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BruceJohnJenner

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Everything posted by BruceJohnJenner

  1. Would it be possible to load weapon damage & other values that are defined in the source code from an external config file? I like to adjust weapon damage values in my personal build of openJK, might be nice to be able to change how much health a shot takes without building from scratch.
  2. So you were able to get around the issue that @@capturesteve ran into with the server not being visible on the network? https://jkhub.org/topic/5549-running-dedicated-server-on-raspberry-pi/ OP, if you change your mind on cross compiling, the instructions to build OpenJK on the pi are in the link above.
  3. I like to download lots of ffa maps and play them in single player, usually spawning lots of hostile npcs to battle and whatnot. To start each map, I use the console command map <map_name> where map_name is the name of the bsp file in the maps subfolder of the pk3. I usually just look up the map name in the pk3, since the map command is sensitive to spaces/underscores/capitalization, but I find this is a bit of a pain to do every single time I want to switch to a new map. Is there any way to list all available maps from the console in Jedi Academy? Kind of like running ls (or dir for windows users) in the OpenJK console.
  4. I tried this out in sp using the 'map bridge' command in the console. I absolutely loved the map, the concept is brilliant. Im not sure if this was buggy behavior, but the train didnt seem to work properly for me. As soon as it came out of the tunnel the first time, it sinks down into the track, and appears to get stuck in the track mesh (ie I can see the two meshes z-fighting in places). While this happens, I can hear the sound of lightsaber getting stuck behind something (ie when you throw the lightsaber, but pulling it back it gets stuck behind something, so the game plays a clattering noise)
  5. Looks pretty nice, I like maps like this that take a middle road in terms of how much detail to put into it. What happens if you walk into the tunnel?
  6. Its hardly your fault that I hated it. It is only a movie after all, and we all have our opinions About the sets, I thought plenty of the sets and models in the film looked good, but there is a certain visual style that pops up towards the end of the film in the first order base that literally looks exactly like some of the sets from the last two star trek movies. I'll try to find some screenshots from the two films to make my point. As for the action sequences, I totally disagree. The fight scene between Kylo and Finn/Rey near the end of the film looked sloppy in terms of the action, and felt like it went on forever. Compare that scene to Luke and Vaders duel in ESB, which builds tension with all of the pauses, and Vader verbally breaking down Lukes defenses throughout. The rathtars did seem like ugly CGI work, but I thought Snoke was much more bothersome. Just a very bland villain, already depicted as disfigured/hideous, does the classic angry raised voice at his underlings. Hes like a clown compared to Palpatine. Honestly, find one plot point in A New Hope that didn't show up in this film. It was absurd. Reys backstory is such a tired cliche. Separated from parents as a child, forced to work in some hellhole. It would have been more interesting if they had left it as nothing at all, like if she had somehow lost her memories or something? Otherwise she was a good character. As for Ren, hey if you like him, roll with that, but I thought he was as forgettable a villain as possible. He does evil things because... he wants to be his grandfather? No explanation of why he thinks this is a good thing? And every single time anything goes wrong, he spends 5 minutes trashing the room hes in before bothering to do anything productive? I hate his character because Abrams is too lazy to develop him beyond "Hes evil because hes evil". Just tired, 1 dimensional storytelling
  7. Hands down the worst movie I have ever seen. The sad part is, the new characters were great, and the first third of the movie was terrific. Apparently originality is not a concept that J.J. Abrams is familiar with, so he literally went out of his way to rip off scenes from A New Hope. Kylo Ren was the most comical villain I have ever seen, and all of the characters from the original trilogy save for Han were as wooden as cardboard cutouts. And all of the aggravating Abrams tendencies dialed up to 11. The sets constructed from nothing but shiny chrome and red lights (unless theres a computer screen, in which case its always blue for some reason). The sound of a lightsaber now apparently needs to destroy my eardrums every time it gets activated, even though it sounds nothing like what it sounded like in the other six films. The nods to the original trilogy done with all of the subtlety of a hammer. Fight scenes that drag on forever with no change in the mood or pace of the scene (or, I don't know, the occasional line of dialogue?). A movie that drags on forever somehow cant spend more than 15 seconds dealing with why we should care about some random planets being destroyed. Characters are introduced, given 5 minutes of character development, expected to somehow play a big role in important scenes, then completely disappear for the rest of the movie. Characters participate in an emotional, complicated moment that changes the outlook of the story, which is instantly reversed for no reason at all other than shock factor, and keeping the story moving in its original (predictable) direction. CGI heavy battle scenes that last for 5 minutes but don't advance the plot at all. Musical themes from previous movies blared as loud as possible during important scenes in an attempt to make them seem meaningful. AAAAAAAAAAAAAAAAAAAAAAAAHHH Im out
  8. Congrats on the release! I would assume that this will definitely not work out of the box on linux, is it possible to build the project on linux like OpenJK?
