Game Development Community

OMFG! 1.5.2 builds on Linux

by ArmedGeek · in Torque Game Engine · 05/15/2007 (10:59 am) · 27 replies

Thankyouthankyouthankyouthankyouthankyouthankyouthankyouthankyouthankyou
thankyouthankyouthankyouthankyouthankyouthankyouthankyouthankyouthankyou

Whoever is responsible, I owe you a beer.
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#1
05/15/2007 (1:29 pm)
ROFL

TGE always built on Linux, you just need to hold its hand a bit more then windows/mac
#2
05/15/2007 (5:34 pm)
True, but 1.5.1 did not compile out of the box for anyone in Linux. 1.5.2 does for me as well without making any targets.torque.mk editing and/or engine changes.
#3
05/19/2007 (11:03 am)
Which one builds? The one built for Mac, or Win?
#4
05/19/2007 (11:40 am)
I used the Windows one.
#5
05/19/2007 (1:42 pm)
@Dave: They both contain the same code. The Mac one is probably more convenient since it's just a zip - no messing around with the Windows installer exe.
#6
05/23/2007 (5:07 pm)
With 1.5.2 I still had to rename lib/openal/linux directory, but other than that compiled fine.
#7
05/26/2007 (7:00 am)
I'm glad we have a linux pro in our team that compiled them all from version 1.4 for us :) . He's great haha
#8
05/26/2007 (9:00 am)
@Lee: What did you have to rename the directory to? What distro are you using? I used Ubuntu 6.
#9
05/26/2007 (11:35 am)
Sorry I forget offhand, it was a matter of either making it allcaps or not all caps. I am currently running Zenwalk (a Slackware variant). I had this issue in previous Torque versions on Ubuntu 7.04 and FC4 as well.

Next time I boot into Linux I'll check it out. I believe it was changing from allcaps to nocaps.

Other than that it was fine though :-)
#10
05/26/2007 (12:17 pm)
I got the sdk compiled OK for OpenSuse 10.2. But when run it, the following error message occur:

./torqueDemo_DEBUG.bin: symbol lookup error: ./torqueDemo_DEBUG.bin: undefined symbol: XftNameUnparse

Any clue for this?
#11
05/26/2007 (4:47 pm)
I'm not sure how you got it built, but I had a problem with the same library when linking. It's a problem with libXft, part of the X windows font rendering system. If you google libXft you'll find the site where it's maintained. I can't find the thread again on the GG site that refers to it, but if you go there you'll find an issue with version *.*.9 where they did away with the export for some functions in there, and then put them back again.

My distro had that version, so I just rebuilt it with the patch and it works okay now.
#12
05/28/2007 (2:55 pm)
It's mentioned in this thread, specifically, bugs.freedesktop.org/show_bug.cgi?id=8900. You need a new Xft library.

Gary (-;
#13
06/04/2007 (7:33 am)
Has anyone tried getting the TGEA compiled on Linux..? You'd think it's possible since both versions share much of the same codebase, though obviously DirectX-based features won't work on Linux.
#14
06/04/2007 (7:35 am)
Has anyone tried getting the TGEA compiled on Linux..? You'd think it's possible since both versions share much of the same codebase, though obviously DirectX-based features won't work on Linux.
#15
06/04/2007 (12:46 pm)
Has anyone had problems with stock 1.5.2 and running a dedicated server? im having a problem whenever i run the engine with -dedicated (either normal build or build dedicated).

the problem is the server will not show up in lan or master server list, the only way is to use connect();, however, even running on the same computer i am not able to use 127.0.0.1 it will only connect with the internal ip on my router. even with this there is a 80% chance it times out (on the same system), if it does actually connect it takes 8-10 minutes to load completely. running the engine and clicking start mission, it takes less than a minute to load.

it seems to me its something to do with the network code, as when i try to connect i see in the dedicated terminal window the connect request displays about 30-40 seconds after i hit enter on the client.

any help on this would be awesome, and hopefully im not the only one that has this problem, as i still am a linux newb and would love some help from the gurus out there.
#16
06/04/2007 (2:11 pm)
@erik
i think it's a little more complicated then that. You'd have to actually port the whole thing.
#17
06/04/2007 (3:17 pm)
@erik: dedicated server build might work--don't see why not. Try it and see--and let us know!
#18
06/05/2007 (2:05 am)
Are the operating system core parts for linux even in tgea? Each os has it's own core parts for how that OS handles memory, networking etc. I dont think it's in tgea.
#19
06/12/2007 (3:01 am)
I also got it to compile...but

The server experiences intermittent 'lock ups', meaning that every few seconds it 'freezes' for a second and then resumes. Almost like something is 'blocking' it.

I tried the dedicated build, release and debug, on RH and SUSE, same result. Anyone seen this and have a fix? Thanks!
#20
06/12/2007 (3:08 pm)
@Michael: Is this stock? Or modified?
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