Comments (22)
First of all it's "its" dependencies.
So,
it's = it is.
its = belonging to it.
Second of all - have you even tried downloading it?
From Makefile:
### Vulkan SDK directory
VULKAN_INCLUDE_DIR=$(VULKAN_SDK)/include
### Enable/Disable SDL2
USE_SDL2=1
### Enable/Disable codecs for streaming music support
USE_CODEC_WAVE=1
USE_CODEC_FLAC=0
USE_CODEC_MP3=1
USE_CODEC_VORBIS=1
USE_CODEC_OPUS=0
# either mikmod (preferred) or modplug, not both
USE_CODEC_MIKMOD=0
USE_CODEC_MODPLUG=0
USE_CODEC_UMX=0
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i got this error:
quakedef.h:231:27: fatal error: vulkan/vulkan.h: File o directory non esistente
compilation terminated.
Makefile:200: set di istruzioni per l'obiettivo "gl_refrag.o" non riuscito
make: *** [gl_refrag.o] Errore 1
i need to download vulkan sdk?
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ok, now I see there is a makefile in the quake folder.
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@fabry92 You need a GPU with Vulkan support/drivers. beyond that, try here (If using a Debian distro):
https://packages.debian.org/search?keywords=vulkan
Most of those pacakges are in libvulkan-dev:
https://packages.debian.org/search?suite=stretch&arch=any&mode=exactfilename&searchon=contents&keywords=vulkan.h
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I am working on Debian packaging tonight. Have some errands to do, but started that here:
So far, I get errors.
Log: http://slexy.org/view/s21Ih6pgvN
It relates to use of int in a for loop: "use option -std=c99 or -std=gnu99 to compile your code."
I tried adding this to Quake/Makefile (snippet includes previous 2 lines for reference):
DFLAGS += -DNDEBUG
CFLAGS += -O2
CFLAGS += -std=gnu99
Build completes. Need to do more testing, but fixes build with PR #6
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I have an initial test Debian package at the below link. I haven't tested it (late here, time to settle down for the night). I'll likely have time to give it a test tomorrow. I merged in debian packaging from quakespasm. Probably adjustments to be made yet as well. I link quakspasm to 'vkquake' so you can use that, aside from the desktop file.
http://packages.libregeek.org/steamos-tools/pool/games/v/vkquake/
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I had @strycore from Lutris test this out for me as well. If you get the gfx.wad error, be sure to make sure the pk3/wads/id folder are in lowercase. See:
https://steamcommunity.com/linkfilter/?url=http://www.tldp.org/HOWTO/Quake-HOWTO-8.html
I might do an AUR arch linux package after some time.
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Please mind that there are still bugs in the code, I'm not sure if this should be a package already. Will be fixed in time (after Siggraph). But thank you.
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Point taken. This shall remain in a testing repository of my own for quite a while regardless. I will try to remind anyone that tries it of this state Thank you.
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I guess I should also put a warning about this on the Lutris installer I made ;)
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Well, I would say hold off using it in anything, based on Axel's comment. Up to you. If you want, you could just keep it in your master tree with a warning about it being unfinished.
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There is also the barrier to entry. Your GPU and GPU driver must support Vulkan. Not everyone falls into this category. As always alternative, you could offer Debian's quakespasm, which is vkquake, sans Vulkan support.
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A bit off topic but just wanted to mention that there's another quake engine out there called FTE (by Spike) that also has a Vulkan backend (and OGL/DX9/DX11). @Novum If you haven't seen it, you should really take a look. Again, sorry for off topic.
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@jite , Quakespasm is the most faithful to the original as far as I kno. There are lists all over the Internet but this is one of the good ones I have bookmarked:
https://steamcommunity.com/sharedfiles/filedetails/?id=118401000
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@ProfessorKaos64 FTE is a modern high tech engine (and server), and Spike (the guy behind it) is keen on keeping things faithful as far as possible when it comes to Quake. Though FTE can run many different games (Quake single player, Quakeworld, NetQuake, Quake 2, Quake 3, Hexen, etc etc.)
Though my comment about it was meant more like from a developer perspective. :)
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@jite, well for fun I am going to make a package out of that today :) If you would like to continue the discussion, I have an issues post here, as to not clutter up more of this thread. I am working through a build, but I only see gl targets.
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I believe 49ffd7d solves this issue unless you want to track the packaging tasks here as well.
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@bviktor Does that assume/include SDL2 and mkpak? Here is what I have that mostly carried over form quakespasm (the core code here).
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I'm not quite sure what mkpak is, couldn't find it anywhere. I tested it on a new, default install of Ubuntu 16.04.1 and yes, SDL2 is there:
apt install git make gcc libsdl2-dev libvulkan-dev libvorbis-dev libmad0-dev
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Closing because of build instructions in readme.md
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@ProfessorKaos64 now I see mkpak.sh. But the file it generates is already in the repo, i.e. Quake\quakespasm.pak
, so what about it?
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I guess it can be ignored then. This was just anecdotal thoughts from the quakespasm Debian package.
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Related Issues (20)
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