  9. Im actually working on a single player jka mission that follows that theme exactly. Stay tuned in case a miracle happens and I actually get it done and release it
  10. Which really is a shame when you think about it. An indie development team might actually do something very interesting with a Star Wars game, but they probably never will get a chance.
  11. Totally Agree. Although the protocol droid would probably need a second or third model as well really. Great Mod!
  12. Oh no, sorry I meant not making the JK series canon, but rebooting the Jedi Knight franchise with the same characters. Ya, Disney isnt going to budge on making stuff from the old EU canon.
  13. So the EU has now been completely wiped off the table by Disney, and with it goes the Jedi Knight series. Fun games, but what can ya do eh? Now that the Star Wars universe is being rebooted with the new movie, tv series, and so on, I wonder if the Jedi Knight series might be rebooted as well, with a new title created by some external game studio licensed by Disney. It has been many years since JKA, but the JK franchise was quite popular in its heyday, and I would imagine that a reboot might be quite popular. I havent heard, well, any discussion about the possibility of this on these forums. What do you think? If a new Jedi Knight game was released, would you be interested in it?
  14. Would be nice if they tried to emulate the menus & hud from battlefront 1. They were some of the best Ive ever seen.
  15. Awesome. It'll be like fighting in the default Windows XP Desktop picture
  16. Yep, that fixed the issues. Now I have it running at ~25 fps, which is good enough for me. Funny enough, the setting that made the biggest difference performance wise was switching the texture filter setting to bilinear, that gained a whole 10 fps and removed most of the jerkiness. I had a pair of segfaults trying to reload video settings, but I cant seem to reliably reproduce them. I will open an issue for it if I can eventually reproduce. Thanks
  17. Hello, I recently acquired a new pc to tide me by for basic tasks for a while, and it ended up being pretty old, a Thinkpad x60s with 2Gigs DDR2 ram and a core duo processor at something like 1.66 Ghz. I understand that this is very, very old hardware, but I figured it might still be relevant information, given that the machine was released in 2006, so JK3 should have been able to run on it. I am building on Lubuntu 15.04, i386. The build process was smooth, copied over the assets to the appropriate folder and started up. Already, at least one thing is behaving oddly in the menu: In the character selection screen I see something like this: And ingame looks something like this, I piped the console output from the game to a text file, the contents of which are here: OpenJK: v1.0.1.1 linux-i386 Jun 20 2015 Initialising zone memory ..... ----- FS_Startup ----- Current search path: /home/bruce/.local/share/openjk/base ./base/assets3.pk3 (16 files) ./base/assets2.pk3 (62 files) ./base/assets1.pk3 (8320 files) ./base/assets0.pk3 (15346 files) ./base ---------------------- 23744 files in pk3 files execing default.cfg execing openjk_sp.cfg couldn't exec autoexec_sp.cfg Running Jedi Academy Mode ----- Client Initialization ----- ----- Initializing Renderer ---- Trying to load "rdsp-vanilla_i386.so" from "."