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Helion - C# (0.9.2.6 1/1/23 - Goodbye BSP tree rendering)
Xenolith replied to hobomaster22's topic in Source Ports
I am super stoked that I got everything compiled without only one or two warnings tossed off, but on attempting to run Helion I get these errors: [hasturtium@garlic net7.0]$ ./Helion Reading config from config.ini Helion v0.9.2.2 Processor: Ppc64le Processors: 32 OS: Unix 6.5.8.200 x64 (running x64) OpenAL v OpenAL Vendor: OpenAL Renderer: Wrote config file to config.ini System.NullReferenceException: Object reference not set to an instance of an object at Helion.Audio.Impl.OpenALAudioSystem.PrintOpenALInfo() in /home/hasturtium/src/Helion-0.9.2.2/Core/Audio/Impl/OpenALAudioSystem.cs:line 98 at Helion.Audio.Impl.OpenALAudioSystem..ctor(IConfig config, ArchiveCollection archiveCollection, IMusicPlayer musicPlayer) in /home/hasturtium/src/Helion-0.9.2.2/Core/Audio/Impl/OpenALAudioSystem.cs:line 39 at Helion.Client.Client.Run(CommandLineArgs commandLineArgs) in /home/hasturtium/src/Helion-0.9.2.2/Client/Client.cs:line 363 at Helion.Client.Client.RunRelease(CommandLineArgs commandLineArgs) in /home/hasturtium/src/Helion-0.9.2.2/Client/Client.cs:line 322 System configuration is an 8 core IBM Power9 with 32GB RAM and a Radeon RX 6600 running Fedora Linux 38. Despite errors regarding OpenAL I have both openal-soft and openal-soft-devel installed, and other games which nominally like those libraries see and use them. -
Update: compilation in Fedora 38 bombs out with this error: deh_thing.c:107:23: error: call to undeclared library function 'strcmp' with type 'int (const char *, const char *)'; ISO C99 and later do not support implicit function declarations [-Wimplicit-function-declaration] if( deh_allow_bex && strcmp( variable_name, "Bits" ) == 0 && !isdigit( value[ 0 ] ) ) ^ deh_thing.c:107:23: note: include the header <string.h> or explicitly provide a declaration for 'strcmp' However, I seem to remember the same error biting me when I was trying to compile R&R Doom on my Ubuntu 23.04 machine, which is running on a Core i9-11900F. Suggestions - other than "run it on Windows" - are welcome.
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Big-endian would be a no-go for Rum & Raisin because Terascale Radeons - the most recent cards with big-endian support at all - max out at OpenGL 3.2 when running in that mode. Nobody's apparently gone through and fully bug-fixed all extensions for endian issues in 3.3+. The things you learn trying to cram Void Linux onto a dual G5 Power Mac a few years back... But yeah, as Blzut3 said, nobody's doing big-endian on Power outside of legacy support aside from BSD projects. Even Fedora dropped big-endian quite a while back. I'll give Rum & Raisin a spin soon... I suspect an RX 6600 can probably manage. Incidentally ECWolf runs quite well at 1440p, and north of 30 fps at 4K on the Power9. Great work, Blzut3.
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Do you use hardware renderer or software renderer when you use GZDoom?
Xenolith replied to Lizardcommando's topic in Doom General
Raptor Computing, Blackbird motherboard. I was flush with COVID money and wanted to really commit to running a true-blue open source machine on a non-x86, non-ARM architecture. It's fast, it's fun, and it's been a hell of a learning experience. Definitely fond of DSDA-Doom, for the record. -
Do you use hardware renderer or software renderer when you use GZDoom?
Xenolith replied to Lizardcommando's topic in Doom General
My main PC is an IBM Power9 running Fedora - basically a 64-bit PowerPC-descended chip with eight cores and 32 threads - and it's a little fussy about GZDoom. The short answer is that I run hardware except when the renderer's performance craters in huge maps (first map of Eviternity's last episode is a ballbuster), where I fall back to software. I've figured out that the lack of SSE2 chiefly affects the true color renderer, which is OK-ish at 1080p, but the Doom 8-bit software renderer flies. I’m trying to figure out how to trick the GZDoom compiler into translating SSE2 to equivalent Power instructions but it’s an uphill struggle. Of course, there's no way around the hardware renderer for Myhouse, which stutters but is manageable. But most of the time on the Power9? Woof for crunchy pixels and truth to Doom's original experience, and DSDA-Doom for a much better-performing hardware renderer and a little more polish. Both of those ports run better in general and didn't need me to manually intervene in their compilation process... but GZDoom's an important port, so I keep it on hand. thank you for reading my blog post lol -
I don't know if anyone here still remembers him, but Deadnail/Negjay passed away yesterday morning. I'm pretty sure he checked out of here a long time ago, and I don't pretend to know what happened there, but I thought Doomworld would like to know.
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Mick Gordon unlikely to work on another Doom game after Eternal’s OST release
Xenolith replied to Man of Doom's topic in Doom Eternal
Todd Hollenshead, from The Making of Doom 3 book: There's a lot of floaty information out there about Reznor's battle with addiction following 1999's release of The Fragile, which could have been a contributing factor. But during Doom 3's development Reznor had a protracted falling out with his former business manager John Malm Jr. that led to a lawsuit and countersuit. I think financials might be a smokescreen by Hollenshead: between Reznor getting back on the horse, fighting a pitched legal battle, and trying to get his album With Teeth out the door in 2005, he might just not have had time for Doom 3 no matter how much he wanted to do it. -
The excerpt certainly didn't make me feel like I was going to bleed out my eyes. I suspect this may actually be worthwhile, especially since the General character was originally slated to exist in Doom 3 as Betruger's right hand man before id decided to merge the two characters and make things a lot less interesting. If we're lucky, this could represent what Doom 3's story was supposed to be. I'll pick up a copy and report back with results.
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I have never used Doom 3 on Mac OS X, but I'd imagine that playing the expansion on a Macintosh would be very much like playing it under Linux. This may not work, but you can at least give this a shot: Navigate to your Doom 3 directory, and within it create a directory called d3xp (if you're running the latest patched version, it may already be there). Insert your Resurrection of Evil CD, navigate through the Setup directory, navigate through the Data subdirectory, and go into the d3xp subdirectory on the CD. Copy all of that directory's contents to your Doom 3/d3xp folder. Go ahead and reinstall the latest patch from Aspyr just to be safe. Then, start up the Terminal (it's in your Utilities folder and is called Terminal.app), navigate to your Doom 3 directory, and type: <name of Doom 3 executable here> +set fs_game d3xp I don't know what Aspyr calls the installed version of Doom 3, but it's probably something like Doom3, or Doom 3.app, or somesuch. Just substitute that into the path provided, and you should be good to go. Let me know if this works. If it doesn't, I can probably help.