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  • proquake / darkplaces (linux)

    Hi so, this pisses me off as it crashed on me while making this new post.... so i have to retype everything... the browser did.

    Anyways.

    I have a few builds of gl proquake from lennox and one other who's name i forgotten atm.

    They used to run fine on an old Ubuntu release atm i'm using Ubuntu 9.10 for 64bit cpu.

    The error i get from the glquake.glx/glquake_glx now is:

    ./glquake_glx: error while loading shared libraries: libXxf86dga.so.1: cannot open shared object file: No such file or directory

    I do ironically have libxxf86dga installed or so my package manager list says, an i search for additional libxxf86dga packages and did install them as well, far as i can tell i have it but it claims i don't... how do i correct this.

    In other note i've been unable to compile my own executable of glquake.glx/glquake_glx.

    Normally i would snatch linux client 3.60: http://quakeone.com/proquake/pq360linux-noserver.tar.gz

    Once the tars extracted to pqsrc-modified folder.

    I'd open a terminal ident as root.

    Do a ./configure see below for what that shows:

    Code:
    ~/Desktop/pqsrc-modified$ ./configure
    checking for a BSD-compatible install... /usr/bin/install -c
    checking whether build environment is sane... yes
    checking for gawk... no
    checking for mawk... mawk
    checking whether make sets $(MAKE)... yes
    checking whether to enable maintainer-specific portions of Makefiles... no
    checking for style of include used by make... GNU
    checking for gcc... gcc
    checking for C compiler default output file name... a.out
    checking whether the C compiler works... yes
    checking whether we are cross compiling... no
    checking for suffix of executables... 
    checking for suffix of object files... o
    checking whether we are using the GNU C compiler... yes
    checking whether gcc accepts -g... yes
    checking for gcc option to accept ISO C89... none needed
    checking dependency style of gcc... gcc3
    checking for gcc... (cached) gcc
    checking whether we are using the GNU C compiler... (cached) yes
    checking whether gcc accepts -g... (cached) yes
    checking for gcc option to accept ISO C89... (cached) none needed
    checking dependency style of gcc... (cached) gcc3
    checking for a BSD-compatible install... /usr/bin/install -c
    checking for ranlib... ranlib
    checking how to run the C preprocessor... gcc -E
    checking for grep that handles long lines and -e... /bin/grep
    checking for egrep... /bin/grep -E
    checking for ANSI C header files... yes
    checking whether time.h and sys/time.h may both be included... yes
    configure: creating ./config.status
    config.status: creating Makefile
    config.status: executing depfiles commands
    Then i'd type make glquake_glx

    The result is:

    Code:
    make glquake_glx
    gcc  -g -O2   -o glquake_glx  glquake_glx-cl_demo.o glquake_glx-cl_input.o glquake_glx-cl_main.o glquake_glx-cl_parse.o glquake_glx-cl_tent.o glquake_glx-chase.o glquake_glx-cmd.o glquake_glx-common.o glquake_glx-console.o glquake_glx-crc.o glquake_glx-cvar.o glquake_glx-gl_draw.o glquake_glx-gl_mesh.o glquake_glx-gl_model.o glquake_glx-gl_refrag.o glquake_glx-gl_rlight.o glquake_glx-gl_rmain.o glquake_glx-gl_rmisc.o glquake_glx-gl_rsurf.o glquake_glx-gl_screen.o glquake_glx-gl_test.o glquake_glx-gl_warp.o glquake_glx-gl_vidlinuxglx.o glquake_glx-host.o glquake_glx-host_cmd.o glquake_glx-iplog.o glquake_glx-keys.o glquake_glx-location.o glquake_glx-matrix.o glquake_glx-menu.o glquake_glx-mathlib.o glquake_glx-net_dgrm.o glquake_glx-net_main.o glquake_glx-net_loop.o glquake_glx-net_vcr.o glquake_glx-net_udp.o glquake_glx-net_bsd.o glquake_glx-pr_cmds.o glquake_glx-pr_edict.o glquake_glx-pr_exec.o glquake_glx-r_part.o glquake_glx-sbar.o glquake_glx-security.o glquake_glx-sv_main.o glquake_glx-sv_phys.o glquake_glx-sv_move.o glquake_glx-sv_user.o glquake_glx-zone.o glquake_glx-view.o glquake_glx-wad.o glquake_glx-world.o glquake_glx-cd_linux.o glquake_glx-sys_linux.o glquake_glx-snd_dma.o glquake_glx-snd_mem.o glquake_glx-snd_mix.o glquake_glx-snd_linux.o glquake_glx-math.o glquake_glx-worlda.o glquake_glx-snd_mixa.o glquake_glx-sys_dosa.o -L/usr/X11/lib -L/usr/local/lib -lGL -lX11 -lXext -ldl -lXxf86dga -lXxf86vm -lm 
    glquake_glx-math.o: In function `Invert24To16':
    /home/baker/Desktop/pqsrc-modified/math.s:46: multiple definition of `Invert24To16'
    glquake_glx-mathlib.o:/home/ler/Desktop/pqsrc-modified/mathlib.c:576: first defined here
    glquake_glx-math.o: In function `BoxOnPlaneSide':
    /home/baker/Desktop/pqsrc-modified/math.s:114: multiple definition of `BoxOnPlaneSide'
    glquake_glx-mathlib.o:/home/ler/Desktop/pqsrc-modified/mathlib.c:188: first defined here
    glquake_glx-worlda.o: In function `SV_HullPointContents':
    /home/baker/Desktop/pqsrc-modified/worlda.s:49: multiple definition of `SV_HullPointContents'
    glquake_glx-world.o:/home/ler/Desktop/pqsrc-modified/world.c:492: first defined here
    glquake_glx-snd_mixa.o: In function `SND_PaintChannelFrom8':
    /home/baker/Desktop/pqsrc-modified/snd_mixa.s:42: multiple definition of `SND_PaintChannelFrom8'
    glquake_glx-snd_mix.o:/home/ler/Desktop/pqsrc-modified/snd_mix.c:353: first defined here
    glquake_glx-snd_mixa.o: In function `Snd_WriteLinearBlastStereo16':
    /home/baker/Desktop/pqsrc-modified/snd_mixa.s:145: multiple definition of `Snd_WriteLinearBlastStereo16'
    glquake_glx-snd_mix.o:/home/ler/Desktop/pqsrc-modified/snd_mix.c:44: first defined here
    glquake_glx-sys_dosa.o: In function `Sys_LowFPPrecision':
    /home/baker/Desktop/pqsrc-modified/sys_dosa.s:49: multiple definition of `Sys_LowFPPrecision'
    glquake_glx-sys_linux.o:/home/ler/Desktop/pqsrc-modified/sys_linux.c:410: first defined here
    glquake_glx-sys_dosa.o: In function `Sys_HighFPPrecision':
    /home/baker/Desktop/pqsrc-modified/sys_dosa.s:55: multiple definition of `Sys_HighFPPrecision'
    glquake_glx-sys_linux.o:/home/ler/Desktop/pqsrc-modified/sys_linux.c:406: first defined here
    /usr/bin/ld: i386 architecture of input file `glquake_glx-math.o' is incompatible with i386:x86-64 output
    /usr/bin/ld: i386 architecture of input file `glquake_glx-worlda.o' is incompatible with i386:x86-64 output
    /usr/bin/ld: i386 architecture of input file `glquake_glx-snd_mixa.o' is incompatible with i386:x86-64 output
    /usr/bin/ld: i386 architecture of input file `glquake_glx-sys_dosa.o' is incompatible with i386:x86-64 output
    collect2: ld returned 1 exit status
    make: *** [glquake_glx] Error 1
    Anyone know what's wrong or what i'm doing wrong, or what i'm missing?

    Ironically Dark Places runs on linux and gets the better fps out of Tyrquake which i also got to work and also got Fitzquake to work as well, however all three of these clients come with pre-made executables for linux.

    So obviously they are not optimized for your computer configure however regardless they do work.

    Dark places has some glitches, where it will spit out locs while ur changing between weapons and or are trying to fire.

    However i like the fact that there are multiple versions for linux of dark places, and i like the fact the sound works too, least for the: darkplaces-linux-686-sdl.exe

    Anyways, just wondered if anyone knew what the fuck i was doing wrong?