... ------------------------------- ----- Client Initialization Complete ----- --- Common Initialization Complete --- SDL using driver "x11" Initializing OpenGL display Display aspect: 1.333 ...setting mode 4: 800 600 Using 24 color bits, 24 depth, 8 stencil display. Available modes: '640x480 800x600 1024x768' GL_RENDERER: Mesa DRI Intel(R) 945GM x86/MMX/SSE2 Initializing OpenGL extensions ...GL_S3_s3tc available ...no tc preference specified .....using GL_S3_s3tc ...using GL_EXT_texture_env_add ...GL_EXT_texture_filter_anisotropic available ...using GL_EXT_texture_filter_anisotropic ...using GL_EXT_texture_edge_clamp ...using GL_ARB_multitexture ...using GL_EXT_compiled_vertex_array ...GL_NV_register_combiners not found GL_VENDOR: Intel Open Source Technology Center GL_RENDERER: Mesa DRI Intel(R) 945GM x86/MMX/SSE2 GL_VERSION: 1.4 Mesa 10.5.2 GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_copy_texture GL_EXT_polygon_offset GL_EXT_subtexture GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_texture GL_EXT_texture3D GL_IBM_rasterpos_clip GL_ARB_point_parameters GL_EXT_draw_range_elements GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_ARB_multitexture GL_IBM_multimode_draw_arrays GL_IBM_texture_mirrored_repeat GL_3DFX_texture_compression_FXT1 GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_secondary_color GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_INGR_blend_func_separate GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_S3_s3tc GL_SUN_multi_draw_arrays GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_EXT_framebuffer_object GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_MESA_window_pos GL_NV_packed_depth_stencil GL_NV_texture_rectangle GL_ARB_depth_texture GL_ARB_shadow GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_window_pos GL_EXT_stencil_two_side GL_EXT_texture_cube_map GL_APPLE_packed_pixels GL_APPLE_vertex_array_object GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_vertex_program GL_ARB_vertex_shader GL_ATI_draw_buffers GL_ATI_texture_env_combine3 GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_MESA_pack_invert GL_MESA_ycbcr_texture GL_ARB_half_float_pixel GL_ARB_point_sprite GL_ARB_shading_language_100 GL_ARB_sync GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ATI_blend_equation_separate GL_EXT_blend_equation_separate GL_OES_read_format GL_ARB_pixel_buffer_object GL_ARB_texture_rectangle GL_EXT_pixel_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_ARB_framebuffer_object GL_EXT_framebuffer_blit GL_EXT_packed_depth_stencil GL_APPLE_object_purgeable GL_ARB_vertex_array_object GL_ATI_separate_stencil GL_EXT_gpu_program_parameters GL_EXT_texture_sRGB_decode GL_OES_EGL_image GL_ARB_copy_buffer GL_ARB_map_buffer_range GL_ARB_ES2_compatibility GL_ARB_debug_output GL_ARB_draw_elements_base_vertex GL_ARB_explicit_attrib_location GL_ARB_provoking_vertex GL_ARB_sampler_objects GL_EXT_provoking_vertex GL_ARB_get_program_binary GL_ARB_robustness GL_ARB_separate_shader_objects GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ARB_compressed_texture_pixel_storage GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_texture_storage GL_AMD_shader_trinary_minmax GL_ARB_clear_buffer_object GL_ARB_explicit_uniform_location GL_ARB_invalidate_subdata GL_ARB_vertex_attrib_binding GL_KHR_debug GL_ARB_multi_bind GL_KHR_context_flush_control GL_MAX_TEXTURE_SIZE: 2048 GL_MAX_ACTIVE_TEXTURES_ARB: 8 PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits) MODE: 4, 800 x 600 windowed hz:N/A GAMMA: hardware w/ 0 overbright bits rendering primitives: single glDrawElements texturemode: GL_LINEAR_MIPMAP_LINEAR picmip: 0 texture bits: 0 lightmap texture bits: 0 multitexture: enabled compiled vertex arrays: enabled texenv add: enabled compressed textures: enabled compressed lightmaps: disabled texture compression method: GL_S3_s3tc anisotropic filtering: enabled (4 of 4) Dynamic Glow: disabled ------- sound initialization ------- SDL_Init( SDL_INIT_AUDIO )... OK SDL audio driver is "pulseaudio". SDL_AudioSpec: Format: AUDIO_S16LSB Freq: 44100 Samples: 512 Channels: 2 Starting SDL audio callback... SDL audio initialized. UI menu load time = 1785 milli seconds ------ Server Initialization ------ OpenJK: v1.0.1.1 linux-i386 Jun 20 2015 Server: yavin1 Sys_GetGameAPI(./base/jagamei386.so) failed: "Failed loading ./base/jagamei386.so: ./base/jagamei386.so: cannot open shared object file: No such file or directory" Sys_GetGameAPI(/home/bruce/.local/share/openjk/base/jagamei386.so) failed: "Failed loading /home/bruce/.local/share/openjk/base/jagamei386.so: /home/bruce/.local/share/openjk/base/jagamei386.so: cannot open shared object file: No such file or directory" Sys_GetGameAPI(./OpenJK/jagamei386.so): succeeded ... ------- Game Initialization ------- gamename: OpenJK gamedate: Jun 20 2015 ----------------------------------- ----------------------------------- UI menu load time = 3076 milli seconds ...loaded 1877 faces, 58 meshes, 134 trisurfs, 0 flares ------ Unloading Game ------ ------ Server Initialization ------ OpenJK: v1.0.1.1 linux-i386 Jun 20 2015 Server: yavin1b Sys_GetGameAPI(./base/jagamei386.so) failed: "Failed loading ./base/jagamei386.so: ./base/jagamei386.so: cannot open shared object file: No such file or directory" Sys_GetGameAPI(/home/bruce/.local/share/openjk/base/jagamei386.so) failed: "Failed loading /home/bruce/.local/share/openjk/base/jagamei386.so: /home/bruce/.local/share/openjk/base/jagamei386.so: cannot open shared object file: No such file or directory" Sys_GetGameAPI(./OpenJK/jagamei386.so): succeeded ... ------- Game Initialization ------- gamename: OpenJK gamedate: Jun 20 2015 ----------------------------------- ----------------------------------- UI menu load time = 49 milli seconds ...loaded 818 faces, 26 meshes, 150 trisurfs, 0 flares WARNING: RE_RegisterSkin( 'models/players/player/model_default.skin' ) failed to load! Saving game "auto"... Done. ------ Unloading Game ------ ----- CL_Shutdown ----- Closing SDL audio device... SDL audio device shut down. ----------------------- Automatically freeing 4243 blocks making up 62858860 bytes WARNING: Freeing 1 extra blocks (10 bytes) not tracked by the zone manager If necessary, I can open this as a issue on github. It looks an awful lot like one of the libpng/libjpeg might not be working correctly, given that the meshes are visible, just no textures on certain things? </wildspeculation>
  18. Funniest part is, looking at the screenshot of the first person view firing an E-11 (somewhere earlier in this thread I think), I would argue that OpenJK with Rend2 might even be able to give this new engine a run for its money as far as looks go. Could you comment on that eezstreet? The situation with DLC these days is absurd, companies like EA need to come back down to reality. All of a sudden, Lucasarts doesnt seem so unreasonable in retrospect, do they?
  19. Yep, that fixed it, many thanks. One minor thing that I notice though, is there a command to escape window focus? On linux, lacking the windows key, I am not sure how to move the window when in windowed mode.
  20. Output from the terminal confirmed it Trying the solution posted earlier
  21. gcc or g++? I had thought g++ would be required for OpenJK, but perhaps I was wrong. I'll check the compiler version later today, but this is odd to see on an Ubuntu based distro The setup is Lubuntu LTS 64-bit. When I tried to run the compiled executable that I copied over from the old install it wouldnt work & said something about an incorrect library version of libstdc++? Is it possibly an issue with needing the 32 bit versions of the libraries?
