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Old 04-13-2009, 02:21 PM   #521
j0hn
Cool Re: EDuke32 snapshot thread
Thanks for such an amazing port (EDUKE32) and for such retail-grade quality programming. I was playing EDUKE32 from a Ramdisk and was wondering why it took 8 seconds to load, but then found the option to turn off pre-caching. Loads instantly now, love it ! thanks for that option!
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Old 04-14-2009, 12:21 PM   #522
Radar1013

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Re: EDuke32 snapshot thread
Here's a weird bug that i am having with the latest snapshot. I don't know what caused it.
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Old 04-14-2009, 01:36 PM   #523
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Re: EDuke32 snapshot thread
For some reason I get this:
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Old 04-14-2009, 01:54 PM   #524
Chip

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Re: EDuke32 snapshot thread
That's impossible!



On an some what related note, after starting up a map the animation for the main menu's spinning nuke icon will throw in a random tile for 1 of the animations.
This does not happen from the start and only happens after I play a map.

Note I had deleted all that was left of any texture cache. (as far as I know)
Last edited by Chip; 04-14-2009 at 01:59 PM.
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Old 04-14-2009, 02:07 PM   #525
The Commander

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Re: EDuke32 snapshot thread
Ah, so im not the only one to get this. Generaly deleteing the cache will fix it (even though it comes back)
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Old 04-14-2009, 02:40 PM   #526
Another Duke Fan

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Chip View Post
That's impossible!
Delete texture cache fixed it. For now. Thanks!
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Old 04-15-2009, 01:54 AM   #527
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Re: EDuke32 snapshot thread
I get this occasionally on my work PC. Tends to happen when switching AA/AF modes (for prettying up screenshots). x800xt in that machine, and it tends to go away either by deleting the texcache or reverting my AA/AF settings back to what they were.
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Old 04-15-2009, 04:01 AM   #528
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Re: EDuke32 snapshot thread
I am not using texture caching. So I never get this. Besides, deactivating texture cache would also eliminate compression artifacts on sky textures. However, level loading times will increase considerably.
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Old 04-15-2009, 02:53 PM   #529
TerminX

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Re: EDuke32 snapshot thread
Minor changes to the startup window:

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Old 04-15-2009, 02:54 PM   #530
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Re: EDuke32 snapshot thread
TerminX, why do you taunt us so?
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Old 04-15-2009, 02:55 PM   #531
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Re: EDuke32 snapshot thread
What would happen if you checked the "polymer" box while starting the game in "1024 x 768 8-bit". Would the game let you do that or is that not possible?
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Old 04-15-2009, 02:56 PM   #532
TerminX

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Re: EDuke32 snapshot thread
It doesn't let you do that.
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Old 04-15-2009, 03:06 PM   #533
NightFright

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Re: EDuke32 snapshot thread
Wake up. Polymer is 32-bit exclusive. Stop living in the 8-bit world! Let's see some colors!
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Old 04-15-2009, 03:36 PM   #534
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by TerminX View Post
Minor changes to the startup window:

Pffft, that's nothing
Spoiler:
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Old 04-15-2009, 03:42 PM   #535
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Re: EDuke32 snapshot thread
^ haha you wish. lol
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Old 04-15-2009, 04:18 PM   #536
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Re: EDuke32 snapshot thread
Quote:
^ haha you wish. lol
I know I do.
Last edited by Dopefish7590; 04-15-2009 at 04:21 PM.
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Old 04-15-2009, 05:10 PM   #537
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by NightFright View Post
Stop living in the 8-bit world!
I'll pass.
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Old 04-15-2009, 05:14 PM   #538
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Re: EDuke32 snapshot thread
Awesome cant wait.
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Old 04-15-2009, 05:25 PM   #539
perwel2
Re: EDuke32 snapshot thread
Quote:
Originally Posted by TerminX View Post
Minor changes to the startup window:

where I can download this!?
in http://wiki.eduke32.com/stuff/ is the version from march 14th
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Old 04-15-2009, 05:35 PM   #540
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Re: EDuke32 snapshot thread
It hasnt been released yet, obviously.
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Old 04-15-2009, 05:35 PM   #541
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Re: EDuke32 snapshot thread
I feel happy TX listened my idea about the autoload folder it will be usefull for many people.