    Also to baker, why haven't you packaged a pre-compiled proquake for linux yet like say Lordhavoc did for his DP's client?

    I mean you could've just put it in a folder (precompiled) and the more elite users could compile their own.

    Anyways, any help that can be provided is most appreciated.

    No offense to any of the coders, i realize "windows" will always be the high priority but i daul boot these days, not really for a learning curve just for my own means, of doing some stuff that i prefer not to do on windows.

    Not game related.

    But, it sure would be nice to have a linux client that runs as smooth and fast as Proquake does in windows, on linux.

    Thank you!

    That is all.
    Last edited by Lerster; 09-16-2010, 11:54 PM.

  • #2
    My Linux machine broke.

    I do the Windows and Mac builds because I have those machines.

    Fair or unfair, unlike compiling in Microsoft Visual Studio or XCode, working with Linux is a pain in the ass. There are a billion stupid little things, different library versions and such.

    As a result, there is far more overhead for maintaining a Linux build even if I had a Linux machine.

    Had my Linux machine not broke, I'm rather certain the ProQuake version would be up-to-date with the others. And when eventually I do, it would catch up to the Windows version very quickly, there is scant difference between Mac OS X code and Linux code.
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

    Comment


    • #3
      looks like you're missing the 32bit version of libxxf86dga, hence why glquake_glx doesn't run.
      As to why it doesn't compile? You shouldn't be trying to use the 32bit 386 assembly code in a 64bit binary.
      Some Game Thing

      Comment


      • #4
        gcc -m32 will attempt to build a 32bit program, yes.
        CC="gcc -m32" make
        will probably do what you need, if you need to build a 32bit program. This is assuming you have all the 32bit development packages that you will need to compile everything.

        regarding your graphics issue, try gl_ztrick 0. Broken drivers may have issues if its 1.
        Some Game Thing

        Comment


        • #5
          Originally posted by Spike View Post
          looks like you're missing the 32bit version of libxxf86dga, hence why glquake_glx doesn't run.
          As to why it doesn't compile? You shouldn't be trying to use the 32bit 386 assembly code in a 64bit binary.
          Thanks, i got proquake to load one that was prebuilt by lennox worked the other one seemed to load then complained Error: memory overwrite in Sys_Printf

          But one of them did load, and this is after manually extracting the 32bit version of the lib32-libxxf86dga-1.1.1-2-x86_64.pkg.tar.xz file and placing it in the /usr/lib32 folder.

          Is there no way to make: in 32bit applications rather then 64bit? on a 64 bit operating system... i know gcc has a flag, gcc -m32 -o file.c filename

          But i don't know what (file to start building from in the linux client 3.60 code).

          An i know ./configure | make glquake_glx will build, but will give tons of errors because as you said, i'm trying to build it on a 64 system and it's a 32bit app.

          Guess i could always install 32bit version of linux, on a seperate partition to build proquake.

          Anyways, back to my current issue, i got proquake to load again (the one that lennox was kind enough to have shared with me). I can see my command bar / hud bar rather where all the weapons are eh, and i can hear sound, and i can connect to servers and see the console perfectly however....

          I cannot see a damn thing, its just a bunch of lines (similar to a graphic card glitch) or almost like FOV being cranked to the wrong way.

          its at fov 118 i tried adjusting the fov (lowering it) but no change its still a clustered mess of garbage in my vision.

          Any ideas how to correct this?



          To resolve the issue i had in the screenshot above.

          I used the following configures:

          My autoexec.cfg:

          Code:
          cvar_reset_all
          
          gl_texturemode GL_LINEAR_MIPMAP_LINEAR
          
          cl_bob 0
          
          cl_rollangle 0
          
          cl_bobup "0"
          cl_forwardspeed "400"
          cl_backspeed "400"
          cl_sidespeed "400"
          cl_rollspeed "400"
          cl_upspeed "400"
          
          joystick 0
          
          r_drawviewmodel 0
          
          gl_ztrick 0
          
          r_novis 0
          
          r_wateralpha 1
          
          r_waterwarp 0
          
          crosshair 1
          
          sensitivity 20
          
          fov 118
          
          +mlook
          
          name L•R€t•R L�Ž
          
          
          
          gl_flashblend 0
          
          gl_polyblend 0
          
          pq_waterblend 0
          
          pq_quadblend 0
          
          pq_pentblend 0
          
          pq_ringblend 0
          
          
          
          gamma 0.5
          
          
          
