It is nowJip wrote:Isn't it merged already?Lucifer wrote: * SDL2 support.

It is nowJip wrote:Isn't it merged already?Lucifer wrote: * SDL2 support.
In a word: no. Still trying to get the special needs kid to be independent enough that I'll actually have time for leisure activity that doesn't amount to watching TV and checking to make sure my kid's not currently trying to kill herself.Jip wrote:Any success here? I tried setting up a Jenkins for windows builds. But my old windows laptop just went deadLucifer wrote:Updating the list:
* Automated builds: Working on that right now.so no help there sorry.
What goes into that? I assume you just release the source for Linux, so what would need done to compile for Windows? Do you compile through Code Blocks on Linux, or do you have to use a Windows machine to properly build and distribute?Z-Man wrote:It is nowBut the build system I use for the "weekly" builds still is in the process of getting a replacement, that's why there are no current Windows or Linux builds.
Codeblocks is the official build system for Windows, I believe. Z-man was last doing windows builds using wine and code blocks from Linux. So that should work. I was working on a buildslave that would cross-compile that way.Light wrote:What goes into that? I assume you just release the source for Linux, so what would need done to compile for Windows? Do you compile through Code Blocks on Linux, or do you have to use a Windows machine to properly build and distribute?Z-Man wrote:It is nowBut the build system I use for the "weekly" builds still is in the process of getting a replacement, that's why there are no current Windows or Linux builds.
I would happily set something up if you wanna throw me in the right direction. The LP copy of 0.4 compiles and runs perfectly fine for me on xubuntu 15.10.
I replaced my local countdown sounds and like them very much. As is stands today, there are only two things that bother me about the sound in 0.4 — 1) the mixing and 2) the zone spawn sound. I'm sure you know this already, but I'll continue on for completeness.Lucifer wrote:* Sound complaints. I added some sounds. It seems reasonable, considering how sounds work now, to make configuration items to disable them. I'll see about that. (I'm assuming people don't like the countdown, but it doesn't matter, the way I set it up I should be able to make toggles for *all* sounds)
I set up the Linux version of Code Blocks to compile with a Windows compiler. At the moment hit the issue of Boost not being found, but working on that now. So, we'll see where it goes from here ..Lucifer wrote: Codeblocks is the official build system for Windows, I believe. Z-man was last doing windows builds using wine and code blocks from Linux. So that should work. I was working on a buildslave that would cross-compile that way.
Also, if you're really interested in doing it, I'd love to see the autotools able to cross-compile arma from anywhere to anywhere. I did a proof-of-concept years ago where I built the dedicated server on linux, compiled for Windows. It was fun, but 'twould take quite a bit of time and work. But the advantages of using the same build system in an automated environment are obvious.
As for the source release, it's for all platforms. You can use the source release to build for any platform supported. It wouldn't be a full source release if you couldn't.
It's supposed to be based on position, and it's worse than you can imagine. It's SDL_Mixer's mostly incorrect way of trying to make 3d sounds. Seriously, if I can find the motivation, I'll totally rewrite the backend to use OpenAL and this complaint should just disappear. Otherwise, we might be stuck with it, but I'll look into it.sinewav wrote:I replaced my local countdown sounds and like them very much. As is stands today, there are only two things that bother me about the sound in 0.4 — 1) the mixing and 2) the zone spawn sound. I'm sure you know this already, but I'll continue on for completeness.
Regarding mixing, I know the cycle engine level is based on camera proximity, am I correct? I feel like the current level is too quiet but too loud in incam. I feel like the sound balance should be the same regardless of camera location.
I added this information to the line item in the list, but thought we might talk some more.Regarding zone spawn sounds, this definitely needs fixing. Currently, a new instance of the sound will trigger for every zone. If multiple zones spawn at the same time, they all mix together and overdrive the sound output. In CTWF there is at least one map that sends a loud-ass stream of distortion through my speakers. The zone spawn sound should be monphonic, it should not sound while another instance is playing, or if it does, need to be progressively quieter (steeply).
That got me to look in the right place. I set things up to work with the linux script, but now there's an include for tTrueVersion.h which doesn't seem to exist. I don't know how to get past that.Lucifer wrote:@Light: I haven't even tried to build with codeblocks in a year or so. There are instructions on the wiki, in case you haven't checked that yet. I was following those the last time I tried.
I didn't realize wineconsole ran them fine. I don't really mess with wine much since I don't use Win programs. I actually had to specially install wine for this. lolLucifer wrote:Configure probably makes it, then. And yes, the batch files were the way to go. Obviously, heh.
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windres.exe -J rc -O coff -i Z:\home\tom\DOWN~NTG\0.4\src\win32\ARMA~ZVR.RC -o ..\..\build\tmp\Armagetron_Dedicated___Win32_Release\src\win32\armagetron.res
windres.exe: Z:\\home\\tom\\DOWN~NTG\\0.4\\src\\win32\\ARMA~ZVR.RC:71: syntax error
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PRODUCTVERSION MAJOR_VERSION