So, is polymer finally released or it´s just a preview?
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Old 04-15-2009, 05:47 PM   #542
The Commander

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by gambini View Post
So, is polymer finally released or it´s just a preview?
No, it's to make you get all excited.
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Old 04-15-2009, 05:49 PM   #543
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Re: EDuke32 snapshot thread
For some reason I think that TerminX's old avatar would be very appropriate for Polymer.
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Old 04-15-2009, 07:36 PM   #544
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Re: EDuke32 snapshot thread
Yeah, or he could loan it to Plagman.
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Old 04-15-2009, 08:00 PM   #545
The Commander

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Re: EDuke32 snapshot thread
Plagman's should just say. "GOD"
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Old 04-15-2009, 08:33 PM   #546
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Re: EDuke32 snapshot thread
[edit]
sorry to bother you
Last edited by supergoofy; 04-15-2009 at 09:49 PM.
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Old 04-15-2009, 09:12 PM   #547
TerminX

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Re: EDuke32 snapshot thread
Why are you requesting a feature that would do absolutely nothing?
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Old 04-15-2009, 09:25 PM   #548
engineer
Re: EDuke32 snapshot thread
I want a command that turns all of the fire hydrants into toilets.


...hey, it'll do something!
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Old 04-15-2009, 09:37 PM   #549
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by engineer View Post
I want a command that turns all of the fire hydrants into toilets.


...hey, it'll do something!
sure, just add this to the beginning of GAME.CON:

Code:
onevent EVENT_GAME ifactor HYDRENT cactor TOILET endevent
EDIT: I mean after include DEFS.CON and yes I know you were joking
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Old 04-16-2009, 03:59 AM   #550
NY00123
Re: EDuke32 snapshot thread
Of course turn hydrants into toilets. After all, engineer is, well, an engineer
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Old 04-16-2009, 06:53 AM   #551
moggimus

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Re: EDuke32 snapshot thread
Requesting a key combination to remove the display of sprites in Mapster in 2D mode. If that also made them unable to be selected/copied it would be excellent too.
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Old 04-16-2009, 09:47 AM   #552
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Re: EDuke32 snapshot thread
Isn't that already possible? I know it is in DOS Build.
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Old 04-16-2009, 09:59 AM   #553
kyvlle
Building on Mac OS X
I have got EDuke32 to build on OS X. Here's the details:

System: Mac OS X 10.5.6
Xcode: 3.1.2 (non iPhone SDK)
GCC: gcc version 4.0.1 (Apple Inc. build 5490)

Get the EDuke32 sources from http://wiki.eduke32.com/stuff/eduke32_current.zip. My version is dated 2009-01-31. Also get http://wiki.eduke32.com/stuff/source...x_libs.tar.bz2.

Extract both and place the "Apple" folder inside the EDuke32 source tree.

Install SDL from MacPorts:
libsdl
libsdl-framework
libsdl_mixer
libsdl_mixer-framework
Remember to create symlinks from the MacPorts install to /Library/Frameworks/

Changes summary:
Changed the SDL paths to point to the MacPorts SDL location
build/include/sdl_inc.h
build/Makefile.shared
Makefile

Disable NOASM flags
build/Makefile

Force generation of PIC code (-fPIC)
No RANCID_NETWORKING
Makefile

Changed type from int32_t to int
build/include/osxbits.h


The modifications are in the attached patch files.
Attached Files
File Type: zip macosx-patches.zip (2.6 KB, 4 views)
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Old 04-16-2009, 12:42 PM   #554
Radar1013

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Re: EDuke32 snapshot thread
Turning on god mode while being shrunken causes EDuke32 to crash.

