Author Topic: SOLVED: x86_64 client compiling issues  (Read 7544 times)

Vector_Matt

  • Posts: 732
  • Turrets: +2/-1
SOLVED: x86_64 client compiling issues
« on: September 02, 2007, 01:16:50 am »
I've finaly gotten 64-bit trem compiled (SVN 823 + TJW's patch), but when I run ./tremulous.x86_64 I get this message:
Code: [Select]
----- FS_Startup -----
Current search path:
/home/matthew/.tremulous/base
/home/matthew/tremulous/base/vms-1.1.0.pk3 (4 files)
/home/matthew/tremulous/base/map-uncreation-1.1.0.pk3 (110 files)
/home/matthew/tremulous/base/map-tremor-1.1.0.pk3 (45 files)
/home/matthew/tremulous/base/map-transit-1.1.0.pk3 (135 files)
/home/matthew/tremulous/base/map-niveus-1.1.0.pk3 (134 files)
/home/matthew/tremulous/base/map-nexus6-1.1.0.pk3 (151 files)
/home/matthew/tremulous/base/map-karith-1.1.0.pk3 (118 files)
/home/matthew/tremulous/base/map-atcs-1.1.0.pk3 (87 files)
/home/matthew/tremulous/base/map-arachnid2-1.1.0.pk3 (67 files)
/home/matthew/tremulous/base/data-1.1.0.pk3 (1229 files)
/home/matthew/tremulous/base

----------------------
2080 files in pk3 files
execing default.cfg
couldn't exec autogen.cfg
couldn't exec autoexec.cfg
Hunk_Clear: reset the hunk ok
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
QKEY found.
----- Client Initialization Complete -----
----- R_Init -----

------- Input Initialization -------
Joystick is not active.
------------------------------------
...loading libGL.so.1:
Calling SDL_Init(SDL_INIT_VIDEO)...
SDL_Init(SDL_INIT_VIDEO) passed.
Initializing OpenGL display
...setting mode 3: 640 480
Using 8/8/8 Color bits, 24 depth, 8 stencil display.
GL_RENDERER: GeForce 7300 GT/PCI/SSE2
Initializing OpenGL extensions
...ignoring GL_S3_s3tc
...ignoring GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...ignoring GL_EXT_texture_filter_anisotropic

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 7300 GT/PCI/SSE2
GL_VERSION: 2.1.0 NVIDIA 96.31
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_ACTIVE_TEXTURES_ARB: 4

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
MODE: 3, 640 x 480 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
CPU:
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 0
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: disabled
compressed textures: disabled
Initializing Shaders
...loading 'scripts/uncreation.shader'
...loading 'scripts/q3map2_tremor.shader'
...loading 'scripts/tremor.shader'
...loading 'scripts/transit.shader'
...loading 'scripts/niveus.shader'
...loading 'scripts/nexus6.shader'
...loading 'scripts/karith.shader'
...loading 'scripts/atcs.shader'
...loading 'scripts/arachnid2.shader'
...loading 'scripts/jetpack.shader'
...loading 'scripts/core.shader'
...loading 'scripts/flame.shader'
...loading 'scripts/misc.shader'
...loading 'scripts/common-trem.shader'
...loading 'scripts/titan.shader'
...loading 'scripts/water.shader'
...loading 'scripts/displays.shader'
...loading 'scripts/plant_life.shader'
...loading 'scripts/stasis.shader'
...loading 'scripts/booster.shader'
...loading 'scripts/eggpod.shader'
...loading 'scripts/medistat.shader'
...loading 'scripts/mgturret.shader'
...loading 'scripts/reactor.shader'
...loading 'scripts/telenode.shader'
...loading 'scripts/trapper.shader'
...loading 'scripts/overmind.shader'
...loading 'scripts/tesla.shader'
...loading 'scripts/dcc.shader'
...loading 'scripts/hive.shader'
...loading 'scripts/level2.shader'
...loading 'scripts/human.shader'
...loading 'scripts/null.shader'
...loading 'scripts/weapons.shader'
...loading 'scripts/conkit.shader'
...loading 'scripts/advckit.shader'
...loading 'scripts/psaw.shader'
...loading 'scripts/mdriver.shader'
...loading 'scripts/flamer.shader'
...loading 'scripts/crosshairs.shader'
...loading 'scripts/grenade.shader'
...loading 'scripts/splash.shader'
...loading 'scripts/marks.shader'
...loading 'scripts/sprites.shader'
...loading 'scripts/muzzleflashes.shader'
trying flareShader.TGA...
trying sun.TGA...
----- finished R_Init -----
------ Initializing Sound ------
Initializing SDL audio driver...
SDL audio driver is "alsa".
SDL_AudioSpec:
  Format:   AUDIO_S16LSB
  Freq:     22050
  Samples:  470
  Channels: 2
Starting SDL audio callback...
SDL audio initialized.
----- Sound Info -----
    1 stereo
16384 samples
   16 samplebits
    1 submission_chunk
22050 speed
0x1271af0 dma buffer
No background file.
----------------------
Sound intialization successful.
--------------------------------
Sound memory manager started
Loading vm file vm/ui.qvm...
...which has vmMagic VM_MAGIC_VER2
Loading 1075 jump table targets
compiling ui
running assembler < /tmp/ui.s_WmDcq8 > /tmp/ui.o_ZE1eQ2
done
computing jump table
VM file ui compiled to 6261955 bytes of code (0x2aaaad05f000 - 0x2aaaad657cc3)
ui loaded in 4596672 bytes on the hunk
Unknown extension for ui/menus.txt
^3WARNING: couldn't open music file ui/menus.txt
********************
ERROR: ^3menu file not found: ui/menus.txt, using default