          
          
          map start
          
          
          
          bind "mouse3" "say_team @%l; +mlook"
          
          bind "q" "impulse 7"
          
          bind "w" "impulse 8"
          
          bind "shift" "impulse 3"
          
          bind "ctrl" "impulse 6"
          
          bind "y" "messagemode2"
          
          bind "r" "rune-use"
          
          bind "i" "say_team @%l"
          
          bind "p" "name L•R€t•R L�Ž"
          
          bind "z" "+movedown"
          
          bind "e" "rune-delete"
          
          bind "." "toggleconsole"
          
          bind "k" "con_notifytime -1"
          
          bind "l" "con_notifytime 3"
          
          
          
          exec serv.cfg
          my default.cfg:

          Code:
          bind "TAB" "+showscores"
          
          bind "ESCAPE" "togglemenu"
          
          bind "SPACE" "+jump"
          
          bind "+" "sizeup"
          
          bind "-" "volumedown"
          
          bind "." "toggleconsole"
          
          bind "/" "impulse 10"
          
          bind "0" "impulse 10"
          
          bind "1" "impulse 1"
          
          bind "2" "impulse 2"
          
          bind "3" "impulse 3"
          
          bind "4" "impulse 4"
          
          bind "5" "impulse 5"
          
          bind "6" "impulse 6"
          
          bind "7" "impulse 7"
          
          bind "8" "impulse 8"
          
          bind "9" "impulse 9"
          
          bind "=" "volumeup"
          
          bind "\" "+mlook"
          
          bind "`" "clear; toggleconsole; clear"
          
          bind "a" "+moveleft"
          
          bind "c" "+movedown"
          
          bind "d" "+moveright"
          
          bind "e" "rune-delete"
          
          bind "i" "say_team @%l"
          
          bind "k" "con_notifytime -1"
          
          bind "l" "con_notifytime 3"
          
          bind "p" "name L•R€t•R L�Ž"
          
          bind "q" "impulse 7"
          
          bind "r" "rune-use"
          
          bind "s" "+back"
          
          bind "t" "messagemode"
          
          bind "w" "impulse 8"
          
          bind "x" "+moveup"
          
          bind "y" "messagemode2"
          
          bind "z" "+movedown"
          
          bind "~" "clear; toggleconsole; clear"
          
          bind "PAUSE" "pause"
          
          bind "LEFTARROW" "+left"
          
          bind "RIGHTARROW" "+right"
          
          bind "ALT" "+strafe"
          
          bind "CTRL" "impulse 6"
          
          bind "SHIFT" "impulse 3"
          
          bind "F1" "help"
          
          bind "F2" "menu_save"
          
          bind "F3" "menu_load"
          
          bind "F4" "menu_options"
          
          bind "F5" "menu_multiplayer"
          
          bind "F6" "echo Quicksaving...; wait; save quick"
          
          bind "F9" "echo Quickloading...; wait; load quick"
          
          bind "F10" "quit"
          
          bind "F11" "zoom_in"
          
          bind "F12" "screenshot"
          
          bind "INS" "+klook"
          
          bind "DEL" "+lookdown"
          
          bind "PGDN" "+lookup"
          
          bind "END" "centerview"
          
          bind "MOUSE1" "+attack"
          
          bind "MOUSE2" "+forward"
          
          bind "MOUSE3" "say_team @%l; +mlook"
          
          
          
          // Variables
          
          
          
          _cl_color "0"
          
          _cl_name "L•R€t•R L�Ž"
          
          _config_com_baud "57600"
          
          _config_com_irq "4"
          
          _config_com_modem "1"
          
          _config_com_port "0x3f8"
          
          _config_modem_clear "ATZ"
          
          _config_modem_dialtype "T"
          
          _config_modem_hangup "AT H"
          
          _config_modem_init ""
          
          _snd_mixahead "0.1"
          