  22. Okay So I recently melted down my Ubuntu install with lxde when I started uninstalling some of the Unity packages to free up hard drive space, and pretty much uninstalled the operating system I decided to go with just Lubuntu the second time around so I could cut out all that crap and just use plain old lxde. When I went to rebuild my copy of OpenJK, I cd into the OpenJK folder and run make, but this is the output I get: bruce@BruceJohnJenner-ThinkPad-X130e:~/development/OpenJK$ make Scanning dependencies of target openjk_sp.x86_64 [ 0%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/client/cl_cgame.cpp.o [ 0%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/client/cl_cin.cpp.o [ 1%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/client/cl_console.cpp.o [ 1%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/client/cl_input.cpp.o [ 1%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/client/cl_keys.cpp.o [ 1%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/client/cl_main.cpp.o [ 1%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/client/cl_mp3.cpp.o [ 1%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/client/cl_parse.cpp.o [ 1%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/client/cl_scrn.cpp.o [ 2%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/client/cl_ui.cpp.o [ 2%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/client/snd_ambient.cpp.o [ 2%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/client/snd_dma.cpp.o [ 2%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/client/snd_mem.cpp.o [ 2%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/client/snd_mix.cpp.o [ 2%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/client/snd_music.cpp.o [ 2%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/qcommon/msg.cpp.o [ 3%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/qcommon/q_math.cpp.o [ 3%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/qcommon/q_shared.cpp.o [ 3%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/qcommon/stringed_ingame.cpp.o [ 3%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/qcommon/stringed_interface.cpp.o [ 3%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/qcommon/strip.cpp.o [ 3%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/server/exe_headers.cpp.o [ 3%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/server/sv_ccmds.cpp.o [ 3%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/server/sv_client.cpp.o [ 3%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/server/sv_game.cpp.o [ 3%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/server/sv_init.cpp.o [ 4%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/server/sv_main.cpp.o [ 4%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/server/sv_savegame.cpp.o [ 4%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/server/sv_snapshot.cpp.o [ 4%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/server/sv_world.cpp.o [ 4%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/game/genericparser2.cpp.o [ 4%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/ui/ui_atoms.cpp.o [ 5%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/ui/ui_connect.cpp.o [ 5%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/ui/ui_main.cpp.o [ 5%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/ui/ui_saber.cpp.o [ 5%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/ui/ui_shared.cpp.o [ 5%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/ui/ui_syscalls.cpp.o Linking CXX executable ../openjk_sp.x86_64 [ 12%] Built target openjk_sp.x86_64 Scanning dependencies of target jagamex86_64 [ 12%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Animal.cpp.o [ 12%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_AssassinDroid.cpp.o [ 13%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Atst.cpp.o [ 13%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_BobaFett.cpp.o [ 13%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Civilian.cpp.o [ 13%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Default.cpp.o [ 13%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Droid.cpp.o [ 13%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_GalakMech.cpp.o [ 13%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Grenadier.cpp.o [ 14%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_HazardTrooper.cpp.o [ 14%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Howler.cpp.o [ 14%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_ImperialProbe.cpp.o [ 14%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Interrogator.cpp.o [ 14%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Jedi.cpp.o [ 14%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Mark1.cpp.o /home/bruce/development/OpenJK/code/game/AI_Mark1.cpp:35:0: warning: "BOWCASTER_VELOCITY" redefined [enabled by default] #define BOWCASTER_VELOCITY 1300 ^ In file included from /home/bruce/development/OpenJK/code/game/bg_public.h:21:0, from /home/bruce/development/OpenJK/code/game/g_shared.h:21, from /home/bruce/development/OpenJK/code/game/g_local.h:27, from /home/bruce/development/OpenJK/code/game/b_local.h:23, from /home/bruce/development/OpenJK/code/game/AI_Mark1.cpp:18: /home/bruce/development/OpenJK/code/game/weapons.h:199:0: note: this is the location of the previous definition #define BOWCASTER_VELOCITY 3300 ^ [ 15%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Mark2.cpp.o [ 15%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_MineMonster.cpp.o [ 15%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Rancor.cpp.o [ 15%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Remote.cpp.o [ 15%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_RocketTrooper.cpp.o [ 15%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_SaberDroid.cpp.o [ 15%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_SandCreature.cpp.o [ 16%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Seeker.cpp.o [ 16%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Sentry.cpp.o [ 16%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Sniper.cpp.o [ 16%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Stormtrooper.cpp.o [ 16%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Tusken.cpp.o [ 16%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Utils.cpp.o [ 16%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Wampa.cpp.o [ 17%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_active.cpp.o [ 17%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_breakable.cpp.o [ 17%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_camera.cpp.o [ 17%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_client.cpp.o [ 17%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_cmds.cpp.o [ 17%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_combat.cpp.o [ 17%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_emplaced.cpp.o [ 18%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_functions.cpp.o [ 18%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_fx.cpp.o [ 18%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_inventory.cpp.o [ 18%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_itemLoad.cpp.o [ 18%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_items.cpp.o [ 18%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_main.cpp.o [ 18%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_mem.cpp.o [ 19%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_misc.cpp.o [ 19%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_misc_model.cpp.o [ 19%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_missile.cpp.o [ 19%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_mover.cpp.o [ 19%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_nav.cpp.o [ 19%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_navigator.cpp.o In file included from /home/bruce/development/OpenJK/code/game/../Ragl/ragl_common.h:93:0, from /home/bruce/development/OpenJK/code/game/../Ragl/graph_vs.h:105, from /home/bruce/development/OpenJK/code/game/g_navigator.cpp:63: /home/bruce/development/OpenJK/code/game/../Ragl/../Ratl/ratl_common.h: In function ‘bool NAV::LoadFromFile(const char*, int)’: /home/bruce/development/OpenJK/code/game/../Ragl/../Ratl/ratl_common.h:1086:22: warning: array subscript is above array bounds [-Warray-bounds] T::construct(mArray+i,v); ^ /home/bruce/development/OpenJK/code/game/../Ragl/../Ratl/ratl_common.h:1086:22: warning: array subscript is above array bounds [-Warray-bounds] T::construct(mArray+i,v); ^ /home/bruce/development/OpenJK/code/game/../Ragl/../Ratl/ratl_common.h: In member function ‘void ragl::graph_region<TNODE, MAXNODES, TEDGE, MAXEDGES, NUM_EDGES_PER_NODE, MAXREGIONS, MAXREGIONEDGES>::clear() [with TNODE = CWayNode; int MAXNODES = 1024; TEDGE = CWayEdge; int MAXEDGES = 3072; int NUM_EDGES_PER_NODE = 20; int MAXREGIONS = 341; int MAXREGIONEDGES = 341]’: /home/bruce/development/OpenJK/code/game/../Ragl/../Ratl/ratl_common.h:1086:22: warning: array subscript is above array bounds [-Warray-bounds] T::construct(mArray+i,v); ^ /home/bruce/development/OpenJK/code/game/../Ragl/../Ratl/ratl_common.h:1086:22: warning: array subscript is above array bounds [-Warray-bounds] T::construct(mArray+i,v); ^ /home/bruce/development/OpenJK/code/game/../Ragl/../Ratl/ratl_common.h: In function ‘bool NAV::LoadFromEntitiesAndSaveToFile(const char*, int)’: /home/bruce/development/OpenJK/code/game/../Ragl/../Ratl/ratl_common.h:1086:22: warning: array subscript is above array bounds [-Warray-bounds] T::construct(mArray+i,v); ^ [ 19%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_navnew.cpp.o [ 20%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_object.cpp.o [ 20%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_objectives.cpp.o [ 20%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_rail.cpp.o [ 20%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_ref.cpp.o [ 20%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_roff.cpp.o [ 20%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_savegame.cpp.o [ 21%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_session.cpp.o [ 21%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_spawn.cpp.o [ 21%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_svcmds.cpp.o [ 21%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_target.cpp.o [ 21%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/G_Timer.cpp.o [ 21%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_trigger.cpp.o [ 21%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_turret.cpp.o [ 22%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_usable.cpp.o [ 22%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_utils.cpp.o [ 22%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_weapon.cpp.o [ 22%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_weaponLoad.cpp.o [ 22%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/genericparser2.cpp.o [ 22%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/NPC.cpp.o [ 22%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/NPC_behavior.cpp.o [ 23%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/NPC_combat.cpp.o [ 23%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/NPC_goal.cpp.o [ 23%] Building CXX object 