[quake2] Icculus need fixes
qudos2 at gmail.com
Thu Apr 7 06:54:55 EDT 2005
My site is being updated, binaries and some mods ready to test, take a look.
P.S Can somebody to create a packaged file for q2-icculus cvs? I can't
login into cvs tree, my proxy suckx.
On Apr 4, 2005 12:32 PM, qudos qudos <qudos2 at gmail.com> wrote:
> Excellent information, i didn't know it.
> Just right now i finished to recompile with gcc-2.7.2 and my first
> attempt was with Eraser...., later i will do with some older mods.
> Working, is working again man with no problems, i'm very bussy now, in
> the next days i will come back and i will put the gcc-2.7.2 binaries
> in site.
> Great news.
> Thanks, a lot of thanks.
> On Apr 4, 2005 6:28 AM, Alexey Dokuchaev <danfe at nsu.ru> wrote:
> > On Sun, Apr 03, 2005 at 10:02:41AM +0200, qudos qudos wrote:
> > > Hi,
> > >
> > > First sorry, really i was very excited yesterday with this discovery,
> > > never i tried to run mods with quake2 official binaries, in my linux
> > > 'life' i was running q2-icculus ever.
> > >
> > > I can't to understand why as in windows every old/new mod with any
> > > old/new engine works flameswly and nice at 90% (not requires to be
> > > re-compiled) than in linux is 0-10%!!!
> > I happen to think this is a compiler issue, not the source code. In
> > windows world, there's are probably MSVC, MinGW and that's about it.
> > I assume that they generate pretty much the same code, for C at least
> > (e.g, alignment rules had not changed for a while).
> > In Linux/Unix, there's just so many differences in code that GCC 2.7.x,
> > 2.9.x and 3.x generate (again, data alignment in structures comes
> > first in mind) that you probably had to compile q2-icculus with 2.7.3
> > (or whatever was used for mods) for your old mods to work again.
> > ./danfe
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