EDuke32 1.5.0devel 20090313
addsearchpath(): Added C:/Users/Daniel/Documents/HRP 4.0/
OS: Windows Vista (6.0.6001) Service Pack 1
Loading opengl32.dll
Loading glu32.dll
Initializing DirectDraw...
Using config file 'eduke32.cfg'.
Scanning for GRP files...
addsearchpath(): Added C:/Users/Daniel/Documents/HRP 4.0/DukePlus/
Using group file 'duke3d.grp' as main group file.
Using group file 'autoload/eduke32_mus.zip'.
Using group file 'autoload/duke3d.grp/duke3d_hrp.zip'.
Using group file 'autoload/duke3d.grp/maphacks.zip'.
Using group file 'DukePlus/DUKEPLUS_RESOURCES.zip'.
Compiling: EDUKE.CON (36 bytes)
Including: DukePlus/dpcons/DUKEPLUS.CON (553002 bytes)
Using DEF file: dukeplus.def.
Wrote eduke32.cfg
Wrote eduke32_binds.cfg
Using config file 'DukePlus/dp.cfg'.
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
Including: DukePlus/dpcons/DEFSPLUS.CON (39364 bytes)
Including: DukePlus/dpcons/USERPLUS.CON (53154 bytes)
Including: DukePlus/dpcons/LIGHTS.CON (21535 bytes)
DukePlus/dpcons/LIGHTS.CON: In actor `SECTOR_CONTROLLER':
DukePlus/dpcons/LIGHTS.CON:405: warning: `nullop' found without `else'
DukePlus/dpcons/LIGHTS.CON:405: warning: empty `else' branch
Including: DukePlus/dpcons/HUDPLUS.CON (60751 bytes)
Resizing code buffer to 32768*4 bytes
Including: DukePlus/dpcons/PLAYERPLUS.CON (106730 bytes)
Resizing code buffer to 65536*4 bytes
Resizing code buffer to 131072*4 bytes
DukePlus/dpcons/DUKEPLUS.CON: In event `EVENT_PROCESSINPUT':
DukePlus/dpcons/DUKEPLUS.CON:25542: warning: found `ifsound' outside of a local event.
DukePlus/dpcons/DUKEPLUS.CON:25550: warning: found `ifsound' outside of a local event.
Found 4 warning(s), 0 error(s).
Resizing code buffer to 102016*4 bytes
Script compiled in 79ms
Compiled code size: 102008*4 bytes, version 1.4+
Pointer bitmap size: 12752 bytes
2778/11264 labels, 642/2048 variables
287/16384 quotes, 46 quote redefinitions
33/88 event definitions, 388 defined actors
Initialized 32.0M cache
Definitions file 'dukeplus.def' loaded.
RTS file DUKE.RTS was not found
Initializing OSD...
Using keyboard layout 00000409
Initializing DirectInput...
- Enumerating attached input devices
* MOUSE: Mouse
* KEYBOARD: Keyboard
* OTHER: USB Receiver
* OTHER: USB Receiver
* OTHER: USB Receiver
Setting video mode 1280x1024 (8-bit fullscreen)
Initializing music...
Loading OpenAL32.DLL
OpenAL Information:
Version: 1.1
Vendor: Creative Labs Inc.
Renderer: Software
Initializing sound...
Initializing MultiVoc...
- 32 voices, 2560 byte mixing buffers
Initializing DirectSound...
- Primary buffer format: 2 ch, 44100Hz, 16 bits
- Creating secondary buffer
Executing "DukePlus/dp_binds.cfg"
Setting video mode 1280x1024 (32-bit fullscreen)
OpenGL Information:
Version: 1.5.0 - Build 7.14.10.1437
Vendor: Intel
Renderer: Intel 965/963 Graphics Media Accelerator
Cache contains 132256 bytes of garbage data
EOF: EDuke32
No cached tex for tile 137 pal 0.
Writing cached tex 8e7a41faffdddea59a63794f7e1dd445-606c-40, offset 0x17d5178e
No cached tex for tile 137 pal 1.
Writing cached tex 8e7a41faffdddea59a63794f7e1dd445-616c-41, offset 0x17d54238
No cached tex for tile 137 pal 6.
Writing cached tex 8e7a41faffdddea59a63794f7e1dd445-666c-43, offset 0x17d569f2
No cached tex for tile 137 pal 247.
Writing cached tex 8e7a41faffdddea59a63794f7e1dd445-1576c-49, offset 0x17d59195
Cache time: 12922ms
GOD MODE: ON
Line 5421, cansee: Invalid sector
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Old 04-16-2009, 02:24 PM   #555
DeeperThought

