Tuesday, January 01, 2019

Re: [new] gzdoom-3.6.0

timo.myyra@bittivirhe.fi (Timo Myyrä) wrote:
> Jeremie Courreges-Anglas <jca@wxcvbn.org> writes:
>
> > On Wed, Dec 19 2018, Solene Rapenne <solene@perso.pw> wrote:
> >
> >> Frederic Cambus <fred@statdns.com> wrote:
> >>> On Sat, Dec 08, 2018 at 01:52:26PM +0200, Timo Myyrä wrote:
> >>> >
> >>> > > Also, it seems that the two patches are unnecessary? And that we can
> >>> > > also remove the following line from the port Makefile?
> >>> > >
> >>> > > CONFIGURE_ARGS += -DFLUIDSYNTHLIB1="libfluidsynth.so"
> >>> > >
> >>> > > Lastly, I wonder if it wouldn't be better to link against fluidsynth,
> >>> > > add audio/generaluser-gs-soundfont in RUN_DEPENDS, and finally patch
> >>> > > src/gameconfigfile.cpp so it automatically finds the SoundFont banks.
> >>> > > This would result in a fully functional port playing music out of the
> >>> > > box, without requiring any manual fiddling. Any thoughts on this?
> >>> > >
> >>> >
> >>> > Yeah, the patches are only there to keep fluidsynth as optional dependency.
> >>>
> >>> When testing, it worked without patches both when linking against
> >>> fluidsynth and when keeping it as an optional dependency.
> >
> > By default, ie without any patch, "libfluidsynth.so.1" is dlopened.
> > This works because that's the major version currently shipped by our
> > fluidsynth port:
> >
> > SHARED_LIBS += fluidsynth 1.0 # 6.2
> >
> > Timo patched the port so that the dlopen'd name is "libfluidsynth.so"
> > with no version; this allows supporting fluidsynth as an optional sound
> > backend, without having to sync gzdoom with the major bumps of
> > libfluidsynth. I think this is the right way to handle it.
> >
> >>> > The music works without fluidsynth, fluidsynth sounds a bit better.
> >>> > If we add fluidsynth as mandatory dependency, how about timidity?
> >>> > Thats why I added only those that are strictly needed to run the
> >>> > game as dependency. The game could probably be patched so that it
> >>> > only shows the available sound / music backends in the menus.
> >>>
> >>> I see, I was indeed able to get music playing without fluidsynth by
> >>> selecting the OPL synth emulation, it wasn't enabled by default.
> >>>
> >>> I don't think patching the game to only show available backends would
> >>> be worth it, but if it's not too much work, having OPL synth emulation
> >>> be the default would be nice.
> >>
> >> updated tarball.
> >>
> >> - added stuff to pkg/README from prboom README
> >> - removed BUILD_DEPENDS
> >> - removed CONFIGURE_ARGS += -DFLUIDSYNTHLIB1="libfluidsynth.so"
> >
> > If you remove -DFLUIDSYNTHLIB1="libfluidsynth.so" then the value from
> > patch-src_CMakeLists_txt is used:
> >
> > ... -DDYN_FLUIDSYNTH -DFLUIDSYNTHLIB1=\"libfluidsynth.so.0\"
> >
> > so fluidsynth support *won't* work.
>
> Update to gzdoom-3.7.0, upstream added jit support which requires execinfo as
> build depends.
>
> timo

I can't start gzdoom with the last version

GZDoom <unknown version> - - SDL version
Compiled on Jan 1 2019

M_LoadDefaults: Load system defaults.
W_Init: Init WADfiles.
adding /usr/local/share/games/doom/gzdoom.pk3, 635 lumps
adding /usr/local/share/games/doom/zd_extra.pk3, 132 lumps
adding /usr/local/share/doom/DOOM2.WAD, 2919 lumps
I_Init: Setting up machine state.
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM) i7-8550U CPU @ 1.80GHz
Family 6, Model 142, Stepping 10
Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 HyperThreading
I_InitSound: Initializing OpenAL
Opened device SndIO Default
EFX enabled
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
script parsing took 229.90 ms
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
Could not initialize SDL video:
No available video device

No comments:

Post a Comment