razorace Posted April 8, 2004 Share Posted April 8, 2004 That's right ladies, I just got the ICC makefile directly from the dude that did the linux compiles for Raven. I hope this helps everyone. Attachced... Just replace the makefile in the codemp/unix directory, and run make release to build a final releae or make or make debug to create a debug release # # GNU Make required # PLATFORM=$(shell uname|tr A-Z a-z) PLATFORM_RELEASE=$(shell uname -r) ### ### These paths are where you probably want to change things ### # Where we are building from (where the source code should be!) MOUNT_DIR=../ # Where we are building to, libMesaVoodooGL.so.3.3 should be here, etc. # the demo pk3 file should be here in demoq3/pak0.pk3 or baseq3/pak0.pk3 BDIR=$(MOUNT_DIR)/../run # Build name # BUILD_NAME=$(BUILD_NAME) BUILD_NAME=jamp ############################################################################# ## ## You shouldn't have to touch anything below here ## ############################################################################# BASEQ3_DIR=$(BDIR)/base BD=debug$(ARCH)$(GLIBC) BR=release$(ARCH)$(GLIBC) CDIR=$(MOUNT_DIR)/client SDIR=$(MOUNT_DIR)/server RDIR=$(MOUNT_DIR)/renderer CMDIR=$(MOUNT_DIR)/qcommon UDIR=$(MOUNT_DIR)/unix GDIR=$(MOUNT_DIR)/game CGDIR=$(MOUNT_DIR)/cgame BAIDIR=$(GDIR) BLIBDIR=$(MOUNT_DIR)/botlib NDIR=$(MOUNT_DIR)/null UIDIR=$(MOUNT_DIR)/ui Q3UIDIR=$(MOUNT_DIR)/q3_ui FTDIR=$(MOUNT_DIR)/ft2 JPDIR=$(MOUNT_DIR)/jpeg-6 SPLNDIR=$(MOUNT_DIR)/splines GHOUL2DIR=$(MOUNT_DIR)/ghoul2 IDIR=$(MOUNT_DIR)/icarus ZLIB=$(MOUNT_DIR)/zlib32 RMGDIR=$(MOUNT_DIR)/RMG ############################################################################# # SETUP AND BUILD -- LINUX ############################################################################# ## Defaults DLL_ONLY=false ifneq (,$(findstring libc6,$(shell if [ -e /lib/libc.so.6* ];then echo libc6;fi))) GLIBC=-glibc else GLIBC= endif #libc6 test MESADIR=../Mesa/ ARCH=i386 RPMARCH=i386 VENDOR=unknown DLL_ONLY=false BASE_CFLAGS = -D_JK2 -D_M_IX86 -Kc++ -w -I/opt/intel/compiler50/ia32/include # rcg010216: DLL_ONLY for PPC ifeq ($(strip $(DLL_ONLY)),true) BASE_CFLAGS += -DDLL_ONLY endif GL_CFAGS = -I/usr/X11R6/include DEBUG_CFLAGS=$(BASE_CFLAGS) -g NEWPGCC=/opt/intel/compiler50/ia32/bin/icc CC=$(shell if [ -f $(NEWPGCC) ]; then echo $(NEWPGCC); else echo pgcc; fi ) CXX=/usr/bin/g++ # NOTE: the -fomit-frame-pointer option leads to an unstable binary on my test box if it was built on the main box # but building on the Mdk 7.2 baseline seems to work # -O2 -unroll RELEASE_CFLAGS=$(BASE_CFLAGS) -DNDEBUG -O2 -unroll -DFINAL_BUILD LIBEXT=a SHLIBEXT=so SHLIBCFLAGS=-D_JK2 -DJK2AWARDS -DQAGAME -DMISSIONPACK SHLIBLDFLAGS=-shared $(LDFLAGS) ARFLAGS=ar rv RANLIB=ranlib THREAD_LDFLAGS=-lpthread LDFLAGS=-ldl -lm GLLDFLAGS=-L/usr/X11R6/lib -L$(MESADIR)/lib -lX11 -lXext -lXxf86dga -lXxf86vm # TARGETS=\ # $(B)/$(PLATFORM)jampded \ # $(B)/baseq3/jampgame$(ARCH).$(SHLIBEXT) TARGETS=\ $(B)/baseq3/jampgame$(ARCH).$(SHLIBEXT) DO_CC=$(CC) $(CFLAGS) -o $@ -c $< DO_CXX=$(CXX) $(CFLAGS) -o $@ -c $< DO_SMP_CC=$(CC) $(CFLAGS) -DSMP -o $@ -c $< DO_BOT_CC=$(CC) $(CFLAGS) -use_msasm -DBOTLIB -o $@ -c $< # $(SHLIBCFLAGS) # bk001212 DO_DEBUG_CC=$(CC) $(DEBUG_CFLAGS) -o $@ -c $< DO_SHLIB_CC=$(CC) $(CFLAGS) $(SHLIBCFLAGS) -use_msasm -o $@ -c $< DO_SHLIB_DEBUG_CC=$(CC) $(DEBUG_CFLAGS) $(SHLIBCFLAGS) -o $@ -c $< DO_AS=$(CC) $(CFLAGS) -DELF -x assembler-with-cpp -o $@ -c $< DO_NASM=nasm -f elf -o $@ $< DO_DED_CC=$(CC) -DDEDICATED -DC_ONLY $(CFLAGS) -use_msasm -o $@ -c $< DO_DED_CC2=$(CC) -D__linux2__ -DDEDICATED -DC_ONLY $(CFLAGS) -o $@ -c $< DO_DED_CPP=$(CXX) -DDEDICATED -DC_ONLY $(CFLAGS) -o $@ -c $< #DO_LCC=$(LCC) -o $@ -S -Wf-target=bytecode -Wf-g -DQ3_VM -I$(CGDIR) -I$(GDIR) -I$(UIDIR) $< #### DEFAULT TARGET default:build_debug debug: build_debug release: build_release