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hello, sorry for the delay, i unfortunatly missed the notification. it's been a long time since i've compiled the project under linux. I have implemented the change and i was able to build it under debian 12. Not all is good for the moment, the loading of the save files is buggy, and the conversation (in the floppy version) bugs to due to the implementation of the voiced dialogue, i will fix them. I have been working on a big refactoring to be able to load other games, Tactical operation is working (well i need to load gameflow2 instead of gameflow, among other things, but i was able to play somes missions), and i fell into the rabbit hole of texture compression of the pacific strike models (but the object viewer is showing stuff). You will find a new executable debbuger, the goal is to have a front end with the UI for debuging the mission and other parts of the game, and to strip imgui parts for the rests of the games. By the way, have you try to use vcpkg to install the dev dependencies, it should take care of compiling imgui with the correct options, on my debian i have no problems with it. |
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hello, what an awesome project! I just recently checked it out on my system, to play a little with it. I compiled on my arch linux (always up-to-date system) and after a tiny workaround with vcpkg it worked. Please keep up the good work! |
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HI, I tried to build this on Debian Linux 13 (Trixie), I hit a couple of errors with it. The first is the fread code won't work on Linux, this can be fixed by replacing instances of fread_s in libRealSpace/src/AssetManager.cpp with fread on linux (using an ifdef). The second is adding #include <cstddef> to libRealSpace/src/LZBuffer.h fixes errors with size_t type not being recognised. The third is IMGUI, the version shipped in Debian doesn't have some of the font functions compiled in. I haven't got a solution to this yet.
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