On 10 Dec 2008, at 01:18, tony seth wrote:
> Well whatever it is, thanks much for looking into it.  Is there any
> possibility of reincluding the x11 binary, or at least making it  
> optional?

I'm not certain but I think that if you get the code you should be  
able to compile the X11 version.  The instructions for getting the  
code are now incorrect -- you should install bazaar (which can be done  
via apt on Ubuntu or Debian) and then use the command "bzr branch  
lp:audioquake" to get the code for AQ.  The build system is the same  
-- as far as I recall -- to that which is documented.

You'll need to go into the audioquake/zq-repo/zquake/ directory and  
use the Makefile there to compile zquake (use "make help" for a list  
of valid make targets -- I've just checked and you want to use the  
"soft" one).

Then you should be able to compile an AQ release by using the compile- 
mod-tree and make-release build scripts.  I have tried to make them  
error-resistant but haven't tried them on Ubuntu -- only Debian and OS  
X.  The AQ build scripts pick up engine binaries located in a certain  
place, but you can just ignore that for the moment if you're using  
custom zquake binaries.  The AQ build scripts will put the relevant  
files in ~/.zquake/ and if you do the same with your X11 version of  
the engine, you should be able to run it from that directory, pass any  
appropriate command-line arguments to it and be playing AQ but with  
the X11 renderer.

Sorry I can't be of direct help right now; not having a working Linux  
box is a problem.  It is a real shame that all the years I did have  
one nobody seemed to use the Linux client but me and now I've lost  
that computer there is some interested in it :-).  The build system as  
it is will run on OS X or another UNIX (e.g. Linux-based systems) and  
make packages for OS X, Linux and Windows (though these need to be run  
through InnoSetup to make the setup.exe files).  It just requires that  
the engine binaries have already been compiled.

It would be great if someone could set up a repository of engine  
builds so that others can use them for making their own packages.  Of  
course Launchpad provides facilities for making Ubuntu packages  
available to users, but I am not sure about files for other systems.   
Maybe worth looking into!  I am currently looking for members to add  
to the AGRIP Hackers group on Launchpad to take things forward.

In the long-term, it would be nice to re-write the build system in  
Perl or similar so it will run on Windows too -- unless we get enough  
interest from Mac or Linux users joining the development team, in  
which case we could stick to building packages on those platforms  
primarily.

Got to go now; work, as usual...

I hope this at least provides a starting point!


-- 
Matthew Tylee Atkinson
http://mta.agrip.org.uk/
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