          _windowed_mouse "0"
          
          ambient_level "0"
          
          bgmvolume "0"
          
          cl_backspeed "400"
          
          cl_bob "0"
          
          cl_crossx "0"
          
          cl_crossy "0"
          
          cl_forwardspeed "400"
          
          cl_rollangle "0"
          
          cl_rollspeed "200"
          
          cl_sidespeed "350"
          
          cl_upspeed "200"
          
          freelook "1"
          
          gl_picmip "0"
          
          gl_playermip "0"
          
          gl_subdivide_size "128"
          
          gl_triplebuffer "1"
          
          lookspring "0"
          
          lookstrafe "0"
          
          m_forward "1"
          
          m_pitch "0.022"
          
          m_side "0.8"
          
          m_yaw "0.022"
          
          pq_drawfps "0"
          
          pq_fullpitch "0"
          
          pq_haverl "I have RL"
          
          pq_maxfps "72.0"
          
          pq_moveup "0"
          
          pq_needrl "I need RL"
          
          pq_needrox "I need rockets"
          
          pq_noweapons "no weapons"
          
          pq_pent "pent"
          
          pq_pentblend "0"
          
          pq_quad "quad"
          
          pq_quadblend "0"
          
          pq_ring "eyes"
          
          pq_ringblend "0"
          
          pq_smoothcam "1"
          
          pq_suitblend "0.3"
          
          pq_waterblend "0"
          
          pq_weapons "SSG:NG:SNG:GL:RL:LG"
          
          r_drawviewmodel "0"
          
          r_novis "1"
          
          r_truegunangle "0"
          
          r_wateralpha "1"
          
          r_waterwarp "0"
          
          saved1 "0"
          
          saved2 "0"
          
          saved3 "0"
          
          saved4 "0"
          
          savedgamecfg "0"
          
          scr_conspeed "99999"
          
          sensitivity "20"
          
          sys_disableWinKeys "0"
          
          v_kickpitch "0"
          
          v_kickroll "0"
          
          v_kicktime "0"
          
          viewsize "100"
          
          volume "0.800000"
          Duely note, although this runs great for me now. This build, lacks the ability of map downloads, and also duely note, it's Lennox's linux proquake build i'm using, and i really am happy he sent it to me as it does run good now, and i've tested it in single player mode so far, and played through quite a few maps so far no major issues.

          This is what it now looks like:



          Also just in case some of you might need it, this is the small shell script i use to start the linux quake client:

          Code:
          ./glquake_glx -width 1680 -mem 1024 -condebug
          Mind the -mem and -condebug, commands these normally aren't there, but i was using it to read the console... for cvarlist vars before to reconfigure my configures to suit the build lennox built of linux proquake.

          Also for these of you lazy bastards like me, all files in the id1 folder must be lowercase in linux for quake to work... if your really lazy here's a simple shell script that will do the work for you:

          Code:
          /* run this in any directory that you want to do a mass rename --case change. */
          
          rename 'y/A-Z/a-z/' *
          ~Cheers and goodluck to all ya, and i'd post a link to Lennox's build of proquake, if he'd let me. I'd just up it to file planet, i donno if it will work for other builds of linux but ya never know it might... i have to install a 32bit distro sometime and try to compile it myself again sometime.

          As it still burns me that i can't compile it properly b/c i'm on a 64bit system, but least i got a speedy client again and i love how proquake looks, in comparison to everything else.

          That's all for now. ^_^
          Last edited by Lerster; 09-16-2010, 10:34 PM. Reason: forgot to close off my img tag lol

          Comment


          • #6
            oh btw to make a shell file ".sh" just throw the commands in a blank text and then either right click and go to properties and checkmark (make executable) or be a fancy pants and open a terminal, cd to the directory of the file and chmod +x filename.sh it

            ~Cheers.

            Comment


            • #7
              In other note, now that i got Lennox's build of linux proquake 3.60 working again, and it works great, there are three noticable issues though.

              1# which is common in all clients i've tried on linux, this includes, Darkplaces, TyRquake, and Fitzquake, as well as proquake. When you connect to a DM/euro/rune server it takes serveral attempts to fully connect, it connects then icons out, and it does this maybe 3 or up to 5 times sometimes, and then finally holds the connection and lets you play.