********************
RE_Shutdown( 0 )
Hunk_Clear: reset the hunk ok
----- R_Init -----

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 7300 GT/PCI/SSE2
GL_VERSION: 2.1.0 NVIDIA 96.31
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_ACTIVE_TEXTURES_ARB: 4

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
MODE: 3, 640 x 480 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
CPU:
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 0
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: disabled
compressed textures: disabled
Initializing Shaders
...loading 'scripts/uncreation.shader'
...loading 'scripts/q3map2_tremor.shader'
...loading 'scripts/tremor.shader'
...loading 'scripts/transit.shader'
...loading 'scripts/niveus.shader'
...loading 'scripts/nexus6.shader'
...loading 'scripts/karith.shader'
...loading 'scripts/atcs.shader'
...loading 'scripts/arachnid2.shader'
...loading 'scripts/jetpack.shader'
...loading 'scripts/core.shader'
...loading 'scripts/flame.shader'
...loading 'scripts/misc.shader'
...loading 'scripts/common-trem.shader'
...loading 'scripts/titan.shader'
...loading 'scripts/water.shader'
...loading 'scripts/displays.shader'
...loading 'scripts/plant_life.shader'
...loading 'scripts/stasis.shader'
...loading 'scripts/booster.shader'
...loading 'scripts/eggpod.shader'
...loading 'scripts/medistat.shader'
...loading 'scripts/mgturret.shader'
...loading 'scripts/reactor.shader'
...loading 'scripts/telenode.shader'
...loading 'scripts/trapper.shader'
...loading 'scripts/overmind.shader'
...loading 'scripts/tesla.shader'
...loading 'scripts/dcc.shader'
...loading 'scripts/hive.shader'
...loading 'scripts/level2.shader'
...loading 'scripts/human.shader'
...loading 'scripts/null.shader'
...loading 'scripts/weapons.shader'
...loading 'scripts/conkit.shader'
...loading 'scripts/advckit.shader'
...loading 'scripts/psaw.shader'
...loading 'scripts/mdriver.shader'
...loading 'scripts/flamer.shader'
...loading 'scripts/crosshairs.shader'
...loading 'scripts/grenade.shader'
...loading 'scripts/splash.shader'
...loading 'scripts/marks.shader'
...loading 'scripts/sprites.shader'
...loading 'scripts/muzzleflashes.shader'
trying flareShader.TGA...
trying sun.TGA...
----- finished R_Init -----
Loading vm file vm/ui.qvm...
...which has vmMagic VM_MAGIC_VER2
Loading 1075 jump table targets
compiling ui
running assembler < /tmp/ui.s_NoO9o2 > /tmp/ui.o_Mg94X1
done
computing jump table
VM file ui compiled to 6261955 bytes of code (0x2aaaad05f000 - 0x2aaaad657cc3)
ui loaded in 4596672 bytes on the hunk
Unknown extension for ui/menus.txt
^3WARNING: couldn't open music file ui/menus.txt
----- CL_Shutdown -----
Closing SDL audio device...
SDL audio device shut down.
RE_Shutdown( 1 )
-----------------------
Sys_Error: recursive error after: ^3menu file not found: ui/menus.txt, using default
It gets to there, and dumps me back to the desktop. Yes this is a fresh tremulous. There are no files in there that are not from 1.1.0 (excepting the x86_64 binaries of course.)