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code/game/CMakeFiles/jagamex86_64.dir/wp_bowcaster.cpp.o [ 25%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/wp_concussion.cpp.o [ 25%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/wp_demp2.cpp.o [ 25%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/wp_det_pack.cpp.o [ 25%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/wp_disruptor.cpp.o [ 25%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/wp_emplaced_gun.cpp.o [ 25%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/wp_flechette.cpp.o [ 26%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/wp_melee.cpp.o [ 26%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/wp_noghri_stick.cpp.o [ 26%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/wp_repeater.cpp.o [ 26%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/wp_rocket_launcher.cpp.o [ 26%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/wp_saber.cpp.o [ 26%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/wp_saberLoad.cpp.o [ 26%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/wp_stun_baton.cpp.o [ 27%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/wp_thermal.cpp.o [ 27%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/wp_trip_mine.cpp.o [ 27%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/wp_tusken.cpp.o [ 27%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/Q3_Interface.cpp.o [ 27%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/bg_misc.cpp.o [ 27%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/bg_pangles.cpp.o [ 28%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/bg_panimate.cpp.o [ 28%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/bg_pmove.cpp.o [ 28%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/bg_slidemove.cpp.o [ 28%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AnimalNPC.cpp.o [ 28%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/bg_vehicleLoad.cpp.o [ 28%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/FighterNPC.cpp.o [ 28%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_vehicles.cpp.o [ 29%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/SpeederNPC.cpp.o [ 29%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/WalkerNPC.cpp.o [ 29%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/cg_camera.cpp.o [ 29%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/cg_consolecmds.cpp.o [ 29%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/cg_credits.cpp.o [ 29%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/cg_draw.cpp.o [ 29%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/cg_drawtools.cpp.o [ 30%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/cg_effects.cpp.o [ 30%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/cg_ents.cpp.o [ 30%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/cg_event.cpp.o [ 30%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/cg_headers.cpp.o [ 30%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/cg_info.cpp.o [ 30%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/cg_lights.cpp.o [ 30%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/cg_localents.cpp.o [ 31%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/cg_main.cpp.o [ 31%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/cg_marks.cpp.o [ 31%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/cg_players.cpp.o [ 31%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/cg_playerstate.cpp.o [ 31%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/cg_predict.cpp.o [ 31%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/cg_scoreboard.cpp.o [ 31%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/cg_servercmds.cpp.o [ 32%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/cg_snapshot.cpp.o [ 32%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/cg_syscalls.cpp.o [ 32%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/cg_text.cpp.o [ 32%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/cg_view.cpp.o [ 32%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/cg_weapons.cpp.o [ 32%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/FX_ATSTMain.cpp.o [ 32%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/FX_Blaster.cpp.o [ 33%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/FX_Bowcaster.cpp.o [ 33%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/FX_BryarPistol.cpp.o [ 33%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/FX_Concussion.cpp.o [ 33%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/FX_DEMP2.cpp.o [ 33%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/FX_Disruptor.cpp.o [ 33%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/FX_Emplaced.cpp.o [ 33%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/FX_Flechette.cpp.o [ 34%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/FX_HeavyRepeater.cpp.o [ 34%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/FX_NoghriShot.cpp.o [ 34%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/FX_RocketLauncher.cpp.o [ 34%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/FX_TuskenShot.cpp.o [ 34%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/FxPrimitives.cpp.o [ 34%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/FxScheduler.cpp.o [ 35%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/FxSystem.cpp.o [ 35%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/FxTemplate.cpp.o [ 35%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/FxUtil.cpp.o In file included from /home/bruce/development/OpenJK/code/cgame/cg_local.h:21:0, from /home/bruce/development/OpenJK/code/cgame/cg_headers.h:20, from /home/bruce/development/OpenJK/code/cgame/common_headers.h:19, from /home/bruce/development/OpenJK/code/cgame/FxUtil.cpp:19: /home/bruce/development/OpenJK/code/cgame/../qcommon/q_shared.h: In function ‘CPoly* FX_AddPoly(vec_t (*)[3], vec_t (*)[2], int, vec_t*, vec_t*, float, float, float, vec_t*, vec_t*, float, vec_t*, float, int, int, qhandle_t, int)’: /home/bruce/development/OpenJK/code/cgame/../qcommon/q_shared.h:627:16: warning: array subscript is above array bounds [-Warray-bounds] out[0] = in[0]; ^ In file included from /home/bruce/development/OpenJK/code/cgame/FxPrimitives.h:19:0, from /home/bruce/development/OpenJK/code/cgame/FxUtil.h:19, from /home/bruce/development/OpenJK/code/cgame/FxScheduler.h:19, from /home/bruce/development/OpenJK/code/cgame/FxUtil.cpp:22: /home/bruce/development/OpenJK/code/cgame/FxSystem.h:46:17: warning: array subscript is above array bounds [-Warray-bounds] dst[0] = src[0]; ^ [ 35%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/ui/gameinfo.cpp.o [ 35%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/qcommon/tri_coll_test.cpp.o [ 35%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/qcommon/q_math.cpp.o [ 35%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/qcommon/q_shared.cpp.o Linking CXX shared library jagamex86_64.so [ 37%] Built target jagamex86_64 Scanning dependencies of target rdsp-vanilla_x86_64 [ 37%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/G2_API.cpp.o [ 37%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/G2_bolts.cpp.o [ 37%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/G2_bones.cpp.o [ 38%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/G2_misc.cpp.o [ 38%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/G2_surfaces.cpp.o [ 38%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/__/qcommon/q_math.cpp.o [ 38%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/__/qcommon/q_shared.cpp.o [ 38%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/tr_backend.cpp.o [ 39%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/tr_bsp.cpp.o [ 39%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/tr_cmds.cpp.o [ 39%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/tr_curve.cpp.o [ 39%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/tr_draw.cpp.o [ 39%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/tr_ghoul2.cpp.o [ 39%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/tr_image.cpp.o [ 40%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/tr_init.cpp.o [ 40%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/tr_light.cpp.o [ 40%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/tr_main.cpp.o [ 40%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/tr_marks.cpp.o [ 40%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/tr_mesh.cpp.o [ 40%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/tr_model.cpp.o [ 40%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/tr_quicksprite.cpp.o [ 41%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/tr_scene.cpp.o [ 41%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/tr_shade.cpp.o [ 41%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/tr_shade_calc.cpp.o [ 41%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/tr_shader.cpp.o [ 41%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/tr_shadows.cpp.o [ 41%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/tr_sky.cpp.o [ 42%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/tr_stl.cpp.o [ 42%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/tr_subs.cpp.o [ 42%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/tr_surface.cpp.o [ 42%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/tr_surfacesprites.cpp.o [ 42%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/tr_world.cpp.o [ 42%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/tr_WorldEffects.cpp.o [ 42%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/__/rd-common/tr_font.cpp.o [ 43%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/__/rd-common/tr_image_load.cpp.o [ 43%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/__/rd-common/tr_image_jpg.cpp.o [ 43%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/__/rd-common/tr_image_tga.cpp.o [ 43%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/__/rd-common/tr_image_png.cpp.o [ 43%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/__/rd-common/tr_noise.cpp.o Linking CXX shared library rdsp-vanilla_x86_64.so [ 43%] Built target rdsp-vanilla_x86_64 [ 47%] Built target botlib Linking CXX executable ../openjk.x86_64 CMakeFiles/openjk.x86_64.dir/qcommon/stringed_ingame.cpp.o: In function `CStringEdPackage::ConvertCRLiterals_Read(char const*)': stringed_ingame.cpp:(.text+0x5b8): undefined reference to `std::__throw_out_of_range_fmt(char const*, ...)' CMakeFiles/openjk.x86_64.dir/qcommon/stringed_ingame.cpp.o: In function `CStringEdPackage::InsideQuotes(char const*)': stringed_ingame.cpp:(.text+0x978): undefined reference to `std::__throw_out_of_range_fmt(char const*, ...)' collect2: error: ld returned 1 exit status make[2]: *** [openjk.x86_64] Error 1 make[1]: *** [codemp/CMakeFiles/openjk.x86_64.dir/all] Error 2 make: *** [all] Error 2 Which is odd, because I had installed all of the dependencies listed in the compilation guide, and the environment was the same as before on Ubuntu (or so I thought). Can anyone else tell what the problem is exactly? Is there a missing library perhaps?
  23. Might be worth noting that the binaries will probably only work on linux mint/possibly other ubuntu based distros?
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