              2#: When you use a higher resolution like 1680x1050, your crosshair becomes a little pinprick size, so it's extremely difficult to aim.

              3#: There seems to be a weird error with proquake for linux, for CA only so far that i've noticed, and maybe CTF as well... i can't remember if i tried it in CTF i'm thinking i didn't but for CA if its in MATCH mode, after the first round, it kicks you out of the quake client without warning and back into the xwindows environment. I'll have to try -condebug sometime, and try to ca a round and see if it actually spit anything out after it kicks you out... as i don't understand why it does that.

              It seems you can RA fine with, the linux proquake 3.60 client though, it doesn't just (close the client on you), less it did before and i forgot... i'm pretty sure it worked for that... the ironic thing is, single player mode, you can play through like the entire game (not that i did) but i played nearly through an entire episode with it, without an issue.

              Game didn't close on me or do anything overly odd.

              Sighs, really hope, that this gets developed further sometime.

              Lennox did say that he will try to compile a newer version of proquake over the weekend, i haven't heard back from him yet about that. If he does, that may solve my issues, as it probably has fixes for all this crap, and probably has the auto-downloading feature too which is handy for the Euro server.

              Welp that's all for now, for this thread. I'll keep updating it the more i find out, i still gotta remember to make a list of the libraries that i needed to install for getting proqauke to run on linux. >_< I forgot to post that in this thread.

              I had -condebug going this time while connected to speaknow.quakeone.com

              An it closed lennox's build of proquake on me and the last lines of the console read:

              Code:
              NET_SendMessage: disconnected socket
              CL_SendMove: lost server connection
              NET_SendMessage: disconnected socket
              load failed.
              So for some reason the server? i'm guessing is sending it a disconnect packet, for some reason, and its literarly closing my client, and i'm back in my xwindows environment.

              Weird huh?
              Last edited by Lerster; 09-20-2010, 03:42 PM.

              Comment


              • #8
                Originally posted by Spike View Post
                gcc -m32 will attempt to build a 32bit program, yes.
                CC="gcc -m32" make
                will probably do what you need, if you need to build a 32bit program. This is assuming you have all the 32bit development packages that you will need to compile everything.

                regarding your graphics issue, try gl_ztrick 0. Broken drivers may have issues if its 1.
                Gawd i finally know what Spike meant bout the Cflags....

                "64 Bit CPUs
                Most of these legacy programs will probably not work as 64 bit binaries. QuakeSpasm is an exception.
                It is still possible, however, to compile 32 bit binaries on a 64 bit operating system. To do so, edit Makefiles and add "-m32" to the load and compile flags (LDFLAGS, CFLAGS). This tells GCC to build and link a 32 bit program (if the 32 bit SDL and OpenGL libraries are also installed). You may also have to disable the use of x86 assembly.
                If you are having trouble running 32 bit apps, try using the linux32 command. For example: linux32 tyr-glquake."

                Source: Linux Quake HOWTO: Trouble-shooting

                I just have to edit the make file's LDFLAGS AND CFLAGS with the -m32 flag, i wondered where the hell i was suppose to use -m32, as i kept trying to type make -m32 glquake_glx and other stupid attempts with gcc itself, lol.

                Well, that's good to know i will so try this later today.

                Comment


                • #9
                  Originally posted by Lerster View Post
                  Any ideas how to correct this?



                  Code:
                  ./glquake_glx -width 1680 -mem 1024 -condebug
                  hat's all for now. ^_^
                  gl_clear 1 clean that problem, but then you will have a black background.
                  It looks like you are missing some media, or the engine cant draw it correctly.

                  -mem, you are assigning 1 gig to quake! 32 is the max you'd need for anything with proquake.
                  Last edited by R00k; 09-20-2010, 12:10 PM.
                  www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                  Comment


                  • #10
                    Actually rook, Gl_ztrick did nothing to correct that problem. ...oops my bad misread your var... gl_clear 1 hum, may try that i'd just have to take the cvar_reset_all command out of my autoexec.cfg to try that command out to see if that does indeed correct the issue.

                    however the cvar_reset_all command did correct that issue, as is noted above.

                    I still don't know the cause of what variable fucked the screen like that but either way that issue was resolved.

