Discussion:
Icculus need fixes
qudos qudos
2005-04-03 01:37:44 UTC
Permalink
Hi,

Sorry but something is wrong inside the q2 icculus source.

I'd installed the official 3.20 binaries from idsoftware, thanks to a
good friend, which was my surprise, a lot of mods not working in the
q2-icculus are working with no problems in 3.20-id.

This are Lithium, Gladiator, Eraser, lmctf,.........

I don't know what is happening, but plz team, stop right now and try
to fix the main q2-icculus code. Is a great project, but sometimes
useless.

Today is too late to test more mods and stuff.

Cheers.
Brendan Burns
2005-04-03 03:06:54 UTC
Permalink
Any binary-only mods won't work with Icculus q2, that's just the way it
is. There are changes to the game's internals structures that preclude
them working with binary only mods. If complete source is available
for the mod they can be recompiled and they should work just fine with
icculus q2.

On the other hand, id's q2 doesn't support joysticks, retexturing, or
any of the other features people have added into the code base over the
years (including a number of security fixes) so its a trade-off between
mod compatibility and other improvements

The only "fix" that would allow better mod compatibility would be some
sort of glue code that adapts old game.so's to work with icculus q2.
Anyone who wants to code and contribute that is welcome to do so... (I
have many, many more pressing engagements...)

I hope that helps explain the situation.
--brendan
Post by qudos qudos
Hi,
Sorry but something is wrong inside the q2 icculus source.
I'd installed the official 3.20 binaries from idsoftware, thanks to a
good friend, which was my surprise, a lot of mods not working in the
q2-icculus are working with no problems in 3.20-id.
This are Lithium, Gladiator, Eraser, lmctf,.........
I don't know what is happening, but plz team, stop right now and try
to fix the main q2-icculus code. Is a great project, but sometimes
useless.
Today is too late to test more mods and stuff.
Cheers.
qudos qudos
2005-04-03 08:02:41 UTC
Permalink
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%!!!

Yes, i'd noticed what is very difficult to fix all this stuff.
Quake2-Icculus is a complete new engine, sdl, joystick, q2max,... but
w/out mods compatibility.

Even if Eraser mod is compiled for q2-icculus, the p_trail.o from the
main linux package do the work and a little change in a file, now i
don't remember, the game will crash, the same for 3zb2, compiles fine
but with undefiied symbols at start, and of course some others mods
with sources relased.

So, ok if i want to play old mods then i must to run the official id binaries.

Again sry, i'm totally new in the q2 code, and also in the code.

Cheers
Post by Brendan Burns
Any binary-only mods won't work with Icculus q2, that's just the way it
is. There are changes to the game's internals structures that preclude
them working with binary only mods. If complete source is available
for the mod they can be recompiled and they should work just fine with
icculus q2.
On the other hand, id's q2 doesn't support joysticks, retexturing, or
any of the other features people have added into the code base over the
years (including a number of security fixes) so its a trade-off between
mod compatibility and other improvements
The only "fix" that would allow better mod compatibility would be some
sort of glue code that adapts old game.so's to work with icculus q2.
Anyone who wants to code and contribute that is welcome to do so... (I
have many, many more pressing engagements...)
I hope that helps explain the situation.
--brendan
If you'd actually read the documentation, you might have noticed that
mods with only binaries available are incompatible.
--
-Zachary J. Slater
zakk at timedoctor.org
zacharyslater at gmail.com
Post by qudos qudos
Hi,
Sorry but something is wrong inside the q2 icculus source.
I'd installed the official 3.20 binaries from idsoftware, thanks to a
good friend, which was my surprise, a lot of mods not working in the
q2-icculus are working with no problems in 3.20-id.
This are Lithium, Gladiator, Eraser, lmctf,.........
I don't know what is happening, but plz team, stop right now and try
to fix the main q2-icculus code. Is a great project, but sometimes
useless.
Today is too late to test more mods and stuff.
Cheers.
Alexey Dokuchaev
2005-04-04 04:28:53 UTC
Permalink
Post by qudos qudos
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
Brendan Burns
2005-04-04 04:35:03 UTC
Permalink
Thanks, that's a good point that I'd forgotten about.

--brendan
Post by Alexey Dokuchaev
Post by qudos qudos
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
qudos qudos
2005-04-04 10:32:40 UTC
Permalink
Hi,

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.
Post by Alexey Dokuchaev
Post by qudos qudos
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
qudos qudos
2005-04-07 10:54:55 UTC
Permalink
Hi all,

My site is being updated, binaries and some mods ready to test, take a look.

http://qudos.quakedev.com/linux/quake2/

P.S Can somebody to create a packaged file for q2-icculus cvs? I can't
login into cvs tree, my proxy suckx.
Post by qudos qudos
Hi,
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.
Post by Alexey Dokuchaev
Post by qudos qudos
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
JoeHill
2005-04-08 23:20:50 UTC
Permalink
On Thu, 7 Apr 2005 12:54:55 +0200
Post by qudos qudos
Hi all,
My site is being updated, binaries and some mods ready to test, take a look.
http://qudos.quakedev.com/linux/quake2/
Wow! Thank you very much, I have not played the Awakening mod in years. Probably
unlike most of the people on this list, I mostly still just play the old SP
levels, and I'm playing the Awakening mod now, seems to work great. Love that
shotgun and the mines. Cool stuff.

BTW, I can't remember now, if anyone has played the Awakening SP maps, how the
heck do you get to the adrenaline in the first map??

Anyway, thanks again!
--
JoeHill / RLU #282046 / www.freeyourmachine.org
19:16:31 up 46 days, 20:23, 7 users, load average: 0.88, 1.02, 0.88
+++++++++++++++++++++++++++
"...when was the last time you thought about Microsoft, except in frustration or
anger?" -- Michael Malone, ABC News
JoeHill
2005-04-08 23:47:41 UTC
Permalink
On Fri, 8 Apr 2005 19:20:50 -0400
Post by JoeHill
and I'm playing the Awakening mod now
...um, weren't there more SP maps than just *two*? IIRC, it was a whole episode
with modified monsters and all. Am I thinking of a different mod?
--
JoeHill / RLU #282046 / www.freeyourmachine.org
19:45:59 up 46 days, 20:52, 7 users, load average: 0.15, 0.11, 0.38
+++++++++++++++++++++++++++
"Superstition, idolatry, and hypocrisy have ample wages, but truth goes
a-begging." -- Martin Luther
Zachary J. Slater
2005-04-03 03:09:49 UTC
Permalink
If you'd actually read the documentation, you might have noticed that
mods with only binaries available are incompatible.
--
-Zachary J. Slater
zakk at timedoctor.org
zacharyslater at gmail.com
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