kevlarman

  • Posts: 2737
  • Turrets: +291/-295
SOLVED: x86_64 client compiling issues
« Reply #1 on: September 02, 2007, 02:55:20 am »
uh 823 is incompatible with 1.1's vms (useful only for running a server). afaik up until very recent svn 64 bit clients have issues with the vm interpreter that causes them to be a lot slower than their 32 bit counterparts.
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----

Odin

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SOLVED: x86_64 client compiling issues
« Reply #2 on: September 02, 2007, 05:20:29 am »
You might want to try getting the latest svn, then applying the backport patch.

kevlarman

  • Posts: 2737
  • Turrets: +291/-295
SOLVED: x86_64 client compiling issues
« Reply #3 on: September 02, 2007, 05:36:10 am »
Quote from: "Odin"
You might want to try getting the latest svn, then applying the backport patch.
that would break http downloads.
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----

tehOen

  • Guest
SOLVED: x86_64 client compiling issues
« Reply #4 on: September 02, 2007, 09:21:17 am »
Quote from: "insert read the freaking forums quote"
omg lol

Vector_Matt

  • Posts: 732
  • Turrets: +2/-1
SOLVED: x86_64 client compiling issues
« Reply #5 on: September 02, 2007, 01:38:25 pm »
Quote from: "kevlarman"
uh 823 is incompatible with 1.1's vms (useful only for running a server). afaik up until very recent svn 64 bit clients have issues with the vm interpreter that causes them to be a lot slower than their 32 bit counterparts.
Thanks, I tried 823 because that was the revision TJW's patch used.

When I tried to run the 32bit versions I get this error:
Code: [Select]
./tremulous.x86: error while loading shared libraries: libSDL-1.2.so.0: cannot open shared object file: No such file or directory I've been searching, and this apparently means I need the 32 bit libSDL libraries, but I haven't been able to figure out how to get them.


Quote from: "kevlarman"
Quote from: "Odin"
You might want to try getting the latest svn, then applying the backport patch.
that would break http downloads.
As long as that would give me a client that has decent speed and has a guid I'm fine with having http downloads broken.

I think I've found a backport patch here but if you know of a more recent one, please let me know.

