The commercial game Halloween (FPS) for Linux is now the open source project


gbudny

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Oct 16, 2021
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36
Thank you for the answer.

I checked the new version of Halloween, and I can't build it:


I removed the library libturbojpeg, and Cmake tries to detect it.
 

gbudny

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Oct 16, 2021
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36
@Brizzly27
Thank you for the answer.

I removed it, and now it's the issue with the file loadjpeg_linux.cpp:


I tried to comment this file in CMakeLists.txt, which allowed me to generate build files, but it stopped when I typed make.

 
Last edited:

Brizzly27

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Joined
Nov 21, 2021
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@Brizzly27
Thank you for the answer.

I removed it, and now it's the issue with the file loadjpeg_linux.cpp:


I tried to comment this file in CMakeLists.txt, which allowed me to generate build files, but it stopped when I typed make.

I see there is this line (mac pc code) : HalloweenSrc/jpeg.cpp:72:28: error: ‘KMiscTools’ has not been declared
Try this :
#ifdef H_LINUX
return LoadFromJPEG(Name, fullname, id, map_tex);
#endif

return LoadFromJPEG(Name, KMiscTools::makeFilePath(fullname), id, map_tex);

I will have my ubuntu back soon hopefully.
 

gbudny

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Oct 16, 2021
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36
Just pushed a version that builds on Linux, with cmake/make and without lib jpeg/turbo

Thank you!

I checked a new version, and it works.

I need more time to check other levels in this game.


I have to correct something.

In the first level, I can see two well-known issues: rec_depth overflow and a few recusive errors.

I didn't report it, but in the last level, there is something like Arec_depth overflow that you can see here too.

I suspect these are the main issues that hurt the performance of this game on the Open pandora console.
 

Brizzly27

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Nov 21, 2021
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This is related to collision detection within BSP-Level.
Sometimes the code collision detection sometimes get lost into deep recursive calls by error..
The best fixe should be to better align map vertices datas, then use opengl vertex buffer objets (better performance) and use a open-source physic collision lib like : https://www.reactphysics3d.com/
I don't know is any quick win is possible yet though
 

gbudny

Still Fresh
Joined
Oct 16, 2021
Messages
36
This is related to collision detection within BSP-Level.
Sometimes the code collision detection sometimes get lost into deep recursive calls by error..
The best fixe should be to better align map vertices datas, then use opengl vertex buffer objets (better performance) and use a open-source physic collision lib like : https://www.reactphysics3d.com/
I don't know is any quick win is possible yet though

Thank you for the answer.

That looks like a complicated issue.

Maybe @ptitSeb has an idea for a temporary fix for it.
 
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