[quake2] Quake 0.16 rc2...

Thomas J Fogal tfogal at pascal.unh.edu
Mon Sep 20 14:28:23 EDT 2004


 <4F342639-0B03-11D9-9341-0003931E5EDC at comcast.net>Brendan Burns writes:
> If some folks could download it and try again, that'd be great.  I'd be 
> especially interested in hearing from folks on x86_64.

I happen to have one of these at work...

> http://www.icculus.org/quake2/files/quake2-r0.16.tar.gz

Immediate thing of note is that the Makefile defaults to attempt to
link X libraries from /usr/X11R6/lib, instead of /usr/X11R6/lib64. The
former is where all 32bit libraries go, latter for all 64bit. Thus it
is an error to attempt linking to /usr/X11R6/lib/libX11.<anything> when
trying to build a fully 64bit executable.

There should probably be something like

ARCH=$(shell uname -m)
ifeq($(ARCH), x86_64)
	LDFLAGS=-L/usr/X11R6/lib64 <other_flags>
else
	LDFLAGS=-L/usr/X11R6/lib <other_flags>
endif

in the makefiles. I will note this for the build system I am creating
now.

I have only done quick tests (read: loading up q2dm1) but it seems to
run mostly fine. Mouse input in GLX is 'sticky', it moves in the
correct direction but will keep moving when the mouse is stopped. I
have not tried q2max, retexturing, or the software renderer.

I've just recently started following this list, but GLX sounds like a
real hassle. Is there really any reason to keep it around? Isn't all
this portable-input stuff SDL's job?
Just my $0.02...

-tom



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