EDIT: Oh joy! More errors.
Code: [Select]
/bin/sh: svnversion: not found
make -C src/tools/lcc install
make[1]: Entering directory `/home/matthew/Desktop/Tremulous/src/tools/lcc'
install -s -m 0755 build-linux-x86_64/q3lcc ../
install -s -m 0755 build-linux-x86_64/q3cpp ../
install -s -m 0755 build-linux-x86_64/q3rcc ../
make[1]: Leaving directory `/home/matthew/Desktop/Tremulous/src/tools/lcc'
make -C src/tools/asm install
make[1]: Entering directory `/home/matthew/Desktop/Tremulous/src/tools/asm'
install -s -m 0755 q3asm ../
make[1]: Leaving directory `/home/matthew/Desktop/Tremulous/src/tools/asm'
make targets B=build/release-linux-x86_64 CFLAGS=" -Wall -fno-strict-aliasing -Wimplicit -Wstrict-prototypes -pipe -DUSE_OPENAL=1 -DUSE_CURL=1 -DUSE_CURL_DLOPEN=1 -DUSE_SDL_VIDEO=1 -DUSE_SDL_SOUND=1 -I/usr/include/SDL -D_GNU_SOURCE=1 -D_REENTRANT -DUSE_LOCAL_HEADERS=1 -DNDEBUG -O3 -fomit-frame-pointer -ffast-math -funroll-loops -falign-loops=2 -falign-jumps=2 -falign-functions=2 -fstrength-reduce -MMD"
/bin/sh: svnversion: not found
make[1]: Entering directory `/home/matthew/Desktop/Tremulous'
gcc -Wall -fno-strict-aliasing -Wimplicit -Wstrict-prototypes -pipe -DUSE_OPENAL=1 -DUSE_CURL=1 -DUSE_CURL_DLOPEN=1 -DUSE_SDL_VIDEO=1 -DUSE_SDL_SOUND=1 -I/usr/include/SDL -D_GNU_SOURCE=1 -D_REENTRANT -DUSE_LOCAL_HEADERS=1 -DNDEBUG -O3 -fomit-frame-pointer -ffast-math -funroll-loops -falign-loops=2 -falign-jumps=2 -falign-functions=2 -fstrength-reduce -MMD -fPIC -o build/release-linux-x86_64/base/game/g_main.o -c src/game/g_main.c
In file included from src/game/g_main.c:24:
src/game/g_local.h:653: error: expected specifier-qualifier-list before ‘<<’ token
src/game/g_local.h:1173: error: expected identifier or ‘(’ before ‘<<’ token
src/game/g_local.h:1177: error: expected identifier or ‘(’ before ‘==’ token
src/game/g_local.h:1180: error: expected identifier or ‘(’ before ‘>>’ token
src/game/g_main.c:133: error: expected identifier or ‘(’ before ‘<<’ token
src/game/g_main.c:138: error: expected identifier or ‘(’ before ‘==’ token
src/game/g_main.c:143: error: expected identifier or ‘(’ before ‘>>’ token
src/game/g_main.c:272: error: ‘gameCvarTable’ undeclared here (not in a function)
src/game/g_main.c: In function ‘G_Printf’:
src/game/g_main.c:349: warning: implicit declaration of function ‘trap_Printf’
src/game/g_main.c: In function ‘G_CalculateBuildPoints’:
src/game/g_main.c:1047: error: expected expression before ‘<<’ token
src/game/g_main.c:1056: error: expected expression before ‘>>’ token
src/game/g_main.c: In function ‘G_RunFrame’:
src/game/g_main.c:2285: error: expected expression before ‘<<’ token
src/game/g_main.c:2305: error: expected expression before ‘==’ token
src/game/g_main.c:2309: error: expected expression before ‘>>’ token
make[1]: *** [build/release-linux-x86_64/base/game/g_main.o] Error 1
make[1]: Leaving directory `/home/matthew/Desktop/Tremulous'
make: *** [build_release] Error 2
matthew@Matthew-Ubuntu:~/Desktop/Tremulous$
matthew@Matthew-Ubuntu:~/Desktop/Tremulous$ make
/bin/sh: svnversion: not found
make -C src/tools/lcc install
make[1]: Entering directory `/home/matthew/Desktop/Tremulous/src/tools/lcc'
install -s -m 0755 build-linux-x86_64/q3lcc ../
install -s -m 0755 build-linux-x86_64/q3cpp ../
install -s -m 0755 build-linux-x86_64/q3rcc ../
make[1]: Leaving directory `/home/matthew/Desktop/Tremulous/src/tools/lcc'
make -C src/tools/asm install
make[1]: Entering directory `/home/matthew/Desktop/Tremulous/src/tools/asm'
install -s -m 0755 q3asm ../
make[1]: Leaving directory `/home/matthew/Desktop/Tremulous/src/tools/asm'
make targets B=build/release-linux-x86_64 CFLAGS=" -Wall -fno-strict-aliasing -Wimplicit -Wstrict-prototypes -pipe -DUSE_OPENAL=1 -DUSE_CURL=1 -DUSE_CURL_DLOPEN=1 -DUSE_SDL_VIDEO=1 -DUSE_SDL_SOUND=1 -I/usr/include/SDL -D_GNU_SOURCE=1 -D_REENTRANT -DUSE_LOCAL_HEADERS=1 -DNDEBUG -O3 -fomit-frame-pointer -ffast-math -funroll-loops -falign-loops=2 -falign-jumps=2 -falign-functions=2 -fstrength-reduce -MMD"
/bin/sh: svnversion: not found
make[1]: Entering directory `/home/matthew/Desktop/Tremulous'
gcc  -DDEDICATED -Wall -fno-strict-aliasing -Wimplicit -Wstrict-prototypes -pipe -DUSE_OPENAL=1 -DUSE_CURL=1 -DUSE_CURL_DLOPEN=1 -DUSE_SDL_VIDEO=1 -DUSE_SDL_SOUND=1 -I/usr/include/SDL -D_GNU_SOURCE=1 -D_REENTRANT -DUSE_LOCAL_HEADERS=1 -DNDEBUG -O3 -fomit-frame-pointer -ffast-math -funroll-loops -falign-loops=2 -falign-jumps=2 -falign-functions=2 -fstrength-reduce -MMD -o build/release-linux-x86_64/ded/sv_client.o -c src/server/sv_client.c
In file included from src/server/sv_client.c:25:
src/server/server.h:172: error: expected specifier-qualifier-list before ‘<<’ token
make[1]: *** [build/release-linux-x86_64/ded/sv_client.o] Error 1
make[1]: Leaving directory `/home/matthew/Desktop/Tremulous'
make: *** [build_release] Error 2
Anyone know what I need to do to fix this? Or how to install 32 bit libSDL libraries so TJW's client will run?

