killthegene
One Kool dude
judging by the windows shots of this plugin id say this was a bug: (perfect dark) screenshot attached
killthegene said:the blur effect in pd seems to be missing now (the windows shot aint mine, i got it from the other thread)
This looks like a rather interesting combination of problems. I'd like to know what version of gcc generated these errors. Also, it looks like your gl headers aren't behaving properly. You can get the gcc version by typing 'g++ --version'. If you could, I'd also like for you to post a tar of your gl headers. I've found that the gl headers on SuSE need special case code or they will produce compile errors; this may be true with Gentoo's headers as well. Make a tar of them like this :Gaenya said:Nullroute i need help compiling the sources:
thats on my gentoo box.
Thanks
cd /usr/include/
tar czvf GL_Headers.tgz GL/
nullroute said:This looks like a rather interesting combination of problems. I'd like to know what version of gcc generated these errors. Also, it looks like your gl headers aren't behaving properly. You can get the gcc version by typing 'g++ --version'. If you could, I'd also like for you to post a tar of your gl headers. I've found that the gl headers on SuSE need special case code or they will produce compile errors; this may be true with Gentoo's headers as well. Make a tar of them like this :
hmm...[shaking his head] this discourages me a little (not about the port) because I've started a poll-thread trying to determine what distro of linux will be my next development platform (since I've gotten irritated with SuSE and RedHat)... and so far Gentoo has been the dominant choice.Code:cd /usr/include/ tar czvf GL_Headers.tgz GL/
nullroute said:A note for all : I was rushing to get this port completed before school restarted, but I have missed that target by a little. I will continue work on this and post my progress, but I don't want people to expect the same rate of progress or response as previously because I will be devoting a bulk of my time to studies (and drinking). Sometime soon, I will have someone post a binary of beta2a (as attachments don't seem to work for me either), and I will try to have beta3 posted within a week. But, after that, development may take a backseat for a while (sorry, but school comes 1st). I hope you all (who can get it built and working) enjoy my contribution. I want to encourage you to keep this thread open and active as I am not abondoning this project... I just don't want people to expect more than I can give.
Thanks for the feedback. I had noticed the segfault, but it doesn't occure on all games, and I think I noticed similar crashes using a different plugin (assuming maybe a bug in mupen), but I haven't done enough testing to be certain.mojo said:Now, here's a feedback for this plugin port... but I still encountered some seg fault error everytime I resest a game.
You can edit the file '~/.glXn64.conf' after the plugin has run once. It has all of the options available in the win32 version although fullscreen res doesn't have an effect, windowed res is used for fullscreen too.mojo said:The 2nd thing is this port still lack of cfgPlugin to change the settings.
Thanks for the note about the speed (it probably wasn't really my doings, but the fact that its compiled with optimizations on your local machine rather than a binary distribution compiled for i386)... although, 15fps sounds a bit slow... I guess I should test on a system that's not as dosed up on steriods as my development system.mojo said:One thing I have to imply here that speed is implemented much in this port. Mario 64 runs at 15fps compared to 7fps of old port of blight.
hmm... but other buttons <i>do</i> work?... that's a problem that doesn't seem to make much since ( should be all or none, I'd think? ). I don't do any input processing at all. SDL forwards all of the input to wherever it needs to send it, and I just let it fly by.mojo said:And one thing happen is the Up Button does not work with this plugin. Dun no the reason why.
Thank you. Perhaps Blight and I getting together is not a bad idea, if time permits. There's still plenty to be done to remove intel-isms, do some clean-ups/speed-ups, and merge in any changes that Orkin might post (as the goal is to deliver a single code-base back to Orkin which will compile on linux, win32, and maybe macosx )... but the problem is that school takes priority.mojo said:Nice work, I think blight and you should corporate to develop linux port of glN64.