone is interested.

Old Post 02-11-10 01:09 #
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Rohit_N
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Good stuff.

Old Post 02-11-10 01:27 #
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andrewj
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fraggle said:
I've released v1.3.0 in case anyone is interested.

Indeed we are. What's new? Did you finish the OPL emulated music player?

Old Post 02-11-10 02:39 #
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fraggle
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andrewj said:

Indeed we are. What's new?


Here's a list. It's quite a long list because it's been over a year now since I released 1.2.1. This is far, far too long a release cycle and my plan is to try to be more disciplined with future releases and set a regular release cycle.


Did you finish the OPL emulated music player?
Not yet.

Old Post 02-11-10 09:44 #
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exp(x)


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Where is the OSX package? I only see the Windows and source packages on Sourceforge.

Old Post 02-11-10 16:16 #
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fraggle
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I use my girlfriend's Macbook Pro to build/test on OS X. She's currently away in America but will be returning tomorrow, at which point I'll upload a Mac OS package.

Old Post 02-11-10 22:25 #
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fraggle
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OS X package is now up.

Old Post 02-12-10 10:03 #
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Catoptromancy
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Most awesome! One thing is that the windows zip does not have a folder. I thought it was nice to have all the files in a version named folder in the zip.

Old Post 02-12-10 21:47 #
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myk
webbed digits


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You'd be making people who don't want to unzip to a folder do it for an option that you already have in any decent unzipping app. I use 7-zip and one of the right-click options is "Extract to [folder named as zip]".

Old Post 02-12-10 22:01 #
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Graf Zahl
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Catoptromancy said:
I thought it was really annoying to have all the files in a version named folder in the zip.



fixed :P

Old Post 02-12-10 22:05 #
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andrewj
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Spot the odd man out (from 1.3.0) :
code:
p_maputl.c:193: if ( (line->dy ^ line->dx ^ dx ^ dy)&0x80000000 ) p_maputl.c:195: if ( (line->dy ^ dx) & 0x80000000 ) p_maputl.c:638: tracepositive = (trace.dx ^ trace.dy)>0; r_main.c:194: if ( (node->dy ^ node->dx ^ dx ^ dy)&0x80000000 ) r_main.c:196: if ( (node->dy ^ dx) & 0x80000000 ) r_main.c:257: if ( (ldy ^ ldx ^ dx ^ dy)&0x80000000 ) r_main.c:259: if ( (ldy ^ dx) & 0x80000000 )

Old Post 02-13-10 11:09 #
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RjY
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p_maputl.c:638 is comparing with zero instead of testing bit 31..?

Old Post 02-13-10 12:52 #
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fraggle
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Catoptromancy said:
Most awesome! One thing is that the windows zip does not have a folder. I thought it was nice to have all the files in a version named folder in the zip.
That was how Windows releases were previously packaged, but there was a discussion about a year ago that convinced me to do it the other way.

andrewj said:
Spot the odd man out (from 1.3.0) :
code:
p_maputl.c:638: tracepositive = (trace.dx ^ trace.dy)>0;

Does this cause a problem of some kind?

Old Post 02-13-10 14:13 #
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andrewj
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fraggle said:
Does this cause a problem of some kind?

I assumed you added all those "& 0x80000000" for a reason, e.g. proper behavior on 64-bit cpus.

Old Post 02-14-10 05:43 #
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Graf Zahl
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andrewj said:

e.g. proper behavior on 64-bit cpus.




Huh?


Why should 32 bit values behave differently on 64 bit CPUs? There are still all ints we are talking about.

Old Post 02-14-10 07:59 #
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andrewj
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Is an 'int' guaranteed to be 32 bits though?

If so then all those "& 0x80000000" in the code which have replaced "< 0" serve no other purpose except making the code harder to read.

Old Post 02-14-10 08:28 #
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Graf Zahl
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andrewj said:
Is an 'int' guaranteed to be 32 bits though?




Of course not - but imagine the mess a compiler would create that used 64 bit ints. It'd be basically useless...

Old Post 02-14-10 08:45 #
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fraggle
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andrewj said:

I assumed you added all those "& 0x80000000" for a reason, e.g. proper behavior on 64-bit cpus.

It hasn't changed from the original code, AFAIK. The Chocolate Doom source assumes that an int is 32-bits in size, which is the case on most systems (including 64-bit).

Not that I disagree with you, though.

Old Post 02-14-10 14:53 #
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andrewj
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fraggle said:
It hasn't changed from the original code

O_o

All the years I worked on EDGE, I don't remember ever seeing that "& 0x80000000" idiom in our code, hence thinking those parts (using "< 0") were still the same as the original. Pardon my brain fart.

Old Post 02-15-10 02:10 #
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Janizdreg
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Posts: 294
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Just thought I'd let you know that it seems the old nasty Plutonia 2 problem has recently resurfaced.

Also, I'd like to hear fraggle's comment on whether this feature is still seriously being considered being implemented or not.

Old Post 05-13-10 01:18 #
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myk
webbed digits


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The arguments given for rebinding keys have a flaw, in my opinion. Unlike with mouse binds, hardly anyone using the original engine bound or binds those keys that way. Perhaps I'm missing something, but the tools I've found to do that required system changes, that would force changing the keys in general, or would require you to change them back and forth before and after playing. This is annoying and heavily discourages their use. I do have a rebound Q, personally, but it was the result of entryway hacking the binary, not some TSR or the like. If reverse engineering is the standard by which Chocolate Doom will imitate the original, you might as well allow many, many more things in Chocolate Doom, like some sort of extended DeHackEd that gives you the ability to change almost anything we can come up with :p

Will such rebindings get supported yet not a Doom-plus option, which is something that, at least here at Doomworld, is commonly applied to the engine?

Old Post 05-15-10 01:13 #
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fraggle
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The argument for rebinding keys is that it's needed on platforms where a keyboard is not present. I don't think it's a big change, it doesn't change the game's behavior, and the defaults will always be the Vanilla defaults.

Old Post 05-15-10 14:40 #
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GhostlyDeath
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Vanilla Never said I could rebind special keys such as talk, talk to player, and ending a demo.

Unless I'm missing something that has been known since 1994?

Old Post 05-15-10 19:01 #
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exp(x)


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GhostlyDeath said:
Vanilla Never said I could rebind special keys such as talk, talk to player, and ending a demo.

Unless I'm missing something that has been known since 1994?


Vanilla Doom didn't run on stuff like this. Keeping the limitation on what keys can be rebound would limit the platforms Chocolate Doom would be usable on out of the box.

I do understand the hesitation towards adding new buttons, though. For example, I had to hack in a button for switching weapons in the video above. This would open to door to things like using the mouse wheel to switch weapons. It's something I like, but it's not vanilla.

Old Post 05-15-10 20:29 #
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