                    Comment


                    • #11
                      so i tried just modifying the LDflag in the Makefile for pqsrc-modified (linux 3.60 client)

                      Code:
                      ~/Desktop/pqsrc-modified$ gedit Makefile
                      [email protected]:~/Desktop/pqsrc-modified$ make all
                      gcc  -g -O2  -m32 -o glquake_glx  glquake_glx-cl_demo.o glquake_glx-cl_input.o glquake_glx-cl_main.o glquake_glx-cl_parse.o glquake_glx-cl_tent.o glquake_glx-chase.o glquake_glx-cmd.o glquake_glx-common.o glquake_glx-console.o glquake_glx-crc.o glquake_glx-cvar.o glquake_glx-gl_draw.o glquake_glx-gl_mesh.o glquake_glx-gl_model.o glquake_glx-gl_refrag.o glquake_glx-gl_rlight.o glquake_glx-gl_rmain.o glquake_glx-gl_rmisc.o glquake_glx-gl_rsurf.o glquake_glx-gl_screen.o glquake_glx-gl_test.o glquake_glx-gl_warp.o glquake_glx-gl_vidlinuxglx.o glquake_glx-host.o glquake_glx-host_cmd.o glquake_glx-iplog.o glquake_glx-keys.o glquake_glx-location.o glquake_glx-matrix.o glquake_glx-menu.o glquake_glx-mathlib.o glquake_glx-net_dgrm.o glquake_glx-net_main.o glquake_glx-net_loop.o glquake_glx-net_vcr.o glquake_glx-net_udp.o glquake_glx-net_bsd.o glquake_glx-pr_cmds.o glquake_glx-pr_edict.o glquake_glx-pr_exec.o glquake_glx-r_part.o glquake_glx-sbar.o glquake_glx-security.o glquake_glx-sv_main.o glquake_glx-sv_phys.o glquake_glx-sv_move.o glquake_glx-sv_user.o glquake_glx-zone.o glquake_glx-view.o glquake_glx-wad.o glquake_glx-world.o glquake_glx-cd_linux.o glquake_glx-sys_linux.o glquake_glx-snd_dma.o glquake_glx-snd_mem.o glquake_glx-snd_mix.o glquake_glx-snd_linux.o glquake_glx-math.o glquake_glx-worlda.o glquake_glx-snd_mixa.o glquake_glx-sys_dosa.o -L/usr/X11/lib -L/usr/local/lib -lGL -lX11 -lXext -ldl -lXxf86dga -lXxf86vm -lm 
                      glquake_glx-math.o: In function `Invert24To16':
                      /home/baker/Desktop/pqsrc-modified/math.s:46: multiple definition of `Invert24To16'
                      glquake_glx-mathlib.o:/home/ler/Desktop/pqsrc-modified/mathlib.c:576: first defined here
                      glquake_glx-math.o: In function `BoxOnPlaneSide':
                      /home/baker/Desktop/pqsrc-modified/math.s:114: multiple definition of `BoxOnPlaneSide'
                      glquake_glx-mathlib.o:/home/ler/Desktop/pqsrc-modified/mathlib.c:188: first defined here
                      glquake_glx-worlda.o: In function `SV_HullPointContents':
                      /home/baker/Desktop/pqsrc-modified/worlda.s:49: multiple definition of `SV_HullPointContents'
                      glquake_glx-world.o:/home/ler/Desktop/pqsrc-modified/world.c:492: first defined here
                      glquake_glx-snd_mixa.o: In function `SND_PaintChannelFrom8':
                      /home/baker/Desktop/pqsrc-modified/snd_mixa.s:42: multiple definition of `SND_PaintChannelFrom8'
                      glquake_glx-snd_mix.o:/home/ler/Desktop/pqsrc-modified/snd_mix.c:353: first defined here
                      glquake_glx-snd_mixa.o: In function `Snd_WriteLinearBlastStereo16':
                      /home/baker/Desktop/pqsrc-modified/snd_mixa.s:145: multiple definition of `Snd_WriteLinearBlastStereo16'
                      glquake_glx-snd_mix.o:/home/ler/Desktop/pqsrc-modified/snd_mix.c:44: first defined here
                      glquake_glx-sys_dosa.o: In function `Sys_LowFPPrecision':
                      /home/baker/Desktop/pqsrc-modified/sys_dosa.s:49: multiple definition of `Sys_LowFPPrecision'
                      glquake_glx-sys_linux.o:/home/ler/Desktop/pqsrc-modified/sys_linux.c:410: first defined here
                      glquake_glx-sys_dosa.o: In function `Sys_HighFPPrecision':
                      /home/baker/Desktop/pqsrc-modified/sys_dosa.s:55: multiple definition of `Sys_HighFPPrecision'
                      glquake_glx-sys_linux.o:/home/ler/Desktop/pqsrc-modified/sys_linux.c:406: first defined here
                      /usr/bin/ld: skipping incompatible /usr/lib/gcc/x86_64-linux-gnu/4.4.1/../../../libXxf86dga.so when searching for -lXxf86dga
                      /usr/bin/ld: skipping incompatible /usr/lib/gcc/x86_64-linux-gnu/4.4.1/../../../libXxf86dga.a when searching for -lXxf86dga
                      /usr/bin/ld: skipping incompatible /usr/lib/libXxf86dga.so when searching for -lXxf86dga
                      /usr/bin/ld: skipping incompatible /usr/lib/libXxf86dga.a when searching for -lXxf86dga
                      /usr/bin/ld: cannot find -lXxf86dga
                      collect2: ld returned 1 exit status
                      make: *** [glquake_glx] Error 1
                      Now i get that, ironically i do have lXxf86dga, its in my /usr/lib/ folder as lXxf86dga.so and .lXxf86dga.so.1 etc.

