Re: NEW: games/eduke32 (again)
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)
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)
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)
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)
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=${CXX} +.endif + USE_GMAKE = Yes NO_REGRESS = Yes
Re: NEW: games/eduke32 (again)
On Wednesday 07 March 2012 01:15:30 Ryan Freeman wrote: Attached is the still-building port of eduke32 that I have been sitting on for far too long. Antti Harri did most of the initial work of getting fixes pushed upstream. I have pulled a recent snapshot from their repos, and as those are done daily, we may wish to wait for a real release, if those happen. Here you go, Edd! -ryan Hi, I took a quick look at this. Was the port honoring CC for you? Didn't seem to work for me. Anyway using MAKE_FLAGS is cleaner. Removed the hard-coded optimizations and disabled debugging. PS. The entry pointing to my dist site isn't working anymore because it only contains the previous snapshot. Let me know if it's still needed and I'll put the new one on my server where I have all the other distfiles. -- Antti Harri diff -uNr eduke32/Makefile /usr/ports/games/eduke32/Makefile --- eduke32/MakefileWed Mar 7 01:01:18 2012 +++ /usr/ports/games/eduke32/Makefile Wed Mar 7 09:44:39 2012 @@ -41,7 +41,7 @@ 3dduke13.zip:0 SEPERATE_BUILD = concurrent -MAKE_FLAGS = PRETTY_OUTPUT=0 DEBUGANYWAY=1 +MAKE_FLAGS = PRETTY_OUTPUT=0 CC=${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)
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)
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)
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)
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.