stubert Posted March 21, 2006 Share Posted March 21, 2006 this is my CmakeLists.txt. this addlibrary bit was all on one line but i formmated it better. i also got this from hex a few years ago and have been using it fine ever since, but you may want to tweak the makefile that gets generated by this script ADD_DEFINITIONS(-w -DQAGAME -D_JK2 -D__linux__ -DFINAL_BUILD) SET(LIB_PREFIX "") ADD_LIBRARY(jampgamei386 SHARED NPC.c ai_main.c bg_saber.c g_bot.c g_mem.c g_spawn.c g_turret_G2.c NPC_AI_Grenadier.c NPC_AI_Remote.c NPC_combat.c NPC_utils.c ai_util.c bg_saberLoad.c g_client.c g_misc.c g_strap.c g_utils.c NPC_AI_Howler.c NPC_AI_Seeker.c NPC_goal.c q_math.c ai_wpnav.c bg_saga.c g_cmds.c g_missile.c g_svcmds.c g_vehicles.c NPC_AI_ImperialProbe.c NPC_AI_Sentry.c NPC_misc.c q_shared.c AnimalNPC.c bg_slidemove.c g_combat.c g_mover.c g_syscalls.c g_vehicleTurret.c NPC_AI_Interrogator.c NPC_AI_Sniper.c NPC_move.c SpeederNPC.c bg_g2_utils.c bg_vehicleLoad.c g_exphysics.c g_nav.c g_target.c g_weapon.c NPC_AI_Jedi.c NPC_AI_Stormtrooper.c NPC_reactions.c tri_coll_test.c bg_lib.c bg_weapons.c g_ICARUScb.c g_navnew.c g_team.c NPC_AI_Atst.c NPC_AI_Mark1.c NPC_AI_Utils.c NPC_senses.c WalkerNPC.c bg_misc.c FighterNPC.c g_items.c g_object.c g_timer.c NPC_AI_Default.c NPC_AI_Mark2.c NPC_AI_Wampa.c NPC_sounds.c w_force.c bg_panimate.c g_active.c g_log.c g_saga.c g_trigger.c NPC_AI_Droid.c NPC_AI_MineMonster.c NPC_behavior.c NPC_spawn.c w_saber.c bg_pmove.c g_arenas.c g_main.c g_session.c g_turret.c NPC_AI_GalakMech.c NPC_AI_Rancor.c NPC_stats.c g_jk2pp.c) Link to comment Share on other sites More sharing options...
stubert Posted March 21, 2006 Share Posted March 21, 2006 ps. if you use the universal source from lucasfiles, there is a problem with a few lines on the client side .dll, if you need to i can post the fix for that too which lets you use the same tree on linux and windows, but you need to change some stuff for mac Link to comment Share on other sites More sharing options...
Tinny Posted March 21, 2006 Share Posted March 21, 2006 Quick question, why would you want to compile client side code for Linux? It wouldn't work anyways right? Linux can only support the server portion of the game I thought. Link to comment Share on other sites More sharing options...
ck-killa Posted March 21, 2006 Share Posted March 21, 2006 All I really need is a working jamp_game.patch file. Tried the one I downloaded from lucasfiles.com and it doesnt work. Do you have one that works? Link to comment Share on other sites More sharing options...
stubert Posted March 25, 2006 Share Posted March 25, 2006 if you get the universal source and use my cmake script it will work fine, it's already patched Link to comment Share on other sites More sharing options...
stubert Posted March 25, 2006 Share Posted March 25, 2006 Quick question, why would you want to compile client side code for Linux? It wouldn't work anyways right? Linux can only support the server portion of the game I thought. when you run windows binarys in WINE it automatically wraps windows system calls to linux ones. As a boon to this you can also manually specify what windows librarys correspond to what linux librarys so, if you compile a cgamex86.so and specify that all calls to jampcgamex86.dll should wrap directly to cgamex86.so you will probably get a decent speed increase since the library isn't being run on top of wine but the .exe still is Link to comment Share on other sites More sharing options...
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