Re: NEW: games/eduke32 (again)

2012-03-15 Thread Ryan Freeman
On Fri, Mar 09, 2012 at 06:54:36AM -0500, Brad Smith wrote:
 On Fri, Mar 09, 2012 at 02:24:25AM -0800, Ryan Freeman wrote:
  On Tue, Mar 06, 2012 at 04:08:39PM -0800, Ryan Freeman wrote:
   On Tue, Mar 06, 2012 at 03:15:30PM -0800, Ryan Freeman wrote:
Attached is the still-building port of eduke32 that I have
been sitting on for far too long.  Antti Harri did most of
the initial work of getting fixes pushed upstream.

I have pulled a recent snapshot from their repos, and 
as those are done daily, we may wish to wait for a real
release, if those happen.  Here you go, Edd!
   
   Also: builds/runs good on i386 snapshot built as of yesterday,
   so with rthreads, and in fact with vmmap patches.
  
  here is a final draft.  now including Antti's suggestion that the
  MESSAGE should be README, and a fix to properly honor CC. 
  Also some work from Edd to strip excess gcc optimization flags
  from the build, and separate out the shareware data into a 
  games/duke3ddata port (will be posted just after) so it matches
  our current games/doomdata port. comments? ok?
 
 Attached is an updated tarball with some fixes to the flags handling.
 You went overboard removing things that don't need changing. This is
 more appropriate.

Thanks Brad.  I have incorporated your work with patches into the port.
I have removed SEPARATE_BUILD because it doesn't work.  Additionally,
I have added the following:

- appropriate licenses into ${PREFIX}/share/doc/eduke32/
- help files and cfg file/header for mapster32 into 
  ${PREFIX}/share/duke3d/
- sample map/modding data into ${PREFIX}/share/examples/eduke32/

There is also another perl use in the port to remove the DOS line
endings from the plaintext files installed, to make them a little
less annoying to read. The README has a few added notes to reference
the sample data, and provide external reading resources.

The sample data only weighs in at around 230kb, and are included
in the distfile anyhow.

How is this looking everyone?  


eduke32.tgz
Description: application/tar-gz


Re: NEW: games/eduke32 (again)

2012-03-09 Thread Ryan Freeman
On Tue, Mar 06, 2012 at 04:08:39PM -0800, Ryan Freeman wrote:
 On Tue, Mar 06, 2012 at 03:15:30PM -0800, Ryan Freeman wrote:
  Attached is the still-building port of eduke32 that I have
  been sitting on for far too long.  Antti Harri did most of
  the initial work of getting fixes pushed upstream.
  
  I have pulled a recent snapshot from their repos, and 
  as those are done daily, we may wish to wait for a real
  release, if those happen.  Here you go, Edd!
  
 
 Also: builds/runs good on i386 snapshot built as of yesterday,
 so with rthreads, and in fact with vmmap patches.


here is a final draft.  now including Antti's suggestion that the
MESSAGE should be README, and a fix to properly honor CC. 
Also some work from Edd to strip excess gcc optimization flags
from the build, and separate out the shareware data into a 
games/duke3ddata port (will be posted just after) so it matches
our current games/doomdata port. comments? ok?



eduke32.tgz
Description: application/tar-gz


Re: NEW: games/eduke32 (again)

2012-03-09 Thread Brad Smith
On Fri, Mar 09, 2012 at 02:24:25AM -0800, Ryan Freeman wrote:
 On Tue, Mar 06, 2012 at 04:08:39PM -0800, Ryan Freeman wrote:
  On Tue, Mar 06, 2012 at 03:15:30PM -0800, Ryan Freeman wrote:
   Attached is the still-building port of eduke32 that I have
   been sitting on for far too long.  Antti Harri did most of
   the initial work of getting fixes pushed upstream.
   
   I have pulled a recent snapshot from their repos, and 
   as those are done daily, we may wish to wait for a real
   release, if those happen.  Here you go, Edd!
   
  
  Also: builds/runs good on i386 snapshot built as of yesterday,
  so with rthreads, and in fact with vmmap patches.
 
 
 here is a final draft.  now including Antti's suggestion that the
 MESSAGE should be README, and a fix to properly honor CC. 
 Also some work from Edd to strip excess gcc optimization flags
 from the build, and separate out the shareware data into a 
 games/duke3ddata port (will be posted just after) so it matches
 our current games/doomdata port. comments? ok?