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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Radar1013 View Post
Turning on god mode while being shrunken causes EDuke32 to crash.
Maybe it crashed after you turned on god mode in that case, but it does not usually. I've done that lots of times when shrunken without crashing, and I did it again just now to be sure.
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Old 04-16-2009, 08:29 PM   #556
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Re: EDuke32 snapshot thread
In Mapster32, since some build recently (not sure which one), walls now show a small line at the centre point, to show you where the halfway mark is on any given wall. I find this extremely helpfull, but there are some occasions where I really need to disable it, particularly when working with extremely small sectors - The halfway mark lines end up covering the small sectors, making moving them a bit of guesswork depending on where the cursor click decides to autosnap to first (doesn't seem to be pinpoint accurate all the time - I've had it grab points quite far away from the one I am targetting).

But yes, basically, is there any key combination in Mapster32 to disable that temporarily?
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Old 04-16-2009, 08:47 PM   #557
TerminX

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Re: EDuke32 snapshot thread
Try "showheightindicators 0" in the console. Setting it to 1 will set it back to the default.
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Old 04-17-2009, 02:16 PM   #558
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Re: EDuke32 snapshot thread
Eduke32 refuses to let me replace the second dethtoll.mid (the one that is defined for user maps) in the USER.con with an .ogg. All of my other defines work, but this one refuses to load ANY .ogg, it just loads the dethtoll.mid.
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Old 04-17-2009, 02:50 PM   #559
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Re: EDuke32 snapshot thread
Quote:
Originally Posted by Sobek View Post
doesn't seem to be pinpoint accurate all the time - I've had it grab points quite far away from the one I am targetting
I also experienced that .. for me it helped to switch the 3d resolution in mapster from 1650x1080 ws to 1024x768 4:3 ... maybe try this if you're also working with a widescreen.
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Old 04-18-2009, 04:21 AM   #560
tsug303
Troubles compiling EDuke on Windows
Hey Guys,

Maybe someone can help me building EDuke on Windows.

Here is what I did:
- Get Microsoft Visual Studio 2008 Express (http://www.microsoft.com/express/download/)
- Get Free MASM (http://www.masm32.com/)
- Get the latest source (http://wiki.eduke32.com/stuff/source...c_20090131.zip) (without the latest diff)
- Get OpenAL SDK (http://connect.creativelabs.com/open...L11CoreSDK.zip)
- Get Ogg Vorbis SDK (http://www.vorbis.com/files/1.0.1/wi...2sdk-1.0.1.zip)
- Get latest DirectX SDK, i.e. March 2009 (http://www.microsoft.com/downloads/d...displaylang=en)

Then I installed all this stiff in relevant places.

I had to modify the 2 MSVC Makefiles:

The one in the top level folder:
Code:
# EDuke32 Makefile for Microsoft NMake
...


DXROOT=c:\code\dxsdk
MSSDKROOT="C:\Program Files\Microsoft Visual Studio 9.0\VC
PLATFORMSDK="C:\Program Files\Microsoft Visual Studio 9.0\VC\PlatformSDK
VORBISROOT=c:\code\oggvorbis-win32sdk-1.0.1
ALROOT=C:\code\OpenAL

ENGINEOPTS=/DSUPERBUILD /DPOLYMOST /DUSE_OPENGL /DUSE_OPENAL /DRANCID_NETWORKING

CC=cl
AS=ml
LINK=link /opt:nowin98 /nologo /opt:ref
MT=mt
CFLAGS= /MD /J /nologo $(flags_cl)  \
	/I$(ALROOT)\include /I$(INC) /I$(EINC)\ /I$(SRC)\jmact /I$(SRC)\jaudiolib /I$(MSSDKROOT)\include" /I$(PLATFORMSDK)\include" /I$(VORBISROOT)\include \
 	/DNOCOPYPROTECT  /D "_CRT_SECURE_NO_DEPRECATE" -W2 $(ENGINEOPTS) \
 	/I$(DXROOT)\include /DRENDERTYPEWIN=1
LIBS=user32.lib gdi32.lib shell32.lib dxguid.lib winmm.lib wsock32.lib comctl32.lib \
        /NODEFAULTLIB:libFLAC.lib /NODEFAULTLIB:glu32.lib /NODEFAULTLIB:LIBCMT.lib /NODEFAULTLIB:LIBCMTD.lib

...
And the on for the build engine:

Code:
...