build_debug: $(MAKE) targets B=$(BD) CFLAGS="$(DEBUG_CFLAGS)" build_release: $(MAKE) targets B=$(BR) CFLAGS="$(RELEASE_CFLAGS)" #Build both debug and release builds all:build_debug build_release targets:makedirs $(TARGETS) makedirs: @if [ ! -d $(B) ];then mkdir $(B);fi @if [ ! -d $(B)/ded ];then mkdir $(B)/ded;fi @if [ ! -d $(B)/baseq3 ];then mkdir $(B)/baseq3;fi @if [ ! -d $(B)/baseq3/game ];then mkdir $(B)/baseq3/game;fi ############################################################################# # DEDICATED SERVER ############################################################################# Q3DOBJ = \ $(B)/ded/sv_bot.o \ $(B)/ded/sv_client.o \ $(B)/ded/sv_ccmds.o \ $(B)/ded/sv_game.o \ $(B)/ded/sv_init.o \ $(B)/ded/sv_main.o \ $(B)/ded/sv_net_chan.o \ $(B)/ded/sv_snapshot.o \ $(B)/ded/sv_world.o \ \ $(B)/ded/cm_load.o \ $(B)/ded/stringed_ingame.o \ $(B)/ded/stringed_interface.o \ $(B)/ded/GenericParser2.o \ $(B)/ded/cm_patch.o \ $(B)/ded/cm_polylib.o \ $(B)/ded/cm_test.o \ $(B)/ded/cm_trace.o \ $(B)/ded/common.o \ $(B)/ded/cvar.o \ $(B)/ded/md4.o \ $(B)/ded/msg.o \ $(B)/ded/net_chan.o \ $(B)/ded/huffman.o \ \ $(B)/ded/q_math.o \ $(B)/ded/q_shared.o \ $(B)/ded/z_memman_pc.o \ \ $(B)/ded/inflate.o \ $(B)/ded/deflate.o \ $(B)/ded/zipcommon.o \ \ $(B)/ded/unzip.o \ $(B)/ded/vm.o \ $(B)/ded/vm_interpreted.o \ \ $(B)/ded/be_aas_bspq3.o \ $(B)/ded/be_aas_cluster.o \ $(B)/ded/be_aas_debug.o \ $(B)/ded/be_aas_entity.o \ $(B)/ded/be_aas_file.o \ $(B)/ded/be_aas_main.o \ $(B)/ded/be_aas_move.o \ $(B)/ded/be_aas_optimize.o \ $(B)/ded/be_aas_reach.o \ $(B)/ded/be_aas_route.o \ $(B)/ded/be_aas_routealt.o \ $(B)/ded/be_aas_sample.o \ $(B)/ded/be_ai_char.o \ $(B)/ded/be_ai_chat.o \ $(B)/ded/be_ai_gen.o \ $(B)/ded/be_ai_goal.o \ $(B)/ded/be_ai_move.o \ $(B)/ded/be_ai_weap.o \ $(B)/ded/be_ai_weight.o \ $(B)/ded/be_ea.o \ $(B)/ded/be_interface.o \ $(B)/ded/l_crc.o \ $(B)/ded/l_libvar.o \ $(B)/ded/l_log.o \ $(B)/ded/l_memory.o \ $(B)/ded/l_precomp.o \ $(B)/ded/l_script.o \ $(B)/ded/l_struct.o \ \ $(B)/ded/linux_common.o \ $(B)/ded/unix_main.o \ $(B)/ded/unix_net.o \ $(B)/ded/unix_shared.o \ \ $(B)/ded/G2_API.o \ $(B)/ded/G2_bolts.o \ $(B)/ded/G2_surfaces.o \ $(B)/ded/G2_misc.o \ \ $(B)/ded/null_client.o \ $(B)/ded/null_input.o \ $(B)/ded/null_snddma.o \ $(B)/ded/null_glimp.o \ $(B)/ded/null_renderer.o \ \ $(B)/ded/BlockStream.o \ $(B)/ded/GameInterface.o \ $(B)/ded/Instance.o \ $(B)/ded/Interface.o \ $(B)/ded/Memory.o \ $(B)/ded/Q3_Interface.o \ $(B)/ded/Q3_Registers.o \ $(B)/ded/Sequence.o \ $(B)/ded/Sequencer.o \ $(B)/ded/TaskManager.o \ \ $(B)/ded/tr_model.o \ $(B)/ded/tr_image.o \ $(B)/ded/RoffSystem.o \ $(B)/ded/tr_ghoul2.o \ $(B)/ded/matcomp.o \ $(B)/ded/tr_init.o \ $(B)/ded/tr_main.o \ $(B)/ded/tr_backend.o \ $(B)/ded/tr_mesh.o \ $(B)/ded/G2_bones.o \ $(B)/ded/tr_shader.o \ $(B)/ded/cmd_pc.o \ $(B)/ded/navigator.o \ $(B)/ded/gameCallbacks.o \ $(B)/ded/files_common.o \ $(B)/ded/cmd_common.o \ $(B)/ded/files_pc.o \ $(B)/ded/RM_Manager.o \ $(B)/ded/RM_Mission.o \ $(B)/ded/RM_Instance.o \ $(B)/ded/RM_InstanceFile.o \ $(B)/ded/RM_Instance_BSP.o \ $(B)/ded/RM_Instance_Group.o \ $(B)/ded/RM_Instance_Void.o \ $(B)/ded/RM_Instance_Random.o \ $(B)/ded/RM_Objective.o \ $(B)/ded/RM_Terrain.o \ $(B)/ded/RM_Path.o \ $(B)/ded/RM_Area.o \ $(B)/ded/cm_terrain.o \ $(B)/ded/cm_randomterrain.o \ $(B)/ded/cm_shader.o \ #ifeq ($(ARCH),i386) Q3DOBJ += $(B)/ded/vm_x86.o $(B)/ded/ftol.o $(B)/ded/snapvector.o #endif ifeq ($(ARCH),ppc) ifeq ($(DLL_ONLY),false) Q3DOBJ += $(B)/ded/vm_ppc.o endif endif $(B)/$(PLATFORM)jampded : $(Q3DOBJ) $(CC) -o $@ $(Q3DOBJ) $(LDFLAGS) $(B)/ded/sv_bot.o : $(SDIR)/sv_bot.cpp; $(DO_DED_CC) $(B)/ded/sv_client.o : $(SDIR)/sv_client.cpp; $(DO_DED_CC) $(B)/ded/sv_ccmds.o : $(SDIR)/sv_ccmds.cpp; $(DO_DED_CC) $(B)/ded/sv_game.o : $(SDIR)/sv_game.cpp; $(DO_DED_CC) $(B)/ded/sv_init.o : $(SDIR)/sv_init.cpp; $(DO_DED_CC) $(B)/ded/sv_main.o : $(SDIR)/sv_main.cpp; $(DO_DED_CC) $(B)/ded/sv_net_chan.o : $(SDIR)/sv_net_chan.cpp; $(DO_DED_CC) $(B)/ded/sv_snapshot.o : $(SDIR)/sv_snapshot.cpp; $(DO_DED_CC) $(B)/ded/sv_world.o : $(SDIR)/sv_world.cpp; $(DO_DED_CC) $(B)/ded/gameCallbacks.o : $(SDIR)/NPCNav/gameCallbacks.cpp; $(DO_DED_CC) $(B)/ded/navigator.o: $(SDIR)/NPCNav/navigator.cpp; $(DO_DED_CC) $(B)/ded/cm_load.o : $(CMDIR)/cm_load.cpp; $(DO_DED_CC) $(B)/ded/stringed_ingame.o : $(CMDIR)/stringed_ingame.cpp; $(DO_DED_CC) $(B)/ded/stringed_interface.o : $(CMDIR)/stringed_interface.cpp; $(DO_DED_CC) $(B)/ded/GenericParser2.o : $(CMDIR)/GenericParser2.cpp; $(DO_DED_CC) $(B)/ded/cm_shader.o : $(CMDIR)/cm_shader.cpp; $(DO_DED_CC) $(B)/ded/cm_polylib.o : $(CMDIR)/cm_polylib.cpp; $(DO_DED_CC) $(B)/ded/cm_test.o : $(CMDIR)/cm_test.cpp; $(DO_DED_CC) $(B)/ded/cm_trace.o : $(CMDIR)/cm_trace.cpp; $(DO_DED_CC) $(B)/ded/cm_patch.o : $(CMDIR)/cm_patch.cpp; $(DO_DED_CC) $(B)/ded/common.o : $(CMDIR)/common.cpp; $(DO_DED_CC) $(B)/ded/cvar.o : $(CMDIR)/cvar.cpp; $(DO_DED_CC) $(B)/ded/files.o : $(CMDIR)/files.cpp; $(DO_DED_CC) $(B)/ded/md4.o : $(CMDIR)/md4.cpp; $(DO_DED_CC) $(B)/ded/msg.o : $(CMDIR)/msg.cpp; $(DO_DED_CC) $(B)/ded/net_chan.o : $(CMDIR)/net_chan.cpp; $(DO_DED_CC) $(B)/ded/huffman.o : $(CMDIR)/huffman.cpp; $(DO_DED_CC) $(B)/ded/q_shared.o : $(CMDIR)/q_shared.cpp; $(DO_DED_CC) $(B)/ded/q_math.o : $(GDIR)/q_math.c; $(DO_DED_CC) $(B)/ded/z_memman_pc.o : $(CMDIR)/z_memman_pc.cpp; $(DO_DED_CC) $(B)/ded/files_common.o : $(CMDIR)/files_common.cpp; $(DO_DED_CC) $(B)/ded/cmd_common.o : $(CMDIR)/cmd_common.cpp; $(DO_DED_CC) $(B)/ded/files_pc.o : $(CMDIR)/files_pc.cpp; $(DO_DED_CC) $(B)/ded/RM_Manager.o : $(RMGDIR)/RM_Manager.cpp; $(DO_DED_CC) $(B)/ded/RM_Mission.o : $(RMGDIR)/RM_Mission.cpp; $(DO_DED_CC) $(B)/ded/RM_Instance.o: $(RMGDIR)/RM_Instance.cpp; $(DO_DED_CC) $(B)/ded/RM_InstanceFile.o : $(RMGDIR)/RM_InstanceFile.cpp; $(DO_DED_CC) $(B)/ded/RM_Instance_Void.o : $(RMGDIR)/RM_Instance_Void.cpp; $(DO_DED_CC) $(B)/ded/RM_Instance_Random.o : $(RMGDIR)/RM_Instance_Random.cpp; $(DO_DED_CC) $(B)/ded/RM_Instance_Group.o : $(RMGDIR)/RM_Instance_Group.cpp; $(DO_DED_CC) $(B)/ded/RM_Instance_BSP.o : $(RMGDIR)/RM_Instance_BSP.cpp; $(DO_DED_CC) $(B)/ded/RM_Objective.o : $(RMGDIR)/RM_Objective.cpp; $(DO_DED_CC) $(B)/ded/RM_Path.o : $(RMGDIR)/RM_Path.cpp; $(DO_DED_CC) $(B)/ded/RM_Area.o : $(RMGDIR)/RM_Area.cpp; $(DO_DED_CC) $(B)/ded/RM_Terrain.o : $(RMGDIR)/RM_Terrain.cpp; $(DO_DED_CC) $(B)/ded/tr_terrain.o : $(RDIR)/tr_terrain.cpp; $(DO_DED_CC) $(B)/ded/cm_terrain.o : $(CMDIR)/cm_terrain.cpp; $(DO_DED_CC) $(B)/ded/cm_randomterrain.o : $(CMDIR)/cm_randomterrain.cpp; $(DO_DED_CC) $(B)/ded/G2_API.o : $(GHOUL2DIR)/G2_API.cpp; $(DO_DED_CC) $(B)/ded/G2_bolts.o : $(GHOUL2DIR)/G2_bolts.cpp; $(DO_DED_CC) $(B)/ded/G2_bones.o : $(GHOUL2DIR)/G2_bones.cpp; $(DO_DED_CC) $(B)/ded/G2_misc.o : $(GHOUL2DIR)/G2_misc.cpp; $(DO_DED_CC) $(B)/ded/G2_surfaces.o : $(GHOUL2DIR)/G2_surfaces.cpp; $(DO_DED_CC) $(B)/ded/RoffSystem.o : $(CMDIR)/RoffSystem.cpp; $(DO_DED_CC) $(B)/ded/inflate.o : $(ZLIB)/inflate.cpp; $(DO_DED_CC) $(B)/ded/deflate.o : $(ZLIB)/deflate.cpp; $(DO_DED_CC) $(B)/ded/zipcommon.o : $(ZLIB)/zipcommon.cpp; $(DO_DED_CC) $(B)/ded/tr_model.o : $(RDIR)/tr_model.cpp; $(DO_DED_CC) $(B)/ded/tr_image.o : $(RDIR)/tr_image.cpp; $(DO_DED_CC) $(B)/ded/tr_ghoul2.o : $(RDIR)/tr_ghoul2.cpp; $(DO_DED_CC) $(B)/ded/tr_shader.o : $(RDIR)/tr_shader.cpp; $(DO_DED_CC) $(B)/ded/tr_sky.o : $(RDIR)/tr_shader.cpp; $(DO_DED_CC) $(B)/ded/tr_cmds.o : $(RDIR)/tr_cmds.cpp; $(DO_DED_CC) $(B)/ded/tr_backend.o : $(RDIR)/tr_backend.cpp; $(DO_DED_CC) $(B)/ded/tr_animation.o : $(RDIR)/tr_animation.cpp; $(DO_DED_CC) $(B)/ded/tr_bsp.o : $(RDIR)/tr_bsp.cpp; $(DO_DED_CC) $(B)/ded/tr_curve.o : $(RDIR)/tr_curve.cpp; $(DO_DED_CC) $(B)/ded/tr_flares.o : $(RDIR)/tr_flares.cpp; $(DO_DED_CC) $(B)/ded/tr_font.o : $(RDIR)/tr_font.cpp; $(DO_DED_CC) $(B)/ded/tr_init.o : $(RDIR)/tr_init.cpp; $(DO_DED_CC) $(B)/ded/tr_light.o : $(RDIR)/tr_light.cpp; $(DO_DED_CC) $(B)/ded/tr_main.o : $(RDIR)/tr_main.cpp; $(DO_DED_CC) $(B)/ded/tr_marks.o : $(RDIR)/tr_marks.cpp; $(DO_DED_CC) $(B)/ded/tr_mesh.o : $(RDIR)/tr_mesh.cpp; $(DO_DED_CC) $(B)/ded/tr_noise.o : $(RDIR)/tr_noise.cpp; $(DO_DED_CC) $(B)/ded/tr_quicksprite.o : $(RDIR)/tr_quicksprite.cpp; $(DO_DED_CC) $(B)/ded/tr_scene.o : $(RDIR)/tr_scene.cpp; $(DO_DED_CC) $(B)/ded/tr_shade.o : $(RDIR)/tr_shade.cpp; $(DO_DED_CC) $(B)/ded/tr_shade_calc.o : $(RDIR)/tr_shade_calc.cpp; $(DO_DED_CC) $(B)/ded/tr_shadows.o : $(RDIR)/tr_shadows.cpp; $(DO_DED_CC) $(B)/ded/tr_surface.o : $(RDIR)/tr_surface.cpp; $(DO_DED_CC) $(B)/ded/tr_surfacesprites.o : $(RDIR)/tr_surfacesprites.cpp; $(DO_DED_CC) $(B)/ded/tr_world.o : $(RDIR)/tr_world.cpp; $(DO_DED_CC) $(B)/ded/tr_worldeffects.o : $(RDIR)/tr_worldeffects.cpp; $(DO_DED_CC) $(B)/ded/matcomp.o : $(RDIR)/matcomp.c; $(DO_DED_CC) $(B)/ded/be_aas_bspq3.o : $(BLIBDIR)/be_aas_bspq3.cpp; $(DO_BOT_CC) $(B)/ded/be_aas_cluster.o : $(BLIBDIR)/be_aas_cluster.cpp; $(DO_BOT_CC) $(B)/ded/be_aas_debug.o : $(BLIBDIR)/be_aas_debug.cpp; $(DO_BOT_CC) $(B)/ded/be_aas_entity.o : $(BLIBDIR)/be_aas_entity.cpp; $(DO_BOT_CC) $(B)/ded/be_aas_file.o : $(BLIBDIR)/be_aas_file.cpp; $(DO_BOT_CC) $(B)/ded/be_aas_main.o : $(BLIBDIR)/be_aas_main.cpp; $(DO_BOT_CC) $(B)/ded/be_aas_move.o : $(BLIBDIR)/be_aas_move.cpp; $(DO_BOT_CC) $(B)/ded/be_aas_optimize.o : $(BLIBDIR)/be_aas_optimize.cpp; $(DO_BOT_CC) $(B)/ded/be_aas_reach.o : $(BLIBDIR)/be_aas_reach.cpp; $(DO_BOT_CC) $(B)/ded/be_aas_route.o : $(BLIBDIR)/be_aas_route.cpp; $(DO_BOT_CC) $(B)/ded/be_aas_routealt.o : $(BLIBDIR)/be_aas_routealt.cpp; $(DO_BOT_CC) $(B)/ded/be_aas_sample.o : $(BLIBDIR)/be_aas_sample.cpp; $(DO_BOT_CC) $(B)/ded/be_ai_char.o : $(BLIBDIR)/be_ai_char.cpp; $(DO_BOT_CC) $(B)/ded/be_ai_chat.o : $(BLIBDIR)/be_ai_chat.cpp; $(DO_BOT_CC) $(B)/ded/be_ai_gen.o : $(BLIBDIR)/be_ai_gen.cpp; $(DO_BOT_CC) $(B)/ded/be_ai_goal.o : $(BLIBDIR)/be_ai_goal.cpp; $(DO_BOT_CC) $(B)/ded/be_ai_move.o : $(BLIBDIR)/be_ai_move.cpp; $(DO_BOT_CC) $(B)/ded/be_ai_weap.o : $(BLIBDIR)/be_ai_weap.cpp; $(DO_BOT_CC) $(B)/ded/be_ai_weight.o : $(BLIBDIR)/be_ai_weight.cpp; $(DO_BOT_CC) $(B)/ded/be_ea.o : $(BLIBDIR)/be_ea.cpp; $(DO_BOT_CC) $(B)/ded/be_interface.o : $(BLIBDIR)/be_interface.cpp; $(DO_BOT_CC) $(B)/ded/l_crc.o : $(BLIBDIR)/l_crc.cpp; $(DO_BOT_CC) $(B)/ded/l_libvar.o : $(BLIBDIR)/l_libvar.cpp; $(DO_BOT_CC) $(B)/ded/l_log.o : $(BLIBDIR)/l_log.cpp; $(DO_BOT_CC) $(B)/ded/l_memory.o : $(BLIBDIR)/l_memory.cpp; $(DO_BOT_CC) $(B)/ded/l_precomp.o : $(BLIBDIR)/l_precomp.cpp; $(DO_BOT_CC) $(B)/ded/l_script.o : $(BLIBDIR)/l_script.cpp; $(DO_BOT_CC) $(B)/ded/l_struct.o : $(BLIBDIR)/l_struct.cpp; $(DO_BOT_CC) $(B)/ded/linux_common.o : $(UDIR)/linux_common.c; $(DO_CC) $(B)/ded/linux_glimp.o : $(UDIR)/linux_glimp.c; $(DO_DED_CC) $(B)/ded/unix_main.o : $(UDIR)/unix_main.c; $(DO_DED_CC) $(B)/ded/unix_net.o : $(UDIR)/unix_net.c; $(DO_DED_CC) $(B)/ded/unix_shared.o : $(UDIR)/unix_shared.cpp; $(DO_DED_CC) $(B)/ded/linux_qgl.o : $(UDIR)/linux_qgl.c; $(DO_DED_CC) $(B)/ded/null_client.o : $(NDIR)/null_client.cpp; $(DO_DED_CC) $(B)/ded/null_input.o : $(NDIR)/null_input.cpp; $(DO_DED_CC) $(B)/ded/null_snddma.o : $(NDIR)/null_snddma.cpp; $(DO_DED_CC) $(B)/ded/null_glimp.o : $(NDIR)/null_glimp.cpp; $(DO_DED_CC) $(B)/ded/null_main.o : $(NDIR)/null_main.cpp; $(DO_DED_CC) $(B)/ded/null_net.o : $(NDIR)/null_net.cpp; $(DO_DED_CC) $(B)/ded/null_renderer.o : $(NDIR)/null_renderer.cpp; $(DO_DED_CC) $(B)/ded/unzip.o : $(CMDIR)/unzip.cpp; $(DO_DED_CC) $(B)/ded/vm.o : $(CMDIR)/vm.cpp; $(DO_DED_CC) $(B)/ded/vm_interpreted.o : $(CMDIR)/vm_interpreted.cpp; $(DO_DED_CC) $(B)/ded/cmd_pc.o : $(CMDIR)/cmd_pc.cpp; $(DO_DED_CC) $(B)/ded/BlockStream.o : $(IDIR)/BlockStream.cpp; $(DO_DED_CC) $(B)/ded/GameInterface.o : $(IDIR)/GameInterface.cpp; $(DO_DED_CC) $(B)/ded/Instance.o : $(IDIR)/Instance.cpp; $(DO_DED_CC) $(B)/ded/Interface.o : $(IDIR)/Interface.cpp; $(DO_DED_CC) $(B)/ded/Memory.o : $(IDIR)/Memory.cpp; $(DO_DED_CC) $(B)/ded/Q3_Interface.o : $(IDIR)/Q3_Interface.cpp; $(DO_DED_CC) $(B)/ded/Q3_Registers.o : $(IDIR)/Q3_Registers.cpp; $(DO_DED_CC) $(B)/ded/Sequence.o: $(IDIR)/Sequence.cpp; $(DO_DED_CC) $(B)/ded/Sequencer.o : $(IDIR)/Sequencer.cpp; $(DO_DED_CC) $(B)/ded/TaskManager.o: $(IDIR)/TaskManager.cpp; $(DO_DED_CC) #ifeq ($(ARCH),i386) $(B)/ded/vm_x86.o : $(CMDIR)/vm_x86.cpp; $(DO_DED_CC2) $(B)/ded/ftol.o : $(UDIR)/ftol.nasm; $(DO_NASM) $(B)/ded/snapvector.o : $(UDIR)/snapvector.nasm; $(DO_NASM) #endif ifeq ($(ARCH),ppc) ifeq ($(DLL_ONLY),false) $(B)/ded/vm_ppc.o : $(CMDIR)/vm_ppc.c; $(DO_DED_CC) endif endif ############################################################################# ## BASEQ3 GAME ############################################################################# Q3GOBJ = \ $(B)/baseq3/game/g_main.o \ $(B)/baseq3/game/AnimalNPC.o \ $(B)/baseq3/game/FighterNPC.o \ $(B)/baseq3/game/NPC.o \ $(B)/baseq3/game/NPC_AI_Atst.o \ $(B)/baseq3/game/NPC_AI_Default.o \ $(B)/baseq3/game/NPC_AI_Droid.o \ $(B)/baseq3/game/NPC_AI_GalakMech.o \ $(B)/baseq3/game/NPC_AI_Grenadier.o \ $(B)/baseq3/game/NPC_AI_Howler.o \ $(B)/baseq3/game/NPC_AI_ImperialProbe.o \ $(B)/baseq3/game/NPC_AI_Interrogator.o \ $(B)/baseq3/game/NPC_AI_Jedi.o \ $(B)/baseq3/game/NPC_AI_Mark1.o \ $(B)/baseq3/game/NPC_AI_Mark2.o \ $(B)/baseq3/game/NPC_AI_MineMonster.o \ $(B)/baseq3/game/NPC_AI_Rancor.o \ $(B)/baseq3/game/NPC_AI_Remote.o \ $(B)/baseq3/game/NPC_AI_Seeker.o \ $(B)/baseq3/game/NPC_AI_Sentry.o \ $(B)/baseq3/game/NPC_AI_Sniper.o \ $(B)/baseq3/game/NPC_AI_Stormtrooper.o \ $(B)/baseq3/game/NPC_AI_Utils.o \ $(B)/baseq3/game/NPC_AI_Wampa.o \ $(B)/baseq3/game/NPC_behavior.o \ $(B)/baseq3/game/NPC_combat.o \ $(B)/baseq3/game/NPC_goal.o \ $(B)/baseq3/game/NPC_misc.o \ $(B)/baseq3/game/NPC_move.o \ $(B)/baseq3/game/NPC_reactions.o \ $(B)/baseq3/game/NPC_senses.o \ $(B)/baseq3/game/NPC_sounds.o \ $(B)/baseq3/game/NPC_spawn.o \ $(B)/baseq3/game/NPC_stats.o \ $(B)/baseq3/game/NPC_utils.o \ $(B)/baseq3/game/SpeederNPC.o \ $(B)/baseq3/game/WalkerNPC.o \ $(B)/baseq3/game/ai_main.o \ $(B)/baseq3/game/ai_util.o \ $(B)/baseq3/game/ai_wpnav.o \ $(B)/baseq3/game/bg_g2_utils.o \ $(B)/baseq3/game/bg_lib.o \ $(B)/baseq3/game/bg_misc.o \ $(B)/baseq3/game/bg_panimate.o \ $(B)/baseq3/game/bg_pmove.o \ $(B)/baseq3/game/bg_saber.o \ $(B)/baseq3/game/bg_saberLoad.o \ $(B)/baseq3/game/bg_saga.o \ $(B)/baseq3/game/bg_slidemove.o \ $(B)/baseq3/game/bg_vehicleLoad.o \ $(B)/baseq3/game/bg_weapons.o \ $(B)/baseq3/game/g_ICARUScb.o \ $(B)/baseq3/game/g_active.o \ $(B)/baseq3/game/g_arenas.o \ $(B)/baseq3/game/g_bot.o \ $(B)/baseq3/game/g_client.o \ $(B)/baseq3/game/g_cmds.o \ $(B)/baseq3/game/g_combat.o \ $(B)/baseq3/game/g_exphysics.o \ $(B)/baseq3/game/g_items.o \ $(B)/baseq3/game/g_log.o \ $(B)/baseq3/game/g_mem.o \ $(B)/baseq3/game/g_misc.o \ $(B)/baseq3/game/g_missile.o \ $(B)/baseq3/game/g_mover.o \ $(B)/baseq3/game/g_nav.o \ $(B)/baseq3/game/g_navnew.o \ $(B)/baseq3/game/g_object.o \ $(B)/baseq3/game/g_saga.o \ $(B)/baseq3/game/g_session.o \ $(B)/baseq3/game/g_spawn.o \ $(B)/baseq3/game/g_strap.o \ $(B)/baseq3/game/g_svcmds.o \ $(B)/baseq3/game/g_syscalls.o \ $(B)/baseq3/game/g_target.o \ $(B)/baseq3/game/g_team.o \ $(B)/baseq3/game/g_timer.o \ $(B)/baseq3/game/g_trigger.o \ $(B)/baseq3/game/g_turret.o \ $(B)/baseq3/game/g_turret_G2.o \ $(B)/baseq3/game/g_utils.o \ $(B)/baseq3/game/g_vehicleTurret.o \ $(B)/baseq3/game/g_vehicles.o \ $(B)/baseq3/game/g_weapon.o \ $(B)/baseq3/game/tri_coll_test.o \ $(B)/baseq3/game/w_force.o \ $(B)/baseq3/game/w_saber.o \ \ $(B)/baseq3/game/q_math.o \ $(B)/baseq3/game/q_shared.o $(B)/baseq3/jampgame$(ARCH).