Attached is an updated tarball with some fixes to the flags handling.
You went overboard removing things that don't need changing. This is
more appropriate.

-- 
This message has been scanned for viruses and
dangerous content by MailScanner, and is
believed to be clean.



eduke32.tgz
Description: application/tar-gz


Re: NEW: games/eduke32 (again)

2012-03-09 Thread Edd Barrett
On Fri, Mar 09, 2012 at 06:54:36AM -0500, Brad Smith wrote:
 Attached is an updated tarball with some fixes to the flags handling.
 You went overboard removing things that don't need changing. This is
 more appropriate.

I can live with this.

If the type on SEPARATE_BUILD is fixed, I think this can go in.

-- 
Best Regards
Edd Barrett

http://www.theunixzoo.co.uk



Re: NEW: games/eduke32 (again)

2012-03-09 Thread Ryan Freeman
On Fri, Mar 09, 2012 at 06:51:34AM -0500, Francois B. wrote:
 
 Hi, 
 
 By default eduke32 uses opengl, so on a system without 3d support
 this is pretty slow.
 
 This patch add a flavor to disable the opengl polymost renderer.

I am not sure this is necessary, eduke32 has the option to switch
to software renderer at runtime.  Did this not work for you?

I need to think of a good way to word it, but if it runs so 
poorly that you can't change to software via the in-game menu,
it is possible via editing ~/.eduke32/eduke32.cfg and changing
ScreenBPP from 32 to 8.

 
 best regards,
 fb
 
 On Fri, Mar 09, 2012 at 02:24:25AM -0800, Ryan Freeman wrote:
  On Tue, Mar 06, 2012 at 04:08:39PM -0800, Ryan Freeman wrote:
   On Tue, Mar 06, 2012 at 03:15:30PM -0800, Ryan Freeman wrote:
Attached is the still-building port of eduke32 that I have
been sitting on for far too long.  Antti Harri did most of
the initial work of getting fixes pushed upstream.

I have pulled a recent snapshot from their repos, and 
as those are done daily, we may wish to wait for a real
release, if those happen.  Here you go, Edd!

   
   Also: builds/runs good on i386 snapshot built as of yesterday,
   so with rthreads, and in fact with vmmap patches.
  
  
  here is a final draft.  now including Antti's suggestion that the
  MESSAGE should be README, and a fix to properly honor CC. 
  Also some work from Edd to strip excess gcc optimization flags
  from the build, and separate out the shareware data into a 
  games/duke3ddata port (will be posted just after) so it matches
  our current games/doomdata port. comments? ok?
  
 
 

 --- Makefile.orig Fri Mar  9 06:25:14 2012
 +++ Makefile  Fri Mar  9 06:08:06 2012
 @@ -22,6 +22,9 @@
  BUILD_DEPENDS += devel/nasm
  .endif
  
 +FLAVORS= no_opengl
 +FLAVOR?=
 +
  WANTLIB =SDL c m pthread stdc++ SDL_mixer=3 vorbisfile vpx
  
  LIB_DEPENDS =audio/libvorbis \
 @@ -34,7 +37,13 @@
  MASTER_SITES =   
 http://dukeworld.duke4.net/eduke32/synthesis/${RDATE}-${RTAG}/
  
  SEPERATE_BUILD =concurrent
 +
 +.if ${FLAVOR:Mno_opengl}
 +MAKE_FLAGS = PRETTY_OUTPUT=0 USE_OPENGL=0 CC=${CC} CXX=${CXX}
 +.else
  MAKE_FLAGS = PRETTY_OUTPUT=0 CC=${CC} CXX=${CXX}
 +.endif
 +
  USE_GMAKE =  Yes
  NO_REGRESS = Yes
  



Re: NEW: games/eduke32 (again)

2012-03-07 Thread Antti Harri
On Wednesday 07 March 2012 01:15:30 Ryan Freeman wrote:
 Attached is the still-building port of eduke32 that I have
 been sitting on for far too long.  Antti Harri did most of
 the initial work of getting fixes pushed upstream.