DXROOT=c:\code\dxsdk
MSSDKROOT="C:\Program Files\Microsoft Visual Studio 9.0\VC
PLATFORMSDK="C:\Program Files\Microsoft Visual Studio 9.0\VC\PlatformSDK
# ENETROOT=$(SRC)\enet

...

LINK=link /opt:nowin98 /opt:ref /nologo
CFLAGS=$(CFLAGS) /nologo /MD /J $(flags_cl) $(TARGETOPTS) /I$(INC) /I$(DXROOT)\include /I$(MSSDKROOT)\include" /I$(PLATFORMSDK)\include" # /I$(ENETROOT)\include"
ASFLAGS=/nologo /coff /c
EXESUFFIX=.exe
!ifdef DEBUG
CFLAGS=$(CFLAGS) /DDEBUGGINGAIDS
!endif


# the tools
kextract$(EXESUFFIX): $(OBJ)\kextract.$o $(OBJ)\compat.$o
	$(LINK) /OUT:$@ /SUBSYSTEM:CONSOLE /LIBPATH:$(DXROOT)\lib /LIBPATH:$(PLATFORMSDK)\lib" /LIBPATH:$(MSSDKROOT)\lib" $(flags_link) /MAP $** $(LIBS) msvcrt.lib
	$(MT) -manifest $@.manifest -outputresource:$@
	
kgroup$(EXESUFFIX): $(OBJ)\kgroup.$o $(OBJ)\compat.$o
	$(LINK) /OUT:$@ /SUBSYSTEM:CONSOLE /LIBPATH:$(DXROOT)\lib /LIBPATH:$(PLATFORMSDK)\lib" /LIBPATH:$(MSSDKROOT)\lib" $(flags_link) /MAP $** $(LIBS) msvcrt.lib
	$(MT) -manifest $@.manifest -outputresource:$@

transpal$(EXESUFFIX): $(OBJ)\transpal.$o $(OBJ)\pragmas.$o $(OBJ)\compat.$o
	$(LINK) /OUT:$@ /SUBSYSTEM:CONSOLE /LIBPATH:$(DXROOT)\lib /LIBPATH:$(PLATFORMSDK)\lib" /LIBPATH:$(MSSDKROOT)\lib" $(flags_link) /MAP $** $(LIBS) msvcrt.lib
	$(MT) -manifest $@.manifest -outputresource:$@

wad2map$(EXESUFFIX): $(OBJ)\wad2map.$o $(OBJ)\pragmas.$o $(OBJ)\compat.$o
	$(LINK) /OUT:$@ /SUBSYSTEM:CONSOLE /LIBPATH:$(DXROOT)\lib /LIBPATH:$(PLATFORMSDK)\lib" /LIBPATH:$(MSSDKROOT)\lib" $(flags_link) /MAP $** $(LIBS) msvcrt.lib
	$(MT) -manifest $@.manifest -outputresource:$@

wad2art$(EXESUFFIX): $(OBJ)\wad2art.$o $(OBJ)\pragmas.$o $(OBJ)\compat.$o
	$(LINK) /OUT:$@ /SUBSYSTEM:CONSOLE /LIBPATH:$(DXROOT)\lib /LIBPATH:$(PLATFORMSDK)\lib" /LIBPATH:$(MSSDKROOT)\lib" $(flags_link) /MAP $** $(LIBS) msvcrt.lib
	$(MT) -manifest $@.manifest -outputresource:$@

...

Then I got it to build. However, when I launch the game, It crashed right from the beginning... I had to comment the
Code:
G_PlayAnim("logo.anm",5);
in game.c to prevent a pointer error in
Code:
void CPlayRunSkipDump(uint8_t *srcP, uint8_t *dstP)
in animlib.c

Once commented, the game started but it's completely screwed ... Some textures are missing, I can't shoot at enemies even if they are right in fron of me, in fact it's really hard to describe. I can provide my eduke32.exe if anyone request.

So I'm wondering what you guys use to build the game on windows, because the fact I had to change add the Vorbis/OpenAL in the Makefiles makes me think you're not using these to build your snapshots, or I got something wrong ...

Can anyone help me ?

Thanks
Last edited by tsug303; 04-18-2009 at 04:24 AM.
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