$(SHLIBEXT) : $(Q3GOBJ) $(CC) $(SHLIBLDFLAGS) -o $@ $(Q3GOBJ) $(B)/baseq3/game/ai_main.o : $(GDIR)/ai_main.c; $(DO_SHLIB_CC) $(B)/baseq3/game/ai_util.o : $(GDIR)/ai_util.c; $(DO_SHLIB_CC) $(B)/baseq3/game/ai_wpnav.o : $(GDIR)/ai_wpnav.c; $(DO_SHLIB_CC) $(B)/baseq3/game/AnimalNPC.o : $(GDIR)/AnimalNPC.c; $(DO_SHLIB_CC) $(B)/baseq3/game/FighterNPC.o : $(GDIR)/FighterNPC.c; $(DO_SHLIB_CC) $(B)/baseq3/game/NPC.o : $(GDIR)/NPC.c; $(DO_SHLIB_CC) $(B)/baseq3/game/NPC_AI_Atst.o : $(GDIR)/NPC_AI_Atst.c; $(DO_SHLIB_CC) $(B)/baseq3/game/NPC_AI_Default.o : $(GDIR)/NPC_AI_Default.c; $(DO_SHLIB_CC) $(B)/baseq3/game/NPC_AI_Droid.o : $(GDIR)/NPC_AI_Droid.c; $(DO_SHLIB_CC) $(B)/baseq3/game/NPC_AI_GalakMech.o : $(GDIR)/NPC_AI_GalakMech.c; $(DO_SHLIB_CC) $(B)/baseq3/game/NPC_AI_Grenadier.o : $(GDIR)/NPC_AI_Grenadier.c; $(DO_SHLIB_CC) $(B)/baseq3/game/NPC_AI_Howler.o : $(GDIR)/NPC_AI_Howler.c; $(DO_SHLIB_CC) $(B)/baseq3/game/NPC_AI_ImperialProbe.o : $(GDIR)/NPC_AI_ImperialProbe.c; $(DO_SHLIB_CC) $(B)/baseq3/game/NPC_AI_Interrogator.o : $(GDIR)/NPC_AI_Interrogator.c; $(DO_SHLIB_CC) $(B)/baseq3/game/NPC_AI_Jedi.o : $(GDIR)/NPC_AI_Jedi.c; $(DO_SHLIB_CC) $(B)/baseq3/game/NPC_AI_Mark1.o : $(GDIR)/NPC_AI_Mark1.c; $(DO_SHLIB_CC) $(B)/baseq3/game/NPC_AI_Mark2.o : $(GDIR)/NPC_AI_Mark2.c; $(DO_SHLIB_CC) $(B)/baseq3/game/NPC_AI_MineMonster.o : $(GDIR)/NPC_AI_MineMonster.c; $(DO_SHLIB_CC) $(B)/baseq3/game/NPC_AI_Rancor.o : $(GDIR)/NPC_AI_Rancor.c; $(DO_SHLIB_CC) $(B)/baseq3/game/NPC_AI_Remote.o : $(GDIR)/NPC_AI_Remote.c; $(DO_SHLIB_CC) $(B)/baseq3/game/NPC_AI_Seeker.o : $(GDIR)/NPC_AI_Seeker.c; $(DO_SHLIB_CC) $(B)/baseq3/game/NPC_AI_Sentry.o : $(GDIR)/NPC_AI_Sentry.c; $(DO_SHLIB_CC) $(B)/baseq3/game/NPC_AI_Sniper.o : $(GDIR)/NPC_AI_Sniper.c; $(DO_SHLIB_CC) $(B)/baseq3/game/NPC_AI_Stormtrooper.o : $(GDIR)/NPC_AI_Stormtrooper.c; $(DO_SHLIB_CC) $(B)/baseq3/game/NPC_AI_Utils.o : $(GDIR)/NPC_AI_Utils.c; $(DO_SHLIB_CC) $(B)/baseq3/game/NPC_AI_Wampa.o : $(GDIR)/NPC_AI_Wampa.c; $(DO_SHLIB_CC) $(B)/baseq3/game/NPC_behavior.o : $(GDIR)/NPC_behavior.c; $(DO_SHLIB_CC) $(B)/baseq3/game/NPC_combat.o : $(GDIR)/NPC_combat.c; $(DO_SHLIB_CC) $(B)/baseq3/game/NPC_goal.o : $(GDIR)/NPC_goal.c; $(DO_SHLIB_CC) $(B)/baseq3/game/NPC_misc.o : $(GDIR)/NPC_misc.c; $(DO_SHLIB_CC) $(B)/baseq3/game/NPC_reactions.o : $(GDIR)/NPC_reactions.c; $(DO_SHLIB_CC) $(B)/baseq3/game/NPC_senses.o : $(GDIR)/NPC_senses.c; $(DO_SHLIB_CC) $(B)/baseq3/game/NPC_sounds.o : $(GDIR)/NPC_sounds.c; $(DO_SHLIB_CC) $(B)/baseq3/game/NPC_spawn.o : $(GDIR)/NPC_spawn.c; $(DO_SHLIB_CC) $(B)/baseq3/game/NPC_stats.o : $(GDIR)/NPC_stats.c; $(DO_SHLIB_CC) $(B)/baseq3/game/NPC_utils.o : $(GDIR)/NPC_utils.c; $(DO_SHLIB_CC) $(B)/baseq3/game/SpeederNPC.o : $(GDIR)/SpeederNPC.c; $(DO_SHLIB_CC) $(B)/baseq3/game/WalkerNPC.o : $(GDIR)/WalkerNPC.c; $(DO_SHLIB_CC) $(B)/baseq3/game/NPC_move.o : $(GDIR)/NPC_move.c; $(DO_SHLIB_CC) $(B)/baseq3/game/bg_g2_utils.o : $(GDIR)/bg_g2_utils.c; $(DO_SHLIB_CC) $(B)/baseq3/game/bg_lib.o : $(GDIR)/bg_lib.c; $(DO_SHLIB_CC) $(B)/baseq3/game/bg_misc.o : $(GDIR)/bg_misc.c; $(DO_SHLIB_CC) $(B)/baseq3/game/bg_panimate.o : $(GDIR)/bg_panimate.c; $(DO_SHLIB_CC) $(B)/baseq3/game/bg_pmove.o : $(GDIR)/bg_pmove.c; $(DO_SHLIB_CC) $(B)/baseq3/game/bg_saber.o : $(GDIR)/bg_saber.c; $(DO_SHLIB_CC) $(B)/baseq3/game/bg_saberLoad.o : $(GDIR)/bg_saberLoad.c; $(DO_SHLIB_CC) $(B)/baseq3/game/bg_saga.o : $(GDIR)/bg_saga.c; $(DO_SHLIB_CC) $(B)/baseq3/game/bg_slidemove.o : $(GDIR)/bg_slidemove.c; $(DO_SHLIB_CC) $(B)/baseq3/game/bg_vehicleLoad.o : $(GDIR)/bg_vehicleLoad.c; $(DO_SHLIB_CC) $(B)/baseq3/game/bg_weapons.o : $(GDIR)/bg_weapons.c; $(DO_SHLIB_CC) $(B)/baseq3/game/g_ICARUScb.o : $(GDIR)/g_ICARUScb.c; $(DO_SHLIB_CC) $(B)/baseq3/game/g_active.o : $(GDIR)/g_active.c; $(DO_SHLIB_CC) $(B)/baseq3/game/g_arenas.o : $(GDIR)/g_arenas.c; $(DO_SHLIB_CC) $(B)/baseq3/game/g_bot.o : $(GDIR)/g_bot.c; $(DO_SHLIB_CC) $(B)/baseq3/game/g_client.o : $(GDIR)/g_client.c; $(DO_SHLIB_CC) $(B)/baseq3/game/g_cmds.o : $(GDIR)/g_cmds.c; $(DO_SHLIB_CC) $(B)/baseq3/game/g_combat.o : $(GDIR)/g_combat.c; $(DO_SHLIB_CC) $(B)/baseq3/game/g_exphysics.o : $(GDIR)/g_exphysics.c; $(DO_SHLIB_CC) $(B)/baseq3/game/g_items.o : $(GDIR)/g_items.c; $(DO_SHLIB_CC) $(B)/baseq3/game/g_log.o : $(GDIR)/g_log.c; $(DO_SHLIB_CC) $(B)/baseq3/game/g_main.o : $(GDIR)/g_main.c; $(DO_SHLIB_CC) $(B)/baseq3/game/g_mem.o : $(GDIR)/g_mem.c; $(DO_SHLIB_CC) $(B)/baseq3/game/g_misc.o : $(GDIR)/g_misc.c; $(DO_SHLIB_CC) $(B)/baseq3/game/g_missile.o : $(GDIR)/g_missile.c; $(DO_SHLIB_CC) $(B)/baseq3/game/g_mover.o : $(GDIR)/g_mover.c; $(DO_SHLIB_CC) $(B)/baseq3/game/g_nav.o : $(GDIR)/g_nav.c; $(DO_SHLIB_CC) $(B)/baseq3/game/g_navnew.o : $(GDIR)/g_navnew.c; $(DO_SHLIB_CC) $(B)/baseq3/game/g_object.o : $(GDIR)/g_object.c; $(DO_SHLIB_CC) $(B)/baseq3/game/g_saga.o : $(GDIR)/g_saga.c; $(DO_SHLIB_CC) $(B)/baseq3/game/g_session.o : $(GDIR)/g_session.c; $(DO_SHLIB_CC) $(B)/baseq3/game/g_spawn.o : $(GDIR)/g_spawn.c; $(DO_SHLIB_CC) $(B)/baseq3/game/g_strap.o : $(GDIR)/g_strap.c; $(DO_SHLIB_CC) $(B)/baseq3/game/g_svcmds.o : $(GDIR)/g_svcmds.c; $(DO_SHLIB_CC) $(B)/baseq3/game/g_syscalls.o : $(GDIR)/g_syscalls.c; $(DO_SHLIB_CC) $(B)/baseq3/game/g_target.o : $(GDIR)/g_target.c; $(DO_SHLIB_CC) $(B)/baseq3/game/g_team.o : $(GDIR)/g_team.c; $(DO_SHLIB_CC) $(B)/baseq3/game/g_timer.o : $(GDIR)/g_timer.c; $(DO_SHLIB_CC) $(B)/baseq3/game/g_trigger.o : $(GDIR)/g_trigger.c; $(DO_SHLIB_CC) $(B)/baseq3/game/g_turret.o : $(GDIR)/g_turret.c; $(DO_SHLIB_CC) $(B)/baseq3/game/g_turret_G2.o : $(GDIR)/g_turret_G2.c; $(DO_SHLIB_CC) $(B)/baseq3/game/g_utils.o : $(GDIR)/g_utils.c; $(DO_SHLIB_CC) $(B)/baseq3/game/g_vehicleTurret.o : $(GDIR)/g_vehicleTurret.c; $(DO_SHLIB_CC) $(B)/baseq3/game/g_vehicles.o : $(GDIR)/g_vehicles.c; $(DO_SHLIB_CC) $(B)/baseq3/game/g_weapon.o : $(GDIR)/g_weapon.c; $(DO_SHLIB_CC) $(B)/baseq3/game/tri_coll_test.o : $(GDIR)/tri_coll_test.c; $(DO_SHLIB_CC) $(B)/baseq3/game/w_force.o : $(GDIR)/w_force.c; $(DO_SHLIB_CC) $(B)/baseq3/game/w_saber.o : $(GDIR)/w_saber.c; $(DO_SHLIB_CC) $(B)/baseq3/game/q_math.o : $(GDIR)/q_math.c; $(DO_SHLIB_CC) $(B)/baseq3/game/q_shared.o : $(GDIR)/q_shared.c; $(DO_SHLIB_CC) ############################################################################# # MISC ############################################################################# # TTimo: FIXME: doesn't clean the binary and .so clean:clean-debug clean-release clean2: clean-bins rm -f $(Q3OBJ) $(Q3POBJ) $(Q3POBJ_SMP) $(Q3DOBJ) $(MPGOBJ) $(Q3GOBJ) $(Q3CGOBJ) $(MPCGOBJ) $(Q3UIOBJ) $(MPUIOBJ) rm -f $(CGDIR)/vm/*.asm rm -f $(GDIR)/vm/*.asm rm -f $(UIDIR)/vm/*.asm rm -f $(Q3UIDIR)/vm/*.asm # TTimo: linuxq3ded linuxquake3 linuxquake3-smp .. hardcoded the names .. maybe not such a good thing # FIXME: also, removing the *.so is crappy .. I just want to avoid rm -rf debugi386-glibc to save the symlinks to pk3's for testing clean-bins: if [ -d $(B) ];then (find $(B) -name '*.so' -exec rm {} \;)fi rm -f $(B)/linuxq3ded rm -f $(B)/linuxquake3 rm -f $(B)/linuxquake3-smp rm -f $(B)/baseq3/vm/cgame.qvm rm -f $(B)/baseq3/vm/ui.qvm rm -f $(B)/baseq3/vm/qagame.qvm rm -f $(B)/missionpack/vm/cgame.qvm rm -f $(B)/missionpack/vm/qagame.qvm rm -f $(B)/missionpack/vm/ui.qvm clean-debug: $(MAKE) clean2 B=$(BD) CFLAGS="$(DEBUG_CFLAGS)" clean-release: $(MAKE) clean2 B=$(BR) CFLAGS="$(DEBUG_CFLAGS)" Link to comment Share on other sites More sharing options...
slider Posted April 9, 2004 Share Posted April 9, 2004 is ICC supposed to compile the .so file better than gcc for intel hardware CPU? Link to comment Share on other sites More sharing options...
