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Postby sparcdr » Wed Dec 03, 2008 8:55 pm

Retrofitting ioquake3 binaries does work but there's inherent server restrictions which make it incompatible with multiplayer in most cases. It's amazing you guys still use the old cruft Id put out years ago. ioquake3 even has voice backend integrated, just needs ui hooks.
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Postby ReD NeCKersoN » Thu Dec 04, 2008 2:43 am

sparcdr wrote:It's amazing you guys still use the old cruft Id put out years ago.

It's a long story, but I'll give you the short version.

Our first coder started working on the engine 3 1/2 years ago when we had no idea whether or not WQ3 was going to survive or not. The coders that came later just kept building on the original work untill so much time & effort was invested that it became an engine built from love & labor. It's in honor of this that there is resistance to the idea of using ioq3 instead.
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Postby DeUgli » Thu Dec 04, 2008 11:09 pm

ReD NeCKersoN wrote:The coders that came later just kept building on the original work untill so much time & effort was invested that it became an engine built from love & labor. It's in honor of this that there is resistance to the idea of using ioq3 instead.
Maybe once the SA is out, we can write the "Ballad of Smokin' Guns". It will be an opera-length song, though. :lol:
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Postby sparcdr » Sat Dec 06, 2008 9:34 am

I'm supposed to be handling Mac builds now and will see what can be done. Our move will be to ioquake3 after we make the release most likely because there's just less issues with legacy code and build scripts, plus we can officially support both x86 and ppc Macs at the same time (UB), support Solaris/OpenSolaris even ;-)

Oh, yeah I also have to try and deal with the Windows and UNIX ports in general as well now. -_-
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Postby Breli » Sat Dec 06, 2008 11:26 am

Good to hear you taking a crack at it 8) Thanks sparcdr!
SG name: =SG= BRELI

Harmonica: Did you bring a horse?
Gunmen: Looks like we are short on one horse!
Harmonica: No. You brought two too many.
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Postby Tequila » Thu Jan 01, 2009 7:10 pm

About MacOS port, I was victim of the famous OP_CODE miss alignment bug with the linux build... I had to fix it as ioquake done it. I have to commit that update in the SVN. I will try to do that later... Too much job here in too few minutes :P sorry I do my best to keep time for you ;) Did I say you my wife hate you a little ? :D

I will also commit my last updates on the build scripts where a fix and enhance many things. It should help to build the MacOS and other Unix port.

Btw I mirrored the packages on my site:
Code: Select all
[root@www download]# ll
total 693924
-rw-r--r-- 1 root root 350715595 jan  1 18:00 Smokin_Guns_1.0.exe
-rw-r--r-- 1 root root 359156581 jan  1 12:11 Smokin_Guns_1.0.zip
[root@www download]# md5sum *
439cfa5f2dcb9309ded2935977e6427f  Smokin_Guns_1.0.exe
6e6a980bd057e9241c66b7324729c7b9  Smokin_Guns_1.0.zip

And the links:
http://www.smokinguns.fr/download/Smokin_Guns_1.0.exe
http://www.smokinguns.fr/download/Smokin_Guns_1.0.zip
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Postby sparcdr » Thu Jan 01, 2009 8:34 pm

We'll try and squeeze an OS X binary out within a month or so based on the current codebase. I'll collaborate with Tequila on these issues. For now, Intel users can run it with Crossover games using the Windows version. I've tried it, and it works at 1024x768 and 1152x864 on my 15.4" with a GeForce 8600 GT running Leopard. I apologize for it not being native, but these problems have existed for a long time.
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