FLAC source from git commit 0920bc1ffb07f038b317e7e8056509fe0e4b680e, patched by me.
Windows libFLAC.a built using i686-MinGW-w64 and x86_64-MinGW-w64.
HUGE thanks to rhoenie for building the Mac fat library (ppc, i686, x86_86).
git-svn-id: https://svn.eduke32.com/eduke32@3335 1a8010ca-5511-0410-912e-c29ae57300e0
* Renamed source/jaudiolib/third-party/mingw32 to source/jaudiolib/third-party/Windows.
* Moved source/jaudiolib/third-party/Windows/include to source/jaudiolib/third-party/common/include to use both on Windows and Apple.
* Deleted Apple/lib/include/{ogg,vorbis}/, see previous point.
* Deleted Apple/lib/libvorbisenc.a, 6MB saved.
* Moved Apple/lib/lib{ogg,vorbis,vorbisfile}.a to source/jaudiolib/third-party/Apple/lib, where they belong.
* Moved source files in Apple/ to source/, where they belong. (SDLMain.[mh] stay.)
* Deleted source/jaudiolib/third-party/{ogg,vorbis}.framework, not used any more.
* Renamed "StartupWinController*" to "startosx*".
git-svn-id: https://svn.eduke32.com/eduke32@3334 1a8010ca-5511-0410-912e-c29ae57300e0
- Updated to use StackWalk64 function call, requiring some addition of headers from MinGW-w64 to compile with MinGW.
- Code added to support 64-bit executables: functionality added and one warning fixed.
- New DLL binaries compiled using i686-MinGW-w64 and x86_64-MinGW-w64. (Oddly, the DLL built with MinGW is 5 MB while MinGW-w64's is 1 MB.)
git-svn-id: https://svn.eduke32.com/eduke32@3299 1a8010ca-5511-0410-912e-c29ae57300e0
This includes a complete Windows header and library refresh, including the addition of 64-bit compiled libs:
*libogg 1.3.0
*libvorbis 1.3.3
*zlib 1.2.7
*libpng 1.5.13
*libvpx 9a3de881c0e681ba1a79a166a86308bbc84b4acd
*SDL_mixer 1.2.12 (for RENDERTYPE=SDL)
*DirectX import libraries: dsound and dxguid (now included)
To build in 64-bit, you essentially need MinGW's MSYS (but not MinGW itself) and MinGW-w64 at the top of your PATH. The target is automatically detected using `$(CC) -dumpmachine`. The EDukeWiki will get detailed instrucitons.
All compiler and linker warnings when building in 64-bit mode have been fixed.
Remaining 64-bit to-do:
- The ebacktrace dll does not build under 64-bit. It uses code specific to the format of 32-bit executables and will have to be ported to work with 64-bit executables. A future 64-bit version will be named ebacktrace1-64.dll.
- RENDERTYPE=SDL crashes in SDL_mixer's Mix_Linked_Version().
- DirectInput gives an error and does not function. This only affects joysticks, and the error never happens without any plugged in.
- Port the classic renderer ASM to 64-bit. (Just kidding, this is way out of my league.)
This commit includes a fair bit of Makefile development spanning all platforms, including simplifying the SDLCONFIG code, fixing build on Mac OS X (thanks rhoenie!), globally factoring Apple brew/port inclusion, enforcing that all -L come before all -l, and ensuring that $(shell ) is always :='d.
In addition, I have resurrected the old GCC_MAJOR and GCC_MINOR detection using `$(CC) -dumpversion`, but I have made it failsafe in case the command fails or the version is manually specified. I have applied this new fine-grained detection where applicable, including allowing LTO, and restraining -W's to versions that support them.
git-svn-id: https://svn.eduke32.com/eduke32@3278 1a8010ca-5511-0410-912e-c29ae57300e0
Set up the use of {Windows,Apple}/{include,lib} regardless of feature toggles in Makefile.common using $(abspath ) in reference to the directory Makefile.common is in.
Add the three DirectX headers that are actually used to the repo. (from: http://alleg.sourceforge.net/files/dx9mgw.zip)
Since current MinGW versions include DirectX libs (for dynamic linking), remove "-L$(DXROOT)/lib".