Wudan Posted April 10, 2004 Share Posted April 10, 2004 It's rumored to compile the code without any changes, so you can just compile a win32, then compile linux without breaking your skull in 2. Link to comment Share on other sites More sharing options...
razorace Posted April 10, 2004 Author Share Posted April 10, 2004 Exactly. And the source of that rumor is straight from Raven. I tend to beleive them, especially when they did it for the Asteriods code as well. Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted April 10, 2004 Share Posted April 10, 2004 Well, I'd like more clarification about this - because the fact is you can alter the code and set up ANY linux compiler so that you dont' have to change the code between Win and Linux. It's a matter of wrapping changes between Win and Linux within a few preprocessor defines. Â ...so when Raven say they don't have to make any changes to compile it between Windows and Linux, do they mean I could download the original source code directly and wiithout one change, stick it into the Intel compiler for Linux and it would compile propely? Or only after I had put in some initial #if's first? Â ..if the latter, then you don't actually need to use the Intel compiler - you can do what they did with any linux compiler. THe only other worry then I guess is whether it all compiles 'right'. e.g. like the push bug that Mushroom mentioned. Link to comment Share on other sites More sharing options...
razorace Posted April 10, 2004 Author Share Posted April 10, 2004 Well, the push bug is a bug in the code that Raven didn't fix for the original SDK. Remember that that's just a logic bug associated with different rand max defines. Â However, that is the only problem that I'm aware of. Everything else should compile/run fine as long as you use ICC to compile. Link to comment Share on other sites More sharing options...
Tido Posted May 26, 2006 Share Posted May 26, 2006 Attachced... Just replace the makefile in the codemp/unix directory, and run  In the JA SDK, there is no 'unix' directory . I tried making one 'codemp/unix', but that didn't work either.  And when I try to use this makefile, I always get this error: makefile:148: *** missing separator. Stop.  line 148: @if [ ! -d $(B) ];then mkdir $(B);fi   Any ideas? Link to comment Share on other sites More sharing options...
Tido Posted May 26, 2006 Share Posted May 26, 2006 Ah ended up finding out my own answer! The forum's code thingy doesn't remember TABs and the makefile requires one for all of those lines. I eventually got the makefile to work only to discover a new problem: Â todd@Harp:~/JA/Jedi_Academy_SDK/codemp/unix$ make make targets B=debugi386-glibc CFLAGS="-D_JK2 -D_M_IX86 -Kc++ -w -I/opt/intel/cc/9.0/include -g " make[1]: Entering directory `/home/todd/JA/Jedi_Academy_SDK/codemp/unix' /opt/intel/cc/9.0/bin/icc -D_JK2 -D_M_IX86 -Kc++ -w -I/opt/intel/cc/9.0/include -g -D_JK2 -DJK2AWARDS -DQAGAME -DMISSIONPACK -use_msasm -o debugi386-glibc/baseq3/game/g_main.o -c /home/todd/JA/Jedi_Academy_SDK/codemp/game/g_main.c /home/todd/JA/Jedi_Academy_SDK/codemp/game/g_public.h(726): catastrophic error: could not open source file "../icarus/icarus.h" #include "../icarus/icarus.h" ^ Â compilation aborted for /home/todd/JA/Jedi_Academy_SDK/codemp/game/g_main.c (code 4) make[1]: *** [debugi386-glibc/baseq3/game/g_main.o] Error 4 make[1]: Leaving directory `/home/todd/JA/Jedi_Academy_SDK/codemp/unix' make: *** [build_debug] Error 2 Â There is no icarus.h in ../icarus . Link to comment Share on other sites More sharing options...
Tinny Posted May 26, 2006 Share Posted May 26, 2006 Wanna comment that line out and see what it does? Link to comment Share on other sites More sharing options...
Tido Posted May 26, 2006 Share Posted May 26, 2006 Hehe ok, I'll give that a shot. I thought I read that doing that would mess up the mod's ability to play siege, though? Makes sense, though, since no other mod has icarus.h either. Â *EDIT* Â Well, doing that did work, but I'm not out of the woods yet: Â todd@Harp:~/JA/Jedi_Academy_SDK/codemp/unix$ make debug make targets B=debugi386-glibc CFLAGS="-D_JK2 -D_M_IX86 -Kc++ -w -I/opt/intel/cc/9.0/include -g " make[1]: Entering directory `/home/todd/JA/Jedi_Academy_SDK/codemp/unix' /opt/intel/cc/9.0/bin/icc -D_JK2 -D_M_IX86 -Kc++ -w -I/opt/intel/cc/9.0/include -g -D_JK2 -DJK2AWARDS -DQAGAME -DMISSIONPACK -use_msasm -o debugi386-glibc/baseq3/game/g_main.o -c /home/todd/JA/Jedi_Academy_SDK/codemp/game/g_main.c /home/todd/JA/Jedi_Academy_SDK/codemp/game/g_main.c(512): error: argument of type "int" is incompatible with parameter of type "qboolean={qboolean}" return (int)ClientConnect( arg0, arg1, arg2 ); ^ Â /home/todd/JA/Jedi_Academy_SDK/codemp/game/g_main.c(512): error: argument of type "int" is incompatible with parameter of type "qboolean={qboolean}" return (int)ClientConnect( arg0, arg1, arg2 ); ^ Â /home/todd/JA/Jedi_Academy_SDK/codemp/game/g_main.c(1015): error: a value of type "bool" cannot be assigned to an entity of type "qboolean={qboolean}" navCalculatePaths = ( trap_Nav_Load( mapname.string, ckSum.integer ) == qfalse ); ^ Â /home/todd/JA/Jedi_Academy_SDK/codemp/game/g_main.c(1057): error: argument of type "int" is incompatible with parameter of type "qboolean={qboolean}" G_InitBots( restart ); ^ Â /home/todd/JA/Jedi_Academy_SDK/codemp/game/g_main.c(2553): error: return value type does not match the function type return level.teamScores[TEAM_RED] == level.teamScores[TEAM_BLUE]; ^ Â /home/todd/JA/Jedi_Academy_SDK/codemp/game/g_main.c(2559): error: return value type does not match the function type return a == b; ^ Â /home/todd/JA/Jedi_Academy_SDK/codemp/game/g_main.c(4067): error: a value of type "int" cannot be assigned to an entity of type "qboolean={qboolean}" gQueueScoreMessage = 0; ^ Â compilation aborted for /home/todd/JA/Jedi_Academy_SDK/codemp/game/g_main.c (code 2) make[1]: *** [debugi386-glibc/baseq3/game/g_main.o] Error 2 make[1]: Leaving directory `/home/todd/JA/Jedi_Academy_SDK/codemp/unix' make: *** [build_debug] Error 2 Link to comment Share on other sites More sharing options...
razorace Posted June 1, 2006 Author Share Posted June 1, 2006 bah, what it's doing is erroring in situations where a qbooleaning is being manually set with a 1 or a 0. You're going to have to look thru the ICC manual and figure out how to turn off the warning/error checks for implicate typecasting. Link to comment Share on other sites More sharing options...
Tido Posted June 4, 2006 Share Posted June 4, 2006 bah, what it's doing is erroring in situations where a qbooleaning is being manually set with a 1 or a 0. You're going to have to look thru the ICC manual and figure out how to turn off the warning/error checks for implicate typecasting. Â Hmm, having a hard time finding anything in the ICC docs about that. Got any other terms to try? Link to comment Share on other sites More sharing options...
razorace Posted June 8, 2006 Author Share Posted June 8, 2006 Check the manual's section on disabling compiler warnings/errors. I can't really get more specific. Maybe try Google? That normally helps me. Link to comment Share on other sites More sharing options...
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