 I have pulled a recent snapshot from their repos, and
 as those are done daily, we may wish to wait for a real
 release, if those happen.  Here you go, Edd!

 -ryan

Hi, I took a quick look at this. Was the port honoring CC for you?
Didn't seem to work for me. Anyway using MAKE_FLAGS is cleaner.
Removed the hard-coded optimizations and disabled debugging.

PS. The entry pointing to my dist site isn't working anymore because
it only contains the previous snapshot. Let me know if it's still needed
and I'll put the new one on my server where I have all the other distfiles.

-- 
Antti Harri

diff -uNr eduke32/Makefile /usr/ports/games/eduke32/Makefile
--- eduke32/MakefileWed Mar  7 01:01:18 2012
+++ /usr/ports/games/eduke32/Makefile   Wed Mar  7 09:44:39 2012
@@ -41,7 +41,7 @@
3dduke13.zip:0
 
 SEPERATE_BUILD = concurrent
-MAKE_FLAGS =   PRETTY_OUTPUT=0 DEBUGANYWAY=1
+MAKE_FLAGS =   PRETTY_OUTPUT=0 CC=${CC} CXX=${CXX}
 USE_GMAKE =Yes
 NO_REGRESS =   Yes
 
diff -uNr eduke32/patches/patch-Makefile_common 
/usr/ports/games/eduke32/patches/patch-Makefile_common
--- eduke32/patches/patch-Makefile_common   Thu May 26 00:44:16 2011
+++ /usr/ports/games/eduke32/patches/patch-Makefile_common  Wed Mar  7 
09:48:33 2012
@@ -1,15 +1,11 @@
 $OpenBSD$
-
-Make build honor CC
-
 Makefile.common.orig   Wed May 25 10:52:37 2011
-+++ Makefile.commonWed May 25 10:53:18 2011
-@@ -56,8 +56,6 @@ endif
+--- Makefile.common.orig   Wed Mar  7 09:48:09 2012
 Makefile.commonWed Mar  7 09:48:29 2012
+@@ -89,7 +89,6 @@ endif
  
- 
- # Tools
--CC=gcc
--CXX=g++
- AS=nasm
- AR=ar
- RC=windres
+ ifneq (0,$(RELEASE))
+ # Debugging disabled
+-debug+= -O$(OPTLEVEL)
+ ifneq ($(CC),clang)
+ debug+= -funswitch-loops
+ endif
diff -uNr eduke32/patches/patch-build_src_glbuild_c 
/usr/ports/games/eduke32/patches/patch-build_src_glbuild_c
--- eduke32/patches/patch-build_src_glbuild_c   Thu May 26 00:45:35 2011
+++ /usr/ports/games/eduke32/patches/patch-build_src_glbuild_c  Wed Mar  7 
09:45:40 2012
@@ -3,9 +3,9 @@
 allow dlopen to find our libGL.so, falling back to libGL.so.1 for
 linux or others.
 
 build/src/glbuild.c.orig   Sat Jan 15 18:50:27 2011
-+++ build/src/glbuild.cWed May 25 11:28:36 2011
-@@ -330,6 +330,8 @@ int32_t loadgldriver(const char *driver)
+--- build/src/glbuild.c.orig   Tue Oct 11 19:52:53 2011
 build/src/glbuild.cWed Mar  7 09:45:03 2012
+@@ -338,6 +338,8 @@ int32_t loadgldriver(const char *driver)
  driver = opengl32.dll;
  #elif defined __APPLE__
  driver = /System/Library/Frameworks/OpenGL.framework/OpenGL;
@@ -14,7 +14,7 @@
  #else
  driver = libGL.so.1;
  #endif
-@@ -921,6 +923,8 @@ int32_t loadglulibrary(const char *driver)
+@@ -936,6 +938,8 @@ int32_t loadglulibrary(const char *driver)
  driver = glu32.dll;
  #elif defined __APPLE__
  driver = /System/Library/Frameworks/OpenGL.framework/OpenGL; // 
FIXME: like I know anything about Apple.  Hah.