                      my /usr/lib/ folder:
                      Code:
                      libgstreamer-0.10.so.0.22.0                 libXxf86dga.a
                      libgstriff-0.10.so.0                        libXxf86dga.so
                      libgstriff-0.10.so.0.18.0                   libXxf86dga.so.1
                      libgstrtp-0.10.so.0                         libXxf86dga.so.1.0.0
                      libgstrtp-0.10.so.0.18.0                    libXxf86misc.a
                      libgstrtsp-0.10.so.0                        libXxf86misc.so
                      libgstrtsp-0.10.so.0.18.0                   libXxf86misc.so.1
                      libgstsdp-0.10.so.0                         libXxf86misc.so.1.1.0
                      libgstsdp-0.10.so.0.18.0                    libXxf86vm.a
                      libgstsignalprocessor.so.0                  libXxf86vm.so
                      libgstsignalprocessor.so.0.0.0              libXxf86vm.so.1
                      libgsttag-0.10.so.0                         libXxf86vm.so.1.0.0
                      So far the libraries installed atm are: sudo apt-get install ia32-libs libc6 libc6-dev libc6-dbg libc6-i386 libc6-dev-i386 g++-multilib build-essential gcc rpm libxxf86dga-dev alien

                      However i know there was more then that when i first installed 64bit ubuntu, i think i had to install make/automake and some other stuff, but i don't remember at the moment.

                      I think the real catch is, it's very difficult to cross compile from a 64bit os back to a 32bit os, as i can't seem to locate that X11 Xfree86 library file, for 32bit debian, as ubuntu supports debian, i've tried to manually take it from an rpm file with alien, and then relocate it, but it still nags that the file doesn't exist, i've also tried ln -s linking the one i got to the filename it wants but it still whines at me.

                      Atm, its not a big deal as i said i do have Lennox's build of proquake that is working on linux, how'ever, i'd still like to compile my own version sometime....

                      I think the real catch is that i'm on a 64bit os trying to compiling a 32bit program, as Spike mentioned before, which i totally didn't think of at the time... as the os is automatically fetching packages in a 64bit format. rather then i386.

                      Which is where my problem is.

                      I also just noticed baker's old home folder is still in some of the paths, i may have to edit these objects, and see if that helps... doubtful but who knows.

                      I'll grab Eclipse IDE and see what i can achieve by probbing the source files. strickly for the paths, as i don't know or remember much C to do anything else to it.
                      Last edited by Lerster; 09-20-2010, 03:33 PM.

                      Comment


                      • #12
                        I just stopped by to say...
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                        OMG THE HORROR...
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                        Microsoft Windows.
                        Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

                        Comment

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