Closed SkyeHDD closed 7 years ago
Currently Windows support is a work in progress. It works, but there are a few minor packaging problems. If you just want to use an updated version of Doom64EX, you can download it here. (It's a pre-pre alpha, hence why I'm being a tiny bit secretive)
To compile it yourself, you'll need:
Extract the dependencies into the /extern/
directory, such that the following directories exist:
/extern/bin
/extern/lib
/extern/include
Use CMake to generate MinGW Makefiles from the main CMakeLists.txt file and make
it. You can also use IDEs with CMake support such as CLion (which is known to work), QtCreator, etc.
Sadly, Visual Studio's C++ Compiler is unsupported at this time because it lacks support for C++14 features.
If you have any further questions, feel free to ask.
Thanks, I had a feeling MinGW was the key to building this.
EDIT: I built it successfully with a few caveats: I had to import the DLLs from your download to get it to work, and there are some texture issues with glowing objects. I assume this is all known.
SDL2.dll wasn't included and when downloaded it errors out about SDL2Net not having the procedure entrty point SDL_Free. Was fixed by importing the DLLs from your build download.
Didn't see your edits, sorry:
doom64ex.exe
.doom64.wad
with the new built-in tool (doom64ex.exe -wadgen <path to .z64>
in cmd). Doing it has other problems which I haven't ironed out yet.I'll close this issue once I update the README.
Okay thanks!
One other issue: When using -wadgen, the created DOOMSND.SF2 doesn't seem to work or load properly. Here's the console output
WARNING: CVar s_soundfont doesn't point to a file.Found SoundFont C:\Users\CENSORED\AppData\Roaming\\doom64ex\doomsnd.sf2 SoundFont file size mismatch
fluidsynth: error: Couldn't load soundfont file
fluidsynth: error: Failed to load SoundFont "C:\Users\CENSORED\AppData\Roaming\\doom64ex\doomsnd.sf2" WARNING: I_InitSequencer: Failed to find soundfont file
Could you try copying doomsnd.sf2
to the location of the .exe
and see if that helps?
Still no luck with that.
S_Init: Setting up sound.
Found SoundFont doomsnd.sf2
SoundFont file size mismatch
fluidsynth: error: Couldn't load soundfont file
fluidsynth: error: Failed to load SoundFont "doomsnd.sf2"
WARNING: I_InitSequencer: Failed to find soundfont file
The only way I can get sound is to use the old DOOMSND.SF2 from the old release build but even then it can sometimes crash when starting a new game.
Alright, thanks. I'm assuming that it has something to do with SoundFont file size mismatch
. I'll have a closer look when I'm at a Windows PC.
Edit: I think this bug is the culprit: https://gcc.gnu.org/bugzilla/show_bug.cgi?id=52991
You can try "fixing" it by putting #pragma pack(1)
in the beginning of src/engine/wadgen/sndfont.h
and then regenerating doomsnd.sf2
.
That did the trick!
It still crashed when starting a new game on Hardcore! only once after compiling, here's the crash info in case you want it but it seems to be working fine for now:
Faulting application name: doom64ex.exe, version: 0.0.0.0, time stamp: 0x57dae435
Faulting module name: doom64ex.exe, version: 0.0.0.0, time stamp: 0x57dae435
Exception code: 0xc0000005
Fault offset: 0x00054458
Faulting process id: 0x42f30
Faulting application start time: 0x01d20f7c95c2058d
Faulting application path: D:\Users\CENSORED\Doom\Doom64EX\New folder\doom64ex.exe
Faulting module path: D:\Users\CENSORED\Doom\Doom64EX\New folder\doom64ex.exe
Report Id: 46f6bc61-6694-414c-92af-3942112fa6bc
Faulting package full name:
Faulting package-relative application ID:
I've been trying pretty much all night to build this source on Windows to no avail, using multiple VC versions but nothing seems to work. It's just errors on errors on errors.
Which VC should I be using, and where should I put the external dependencies so CMake actually sees them?
Thanks!