SBo scripts not building on current (read 1st post, pls)
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I just tested it also on stable and pushed the patch on my branch on SBo: the maintainer should be ok with it, but please still try to ping him about it...
SDL_sound fails to build in -current; specifically, playsound.c. Seems like PhysFS has again something to do with it:
Code:
make[2]: Entering directory '/tmp/SBo/SDL_sound-1.0.3/playsound'
if gcc -DHAVE_CONFIG_H -I. -I. -I.. -I.. -DSUPPORT_PHYSFS=1 -O2 -fPIC -I/usr/include/SDL -D_GNU_SOURCE=1 -D_REENTRANT -MT playsound-playsound.o -MD -MP -MF ".deps/playsound-playsound.Tpo" -c -o playsound-playsound.o `test -f 'playsound.c' || echo './'`playsound.c; \
then mv -f ".deps/playsound-playsound.Tpo" ".deps/playsound-playsound.Po"; else rm -f ".deps/playsound-playsound.Tpo"; exit 1; fi
In file included from playsound.c:51:0:
physfsrwops.h:42:1: error: unknown type name ‘__EXPORT__’; did you mean ‘__FXSR__’?
__EXPORT__ SDL_RWops *PHYSFSRWOPS_openRead(const char *fname);
^~~~~~~~~~
__FXSR__
physfsrwops.h:42:22: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘*’ token
__EXPORT__ SDL_RWops *PHYSFSRWOPS_openRead(const char *fname);
^
physfsrwops.h:54:1: error: unknown type name ‘__EXPORT__’; did you mean ‘__FXSR__’?
__EXPORT__ SDL_RWops *PHYSFSRWOPS_openWrite(const char *fname);
^~~~~~~~~~
__FXSR__
physfsrwops.h:54:22: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘*’ token
__EXPORT__ SDL_RWops *PHYSFSRWOPS_openWrite(const char *fname);
^
physfsrwops.h:66:1: error: unknown type name ‘__EXPORT__’; did you mean ‘__FXSR__’?
__EXPORT__ SDL_RWops *PHYSFSRWOPS_openAppend(const char *fname);
^~~~~~~~~~
__FXSR__
physfsrwops.h:66:22: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘*’ token
__EXPORT__ SDL_RWops *PHYSFSRWOPS_openAppend(const char *fname);
^
physfsrwops.h:78:1: error: unknown type name ‘__EXPORT__’; did you mean ‘__FXSR__’?
__EXPORT__ SDL_RWops *PHYSFSRWOPS_makeRWops(PHYSFS_file *handle);
^~~~~~~~~~
__FXSR__
physfsrwops.h:78:22: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘*’ token
__EXPORT__ SDL_RWops *PHYSFSRWOPS_makeRWops(PHYSFS_file *handle);
^
playsound.c: In function ‘init_archive’:
playsound.c:215:17: warning: ‘PHYSFS_getLastError’ is deprecated [-Wdeprecated-declarations]
PHYSFS_getLastError());
^~~~~~~~~~~~~~~~~~~
In file included from playsound.c:50:0:
/usr/include/physfs.h:654:25: note: declared here
PHYSFS_DECL const char *PHYSFS_getLastError(void) PHYSFS_DEPRECATED;
^~~~~~~~~~~~~~~~~~~
playsound.c: In function ‘rwops_from_physfs’:
playsound.c:242:9: warning: ‘PHYSFS_addToSearchPath’ is deprecated [-Wdeprecated-declarations]
if (!PHYSFS_addToSearchPath(archive, 0))
^~
In file included from playsound.c:50:0:
/usr/include/physfs.h:851:17: note: declared here
PHYSFS_DECL int PHYSFS_addToSearchPath(const char *newDir, int appendToPath)
^~~~~~~~~~~~~~~~~~~~~~
playsound.c:245:21: warning: ‘PHYSFS_getLastError’ is deprecated [-Wdeprecated-declarations]
PHYSFS_getLastError());
^~~~~~~~~~~~~~~~~~~
In file included from playsound.c:50:0:
/usr/include/physfs.h:654:25: note: declared here
PHYSFS_DECL const char *PHYSFS_getLastError(void) PHYSFS_DEPRECATED;
^~~~~~~~~~~~~~~~~~~
playsound.c:250:18: warning: implicit declaration of function ‘PHYSFSRWOPS_openRead’; did you mean ‘PHYSFS_openRead’? [-Wimplicit-function-declaration]
retval = PHYSFSRWOPS_openRead(path);
^~~~~~~~~~~~~~~~~~~~
PHYSFS_openRead
playsound.c:250:16: warning: assignment makes pointer from integer without a cast [-Wint-conversion]
retval = PHYSFSRWOPS_openRead(path);
^
playsound.c: In function ‘close_archive’:
playsound.c:292:9: warning: ‘PHYSFS_removeFromSearchPath’ is deprecated [-Wdeprecated-declarations]
PHYSFS_removeFromSearchPath(archive_name + 1);
^~~~~~~~~~~~~~~~~~~~~~~~~~~
In file included from playsound.c:50:0:
/usr/include/physfs.h:878:17: note: declared here
PHYSFS_DECL int PHYSFS_removeFromSearchPath(const char *oldDir)
^~~~~~~~~~~~~~~~~~~~~~~~~~~
make[2]: *** [Makefile:313: playsound-playsound.o] Error 1
make[2]: Leaving directory '/tmp/SBo/SDL_sound-1.0.3/playsound'
make[1]: *** [Makefile:422: all-recursive] Error 1
make[1]: Leaving directory '/tmp/SBo/SDL_sound-1.0.3'
make: *** [Makefile:272: all] Error 2
Thank you ponce and andrew! Right now d2x-rebirth builds correctly.