The DirectX headers are no longer a separate dependency for building.
Add $(SDLROOT_OVERRIDE). $(SDLROOT) only functions for Windows and Mac OS X.
Factor handling of $(DXROOT_OVERRIDE) and $(SDLROOT_OVERRIDE) into Makefile.shared using $(abspath ).
git-svn-id: https://svn.eduke32.com/eduke32@3275 1a8010ca-5511-0410-912e-c29ae57300e0
Disabling netcode compilation can be interesting on memory-constrained
systems, or those that have no means of accessing the network anyway.
Note: I'm OK with maintaining this myself, i.e. it's fine if netcode dev
breaks compilation with NETCODE=0.
git-svn-id: https://svn.eduke32.com/eduke32@3260 1a8010ca-5511-0410-912e-c29ae57300e0
This needs improvements to bring it up to par with winlayer, but it is functional. In particular, a good amount of code from winlayer could be used for both layers, including the profiling timers, the version printing code, and the hInstance and hModule sharing.
Known problems: the mouse cursor is not trapped, and the game starts before the startup window shows options.
git-svn-id: https://svn.eduke32.com/eduke32@3219 1a8010ca-5511-0410-912e-c29ae57300e0
- Eliminate use of the C++ standard library from arttool. I improved some of the program's workings but it continues to corrupt my art files in certain circumstances. (Note: Not a regression; it happens with previous revisions.)
- Construct "make utils" for the game side following the pattern of the engine.
- Move ivfrate to this new distinction.
- Minor Makefile cleanup and tweaks, mainly to facilitate CLANG=1 and to formalize text output in special cases.
git-svn-id: https://svn.eduke32.com/eduke32@3163 1a8010ca-5511-0410-912e-c29ae57300e0
On the engine side (functions starting with L_), there are now the basic
parts like state creation and running code from strings and files.
The game and editor can add to that by e.g. loading whatever they please
into the state. Their functions start with El_ and Em_, respectively.
The Lua scripts still reside in source/lunatic, even for the common ones.
This is because they will be embedded into the binaries as bytecode or
compressed source eventually, so their location on disk will be irrelevant.
git-svn-id: https://svn.eduke32.com/eduke32@3148 1a8010ca-5511-0410-912e-c29ae57300e0
The command-line utility can query and set the frame rate of IVF files, since
apparently encoders don't care too much about setting proper values in the IVF
header. Also, add the utility to the synthesis build.
On the playback side in EDuke32, get rid of the 1/(2*fps) "correction" if the
FPS numerator is <1000 (presumably used in older encoders) and properly print
the frame rate's fractional part.
git-svn-id: https://svn.eduke32.com/eduke32@3131 1a8010ca-5511-0410-912e-c29ae57300e0
Credit to Plagman for the idea and doing the work on the game side, which is included in this commit.
(Building as C++ will give us features with which we can make improvements and optimizations on the multiplayer code and Polymer.)
git-svn-id: https://svn.eduke32.com/eduke32@3116 1a8010ca-5511-0410-912e-c29ae57300e0
* Centralize optimization strategies in Makefile.common. This required moving detection of $(PLATFORM), which makes sense if we work on the paradigm that Makefile.common is for generic compiler setup and Makefile.shared works with libraries and things closer to the engine and game code itself.
* New Makefile variables OPTOPT (Optimization Options) and CUSTOMOPT (Custom Optimizations). OPTOPT by default contains -march, -mtune, etc. Setting this variable from Make invocation will blank these. CUSTOMOPT (Custom Optimizations) works the same but in an additive fashion, overwriting nothing. Technically CUSTOMOPT could stand for (Custom Options) and include any additional parameters sent to both linker and compiler.
* Factor out literal names of the main executables.
