Comments (3)
build_mach-o.sh has to be compiled from Mac OS X.
build_updateable_elf.sh can upgrae 1.7 clients and the other version can not.
MSVC can't compile it I believe. There are still fragments of GCC inline assembler in sourcecode.
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Well for Linux there isn't really a different build script. Is there a good reason to keep non-upgrade1.7 clients build anyway?
Can build_mach-o.sh
be renamed to build_macos.sh
or something then? Just to make it clear what it's for. And I'm guessing it's building the Linux version of the server right? Or is it actually making a MacOS version?
MSVC was more an example, maybe later on sometime ;) It's just that CMake makes all this stuff way easier once it's setup properly.
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would speed up compilation compared to the shell scripts because its easier then to compile dependencies and compile targets in parallel. the downside is that it is harder to find the correct compiler settings .. since we have pretty exotic configurations that would probably eat a lot of time.
the current build scripts are named after the target executable file format.
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Related Issues (20)
- Text animation HOT 5
- Cod4 Mod FF Compiler Issue HOT 1
- .ff different from server help HOT 3
- Server received signal: Segmentation fault HOT 2
- Problems with downloads HOT 15
- problem starting bots with my mod HOT 19
- CL_CGameNeedsServerComand:a reliable command was cycled out HOT 4
- [BUG] AmbientPlay is crap since 20.X HOT 10
- problem with compiling cod4x server in linux debian. HOT 5
- [request] The need of stock asset registration skip HOT 2
- Demo Recording Filename HOT 6
- Torjan - Can't be false positive? HOT 2
- Impure client detected! Invalid .IWD files referenced! HOT 3
- Error HOT 1
- Implement NAT Hole punching HOT 6
- Find game files (main, zone) from current working directory rather than where the binary is HOT 1
- Multiple Steamid same playerid HOT 7
- Impure client detected HOT 4
- Compile errors HOT 2
- cannot execute: required file not found debug HOT 4
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