There's no client part on Linux, so I can leave that one out. However, it'll
be kinda tedious to remove all of our mod code from the compile. I guess the
easiest way would be to see if the problems can be reproduced on Windows as
well as the debug build is successful there.

Jan

-----Ursprüngliche Nachricht-----
Von: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Nick
Gesendet: Samstag, 6. August 2011 02:44
An: Discussion of Half-Life Programming
Betreff: Re: [hlcoders] Debug build on Linux

try valve sdk first.. then do the client part of your mod then the
server and see which is the problem

On Thu, Aug 4, 2011 at 11:30 AM, Jan Hartung <jan.hart...@gmx.de> wrote:
> Hi all,
>
>
>
> Has anyone ever succeeded in creating a debug build on Linux? I can get my
> code to compile without any problems as a release build, but with the
debug
> build the first thing that breaks the compile is the void FunctionCheck in
> baseentity.h (line 1062). This runs the COMPILE_TIME_ASSERT from
tier0/dbg.h
> and obviously some function pointer seems to be 0 which is why I get a
> doubled case value then. However, I don’t know which functions are checked
> here and no name is given so I’m kinda stuck with fixing this. As it
> wouldn’t hurt too much just for testing I went ahead and made the debug
> version of the COMPILE_TIME_ASSERT function behave like the release
version.
> Then the compile stops with this error message:
>
>
>
> ../game/server/ai_hint.cpp: In static member function »static int
> CAI_HintManager::GetFlags(const char*)«:
>
> ../game/server/ai_hint.cpp:687: Error: »strlwr« has not been defined in
this
> scope
>
>
>
> Any help with the COMPILE_TIME_ASSERT like where to look for the offending
> function or a list of known problems when trying to build a debug .so
(maybe
> including the ai_hint.cpp problem) would be appreciated.
>
>
>
> Regards,
>
> Jan Hartung
>
>
>
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