* The build process now prints assembler (if NOASM=0) and linker settings in addition to compiler settings.
git-svn-id: https://svn.eduke32.com/eduke32@3096 1a8010ca-5511-0410-912e-c29ae57300e0
The Makefile now has separate {GAME,EDITOR}LDFLAGS, so the correct
dynamic symbol list can be specified.
git-svn-id: https://svn.eduke32.com/eduke32@3057 1a8010ca-5511-0410-912e-c29ae57300e0
Also, rewrite the mapastats iterator and the LIZTROOP hitscan timing
in terms of that.
git-svn-id: https://svn.eduke32.com/eduke32@2858 1a8010ca-5511-0410-912e-c29ae57300e0
Also fix error handling path in our_require(), i.e. when loadstring fails.
git-svn-id: https://svn.eduke32.com/eduke32@2857 1a8010ca-5511-0410-912e-c29ae57300e0
Doesn't work: indexed-color modes, gamma (at least for X11), mouse wheel,
special keys like ENTER or BACKSPACE in the OSD, probably more...
In build/Makefile.shared, we now have logic to autodetect an SDL2 installed
in /usr/local, however OS X and Wii builds follow other Makefile code paths,
it seems. Note that the matching SDL2_mixer must be used then, too.
In source/jaudiolib/src/driver_sdl.c, change the #includes from <SDL/SDL_xxx.h>
to "SDL_xxx.h". SDL wiki says this is the most portable way, hopefully this
doesn't break builds for anyone.
git-svn-id: https://svn.eduke32.com/eduke32@2777 1a8010ca-5511-0410-912e-c29ae57300e0
New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard.
On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch])
Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel.
I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed.
In addition, "Press any key or button to continue" now truly means what it says.
As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change.
A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick.
git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
- in actors.c, make a static array const (the original patch removed the
staticness)
- remove one comment and change some compiled-out code
- remove commented out pre-Makefile.common stuff
Some changes were not adopted from tueidj's patch:
- whitespace cleanup
- ud.config.UseJoystick = 1 in config.c
- Makefile.common, as mentioned before
- proper read-in of g_numRealPalettes, because it was done with r2503
git-svn-id: https://svn.eduke32.com/eduke32@2632 1a8010ca-5511-0410-912e-c29ae57300e0
I didn't add Makefile.common, because it needs to be made conditional.
git-svn-id: https://svn.eduke32.com/eduke32@2622 1a8010ca-5511-0410-912e-c29ae57300e0
As inauguration, move G_AddGroup, G_AddPath and struct strllist there.
The header is located in build/include, because in the future, code that resides
closer to (but is not strictly part of) the engine might need to be factored
into here. The source file, however, is in the source/ directory.
git-svn-id: https://svn.eduke32.com/eduke32@2542 1a8010ca-5511-0410-912e-c29ae57300e0
- Properly handle the architecture definition when BUILD32_ON_64=1
- Add proper $(*LDFLAGS) to which LTO and ARCH are correctly passed.
- Cleanup of compiler flag variables.
This should fix to some degree building of the Build tools on OS X, and it may possibly fix the crashing of the OS X x86 32-bit build.
git-svn-id: https://svn.eduke32.com/eduke32@2520 1a8010ca-5511-0410-912e-c29ae57300e0
An effect is only really seen in the buildtools written in C++, currently just arttool.
This is mainly of interest to distributors of the buildtools to avoid missing DLL errors.
git-svn-id: https://svn.eduke32.com/eduke32@2507 1a8010ca-5511-0410-912e-c29ae57300e0
- JFBuild ports: arttool, givedepth, and mkpalette
- All viable tools are now built when 'make utils' is invoked, not just some
- Revert "initprintf" hack of previous commit and replace it with "compat_tools.c"
- Move Bstrtolower from baselayer.c to compat.c
- Makefiles: Add start and finish messages for the tools
- Makefiles: To prevent "-Wimplicit" from being passed to the C++ compiler, create $(*CONLYFLAGS)
git-svn-id: https://svn.eduke32.com/eduke32@2458 1a8010ca-5511-0410-912e-c29ae57300e0
It needs to have the sound quality box removed and the Game directory box added, possibly among other things.