Thanks for the help.

benmachine

  • Posts: 915
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SOLVED: x86_64 client compiling issues
« Reply #6 on: September 02, 2007, 02:05:50 pm »
Quote
/bin/sh: svnversion: not found


From this I'd say you hadn't got SVN installed, but I can't explain then how you got the source code. Is it possible that your svn installation is incomplete, outdated, or broken?
benmachine

tehOen

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SOLVED: x86_64 client compiling issues
« Reply #7 on: September 02, 2007, 03:32:28 pm »
Quote from: "benmachine"
Quote
/bin/sh: svnversion: not found


From this I'd say you hadn't got SVN installed, but I can't explain then how you got the source code. Is it possible that your svn installation is incomplete, outdated, or broken?

it is not important

kevlarman

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SOLVED: x86_64 client compiling issues
« Reply #8 on: September 02, 2007, 05:17:34 pm »
according to someone in #tremulous the 64 bit client built from svn crashes at random.
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
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|..d| #
|.@.-##
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Phenax

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SOLVED: x86_64 client compiling issues
« Reply #9 on: September 02, 2007, 06:13:19 pm »
Quote from: "kevlarman"
according to someone in #tremulous the 64 bit client built from svn crashes at random.


Yeah, some error in fog code crashes the client from me on x86_64, very seldom (maybe once in 5h). It actually runs faster than the x86 client for me anyway.

Odin

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SOLVED: x86_64 client compiling issues
« Reply #10 on: September 02, 2007, 07:31:18 pm »
Could you get the error message for us?

Vector_Matt

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SOLVED: x86_64 client compiling issues
« Reply #11 on: September 02, 2007, 08:23:14 pm »
Figured out why the previous backport compile failed. The patch must have been fubar. I got he 901 backport form the MG site, applied it to a fresh 901 SVN and it compiled fine. It runs fine, and the guid works. :D

If I run into that fog code error I'll let you know what it says (if Phenax hasn't posted it by then).


Thanks for the help guys.

EDIT: One more minor problem.
The client doesn't have the cl_guidServerUniq function. Does anyone know of a patch that has this? It's not necessary, but it would be nice to have.

EDIT2: It's running slower than the plain x86 version of the client. This has to do with the code and not the compile method right?

EDIT3: There was a 948 backport patch on the same page as the 901 patch :oops: I'm downloading that one and trying it to see if the performance is better, or if the cl_guidServerUniq is there.

EDIT4: Well cl_guidServerUniq is there. It still laggs some. It says 62 FPS but I swear it's not.

kevlarman

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SOLVED: x86_64 client compiling issues
« Reply #12 on: September 02, 2007, 09:37:30 pm »
64 bit clients are slower (a lot) than 32 bit clients because of the qvm interpreter. svn 970 might work (or it might not, i don't have the ability to test), but anything earlier is just a waste of your time.
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----

Vector_Matt

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SOLVED: x86_64 client compiling issues
« Reply #13 on: September 02, 2007, 10:33:29 pm »
Quote from: "kevlarman"
64 bit clients are slower (a lot) than 32 bit clients because of the qvm interpreter. svn 970 might work (or it might not, i don't have the ability to test), but anything earlier is just a waste of your time.
970, thanks. I'll test this, Hopefully the 948 patch will still work on 970, if not, mabey I can edit it for 970.

I'll post the results here later.

EDIT: according to this (from here) the 948 backport works on 972.
*Vector_Matt goes off to download and compile*

EDIT2: 972 seems to run well. And the guid features are working fine.
This is now SOLVED.