Re: NEW: games/eduke32 (again)

2012-03-07 Thread Edd Barrett
On Wed, Mar 07, 2012 at 09:58:21AM +0200, Antti Harri wrote:
 On Wednesday 07 March 2012 01:15:30 Ryan Freeman wrote:
  Attached is the still-building port of eduke32 that I have
  been sitting on for far too long.  Antti Harri did most of
  the initial work of getting fixes pushed upstream.
 
  I have pulled a recent snapshot from their repos, and
  as those are done daily, we may wish to wait for a real
  release, if those happen.  Here you go, Edd!
 
  -ryan
 
 Hi, I took a quick look at this. Was the port honoring CC for you?
 Didn't seem to work for me. Anyway using MAKE_FLAGS is cleaner.
 Removed the hard-coded optimizations and disabled debugging.

This game is serious fun.

I'm still seeing a lot of '-fomgz-so-fast':

===  Building for eduke32-2.0.0.2394
if cc -O2 -pipe -funswitch-loops -fomit-frame-pointer -DNDEBUG 
-fno-stack-protector -W -Wall -Wimplicit -Werror-implicit-function-declaration 
-funsigned-char -fno-strict-aliasing -DNO_GCC_BUILTINS -D_FORTIFY_SOURCE=2 
-fjump-tables   -Wextra -Wstrict-overflow=1 -DUSE_LIBVPX -Isource 
-Ibuild/include -Isource/jmact -Isource/jaudiolib/include -Isource/enet/include 
-I/usr/local/include -I/usr/local/include/SDL -D_GNU_SOURCE=1 -D_REENTRANT 
-I/usr/X11R6/include -DXTHREADS -DHAVE_GTK2 -I/usr/local/include/gtk-2.0 
-I/usr/local/lib/gtk-2.0/include -I/usr/local/include/pango-1.0 
-I/usr/local/include/gio-unix-2.0/ -I/usr/X11R6/include 
-I/usr/local/include/cairo -I/usr/local/include/atk-1.0 
-I/usr/X11R6/include/pixman-1 -I/usr/include/dev/pci/drm 
-I/usr/local/include/gdk-pixbuf-2.0 -I/usr/local/include/libpng -pthread 
-I/usr/local/include/glib-2.0 -I/usr/local/lib/glib-2.0/include 
-I/usr/X11R6/include/freetype2  -DHAVE_INTTYPES -DRENDERTYPESDL=1 -DUSE_OPENGL 
-DNOASM -DPOLYMER -c source/game.c -o obj/game.o; then true; else false; exit 
1; fi

The other thing I wonder, should the data be a separate port, like it is for
doom?

-- 
Best Regards
Edd Barrett

http://www.theunixzoo.co.uk



Re: NEW: games/eduke32 (again)

2012-03-07 Thread David Coppa
On Wed, Mar 7, 2012 at 12:15 AM, Ryan Freeman r...@slipgate.org wrote:
 Attached is the still-building port of eduke32 that I have
 been sitting on for far too long.  Antti Harri did most of
 the initial work of getting fixes pushed upstream.

 I have pulled a recent snapshot from their repos, and
 as those are done daily, we may wish to wait for a real
 release, if those happen.  Here you go, Edd!

Duke Nukem 3D... How many memories!

I will try this port asap.
cheers,
David



NEW: games/eduke32 (again)

2012-03-06 Thread Ryan Freeman
Attached is the still-building port of eduke32 that I have
been sitting on for far too long.  Antti Harri did most of
the initial work of getting fixes pushed upstream.

I have pulled a recent snapshot from their repos, and 
as those are done daily, we may wish to wait for a real
release, if those happen.  Here you go, Edd!

-ryan


eduke32.tgz
Description: application/tar-gz


Re: NEW: games/eduke32 (again)

2012-03-06 Thread Ryan Freeman
On Tue, Mar 06, 2012 at 03:15:30PM -0800, Ryan Freeman wrote:
 Attached is the still-building port of eduke32 that I have
 been sitting on for far too long.  Antti Harri did most of
 the initial work of getting fixes pushed upstream.
 
 I have pulled a recent snapshot from their repos, and 
 as those are done daily, we may wish to wait for a real
 release, if those happen.  Here you go, Edd!
 

Also: builds/runs good on i386 snapshot built as of yesterday,
so with rthreads, and in fact with vmmap patches.