Update Odamex 0.7

Discussion in 'Software Releases' started by Magic Sam, Nov 13, 2015.

  1. ptitSeb

    ptitSeb Serial Porter

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    If this version uses gl4es and regular dektop GL, no, no special flags needed (don't forget to package libGL.so.1 that may not be automaticaly picked up by copy_libs.sh, has this one is dlopen'ed).
    If it use shaders and GLES, than yes, you need some special flags (SDL_VIDEO_GLES2=1 SDL_VIDEO_GL_DRIVER=libGLESv2.so).
     
  2. Magic Sam

    Magic Sam Forever Homebrew

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    @ptitSeb : AFAIK Odamex doesn't use OpenGL yet, it's just an SDL(2) application. I guess I just botched the compilation, I will try again later. I changed the build type from "Release" to "None" in cmake, it certainly was a bad idea :p

    Cheers, Magic Sam
     
  3. ptitSeb

    ptitSeb Serial Porter

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    Try "RelWithDebInfo" as build type (it's "-O2 -g").
    Also, even if Odamex doesn't use GL, SDL will, so package libGL.so.1.
    But be warned, if Odamex just blits things using SDL, the SDL2 build will probably be much slower than the SDL1.2 build...
     
  4. Magic Sam

    Magic Sam Forever Homebrew

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    Hi all !

    @ptitSeb : thanks for the explanation :)

    Regarding the different build types (Release, RelWithDebInfo, etc...), they completely ignore the default CFLAGS from Code::Blocks, right ?

    Cheers, Magic Sam
     
  5. ptitSeb

    ptitSeb Serial Porter

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    No, usualy it first take the CFLAGS than "paste" the flags for the release type.
    So it's better to change the "-Ofast" by a "-ffast-math" and then let the release type put the optim level (because when you put multiple -Ox, only the last is taken).
     
  6. Magic Sam

    Magic Sam Forever Homebrew

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    @ptitSeb : OK, then for RelWithDebInfo that would give -ffast-math -pipe -mcpu=cortex-a8 [...] then the release flags: -O2 -g -DNDEBUG

    Compiling with this setup as we speak :)

    Cheers, Magic Sam
    --- Double Post Merged, Nov 29, 2016, Original Post Date: Nov 29, 2016 ---
    Hi again,

    @ptitSeb : still no luck with Odamex, the binary does nothing at all.

    I tried to run gdb on it, here is the output:
    Cheers, Magic Sam
     
  7. ptitSeb

    ptitSeb Serial Porter

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    When I have a case like that (a game / software that just exit silently), I add some printf in the code to see where is does exit. It's most of the time faster taht way then to manualy try to step by step using gdb...
     
  8. Magic Sam

    Magic Sam Forever Homebrew

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    [BUMP]
    Hi all :)

    @ptitSeb : I'm giving Odamex (last commit on February 18th) a new try.

    I'll keep you posted.

    Cheers, Magic Sam
    [/BUMP]
     
  9. Magic Sam

    Magic Sam Forever Homebrew

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    Hi all :)

    @ptitSeb: still no luck with Odamex... I added libGL.so.1 to the PND, to no avail.

    I also added the following lines to my run script:
    And also /usr/lib to $LD_LIBRARY_PATH, since this is where libGLESv2.so is, but it still doesn't work :(

    What bothers me is that all the SDL2 applications I'm trying to port (Odamex, PrBoom+, etc...) are all failing the same way, and I don't believe in coincidences. I must be doing something wrong, but I don't know what...

    Any suggestions ?

    Cheers, Magic Sam
     
  10. ptitSeb

    ptitSeb Serial Porter

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    If you want (or need) full OpenGL, then you link with libGL and you don't use any of the 2 SDL export. Juste the regular LIBGL_FB=1 will be enough.
    If you want (or need) shaders, then you don't link with libGL (you may need libGLESv2) and you need the 2 SDL export (and LIBGL_FB=1 is useless).

    I hope it helps (you can also take one the SDL2 PND game and see how it's built, there are quite few now, from canceco and from me).
     
    Last edited: Aug 4, 2017
  11. Magic Sam

    Magic Sam Forever Homebrew

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    Hi all :)

    Build #8 is on the Repo !

    http://repo.openpandora.org/?page=detail&app=odamex-magicsam

    New in build #8
    Cheers, Magic Sam

    EDIT: Odalaunch will output error messages when starting and exiting. Those messages are non blocking issues and can be safely ignored (AFAIK).

    REMINDER: if you are using Odamex to play Freedoom, be sure to set "co_boomphys" to "1" before playing for maximum compatibility.

    REMINDER 2: in order to switch from freedoom1.wad to freedoom2.wad, use the "-iwad" option in File > Settings > Other. Example: -iwad freedoom2.wad
     
    Last edited: Aug 4, 2017
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  12. atari_afternoon

    atari_afternoon Member

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    Please play more Odamex, guys :) I play my daily need of Doom online this way every day (preferably the Doom 1 levels with enemies left in, of course) ;) and tonight I was joined by Wunderboyz" (or similar). We played half an hour in cooperative mode and managed the level ;)
    Just saying, playing "normal" Doom while on a server via odamex is at least as great fun as playing it "vanilla" ;)
     
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  13. Magic Sam

    Magic Sam Forever Homebrew

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    [BUMP]
    Hi all :)

    Odamex 0.8 is out:

    https://github.com/odamex/odamex/releases/tag/0.8.0

    I'll try my best to update the package ASAP !

    Cheers, Magic Sam
    [/BUMP]
    --- Double Post Merged, Jan 23, 2019, Original Post Date: Jan 23, 2019 ---
    Hi again,

    I have just compiled Odamex 0.8 with @ptitSeb 's latest Code::Blocks (GCC 8.1.0) and SDL2 support this time. I'll build the latest version of gl4es tomorrow (if time allows), and see how it works.

    Stay tuned !

    Cheers, Magic Sam
     
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  14. Magic Sam

    Magic Sam Forever Homebrew

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    Hi all :)

    @ptitSeb : I'm really sorry to bother you again with this, but there's a new ABI incompatibility (wxWidgets) in your latest Code::Blocks release:
    Could you please have a look ?

    Cheers, Magic Sam
     
    Last edited: Jan 24, 2019
  15. ptitSeb

    ptitSeb Serial Porter

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    Yeah, I'll update codeblocks pnd... soon...
     

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