git-svn-id: https://svn.eduke32.com/eduke32@2396 1a8010ca-5511-0410-912e-c29ae57300e0
add it to the 'all' target instead
source/midi.c: eliminate one 'variable set but not used' warning
git-svn-id: https://svn.eduke32.com/eduke32@2084 1a8010ca-5511-0410-912e-c29ae57300e0
and build our own DLL, now called ebacktrace1.dll. The change consists of
breaking the link to the libintl lib and its dependencies, so the backtrace dll
is now the only one required.
git-svn-id: https://svn.eduke32.com/eduke32@2037 1a8010ca-5511-0410-912e-c29ae57300e0
./configure --disable-vp8-encoder --disable-multithread
Also add VPX/VP8 headers for an easy build on Windows. Throw in the
necessary lines into the Makefile but do not enable VPX support yet.
git-svn-id: https://svn.eduke32.com/eduke32@2036 1a8010ca-5511-0410-912e-c29ae57300e0
The main feature is the addition of -mx and -mh command-line parameters to EDuke32 and Mapster32. These parameters include a con and def "module" respectively. This translates into essentially including the file from the bottom of the compiled script.
I fixed the classic buggy behavior of the BROKEHYDROPLANT and REACTOR2 sprites.
I also fixed a small, long-standing bug where FRAMEEFFECT1 blurs are not affected by sector floorpal. You can see one example of this by shrinking the Enforcer on the upper inside of the toppled building in E3L11: Freeway.
I tweaked the Makefile so that it would automatically regenerate the keep.me files in the $(OBJ) and $(EOBJ) directories after they are deleted for cleaning.
One final change is a slight positioning cleanup of both programs' --help dialog boxes.
git-svn-id: https://svn.eduke32.com/eduke32@1937 1a8010ca-5511-0410-912e-c29ae57300e0
Usage: For an ANM file <somefile>.anm/ANM, EDuke32 looks for <somefile>.ivf, which is the VP8 stream transported by an IVF container. It can be extracted from a WebM file with e.g.
mkvextract tracks <filename>.webm 1:<filename>.ivf
(part of Mkvtoolnix, the Matroska toolset)
Libvpx is required, and the 'YUV'-->RGB conversion is implemented using a fragment shader, so it's for OpenGL modes only. Also, this commit doesn't enable the code.
Unfinished: sound, aspect correction for fullscreen w/ non-square pixels, ... ?
---
Make MAXNODESPERLINE in engine_priv.h actually a macro that depends on MAXYSAVES and MAXDIM instead of using the obsolete precomputed value. I think this might have been the cause for the latest patched-up overhead view crash.
git-svn-id: https://svn.eduke32.com/eduke32@1933 1a8010ca-5511-0410-912e-c29ae57300e0
First, there's a new script for the generation of highpalookup images. Python 2.6, NumPy and PIL are required.
Next, the map corruption checker has been ported to C. This is so that Mapster32 will be able to take decisions more cleverly based on the corruptness of the map. It also catches a few more issues like inconsistent nextwall/nextsector tags now.
Finally, link the executables with --large-address-aware on Windows. This gives a gig more private virtual memory on XP when booting with /3GB. YMMV, but I can play IW2 with Polymer now.
git-svn-id: https://svn.eduke32.com/eduke32@1751 1a8010ca-5511-0410-912e-c29ae57300e0
Add brightness/gamma/contrast cvars to Mapster32
Fix bug with WEAPON_SEMIAUTO flag for custom weapons
Fix VM error with starttrack when specifying an invalid music track
Fix detection of 0x1a EOF characters in CON files
Fix a couple of additional sound issues
Fix crash in pushmove()
Fix Mapster32 textured 2D mode display being a few pixels off from the actual lines drawn
Fix crash when clicking "cancel" in Mapster32 startup window
Add Makefile detection to build with -march=pentium3 -mtune=generic on i686
git-svn-id: https://svn.eduke32.com/eduke32@1665 1a8010ca-5511-0410-912e-c29ae57300e0
Features: * start recording in mid-game (ScrollLock)
* saves interleaved diffs for later sync correction
* supports fast-forward/rewind
Some work still needed to trace down remaining sync problems. Also be sure to check the demo* cvars.
git-svn-id: https://svn.eduke32.com/eduke32@1595 1a8010ca-5511-0410-912e-c29ae57300e0