I wrote the current maintainter as you wished ponce. Let's hope he answers.
Good news is that I have had an exchange of emails with the current maintainer who is happy to look at things. I am a little curious though: with the release version of D2x-rebirth and PhysFS 3.0.1 do you see a loss of some animations? Specifically these are the animations of the robots seen in the briefings before each new level. I am running the latest git which has addressed these issues but confirmation of the issue would be nice. Bug report exists.
Moving a little away from the purpose of this thread, my apologies..
Good news is that I have had an exchange of emails with the current maintainer who is happy to look at things. I am a little curious though: with the release version of D2x-rebirth and PhysFS 3.0.1 do you see a loss of some animations? Specifically these are the animations of the robots seen in the briefings before each new level. I am running the latest git which has addressed these issues but confirmation of the issue would be nice. Bug report exists.
Moving a little away from the purpose of this thread, my apologies..
Indeed. I see:
1. No robot animations (briefings)
2. No music (I have the soundrack in mp3 files; when I set the music option to "jukebox" they simply say "cannot open file xxxx.mp3".
In fact, it was issue 2 which prompted me to recompile SDL_sound, which in turn caused the latest report.
I also contacted Alan and he answered me. Thanks for all the help!
Indeed. I see:
1. No robot animations (briefings)
2. No music (I have the soundrack in mp3 files; when I set the music option to "jukebox" they simply say "cannot open file xxxx.mp3".
I have put a slightly different dxx-rebirth script online that builds both d1x-rebirth and d2x-rebirth from git rather than the current release version, link here.... In this build the robot animations during the briefings are fixed but I am not sure about the jukebox effect as I could not even see out how this works, but perhaps this will also solve your music issues. (Even if perhaps you are simply happy enough with the downloaded 'AddOn' music packs.)
Remember: different package name so remove any copies of d1x-rebirth and d2x-rebirth before running this script.
Anybody been successful in building rtmpdump yet? It fails with similar "ctx" errors (SSL). I'll keep playing with the SlackBuild to see if I can get it to compile.
Anybody been successful in building rtmpdump yet? It fails with similar "ctx" errors (SSL). I'll keep playing with the SlackBuild to see if I can get it to compile.
I have put a slightly different dxx-rebirth script online that builds both d1x-rebirth and d2x-rebirth from git rather than the current release version, link here.... In this build the robot animations during the briefings are fixed but I am not sure about the jukebox effect as I could not even see out how this works, but perhaps this will also solve your music issues. (Even if perhaps you are simply happy enough with the downloaded 'AddOn' music packs.)
Remember: different package name so remove any copies of d1x-rebirth and d2x-rebirth before running this script.
Your SlackBuild worked wonders. I downloaded the addon music, and built your script, and lo and behold, all those issues were solved. Thank you!
dxx-rebirth still cannot play mp3 music but at least I can have music now!
EDIT: I would like to add that I inspected your SlackBuild because I wanted to tweak some parameters. It is very well written and documented. Thanks!
Last edited by sombragris; 06-13-2018 at 03:12 PM.
Your SlackBuild worked wonders. I downloaded the addon music, and built your script, and lo and behold, all those issues were solved. Thank you!
This is great news! There is a great script on SBo for the release version but I may continue with this script for the development version. That way I will not tread on any toes and may even enhance the SBo script when development turns to release .
Quote:
dxx-rebirth still cannot play mp3 music but at least I can have music now!
I know we have strained the purpose of this thread somewhat but I am a little curious as to how you were playing mp3 music before? In DOS days I simply used the midi sounds that came with the game, I believe that timidity + a sound font may still allow this and then there are the add-on music files. I have not experimented further...
Quote:
EDIT: I would like to add that I inspected your SlackBuild because I wanted to tweak some parameters. It is very well written and documented. Thanks!
That is a cleaned up version of one of my scripts for 'home use'. In its original state it was near indecipherable . I have a longer term project to clean up all of the 'home' scripts...
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