Title: OA and GNU Hurd Post by: fromhell on July 18, 2011, 03:46:25 PM Anyone tried?
Title: Re: OA and GNU Hurd Post by: Peter Silie on July 18, 2011, 10:57:48 PM just wanted to run duke nukem on it, but unfortunately gearbox does not deliver a version which works fine...
Title: Re: OA and GNU Hurd Post by: fromhell on July 19, 2011, 03:14:35 AM just wanted to run duke nukem on it, but unfortunately gearbox does not deliver a version which works fine... cakes issued Title: Re: OA and GNU Hurd Post by: Peter Silie on July 19, 2011, 12:22:27 PM rofl
<3 Title: Re: OA and GNU Hurd Post by: smcv on July 20, 2011, 02:09:24 AM Anyone tried? Our buildbots automatically try it every time I upload to Debian. (It doesn't compile, I've never bothered to fix it; if you have a problem with OA, and you try to solve it by running on Hurd, you now have two problems.) https://buildd.debian.org/status/logs.php?pkg=ioquake3&arch=hurd-i386 (https://buildd.debian.org/status/logs.php?pkg=ioquake3&arch=hurd-i386) (engine) https://buildd.debian.org/status/logs.php?pkg=openarena&arch=hurd-i386 (https://buildd.debian.org/status/logs.php?pkg=openarena&arch=hurd-i386) (game/cgame/ui) The supported platforms are hard-coded in q_common.h. If we made Hurd behave like Linux (as already done for GNU/kFreeBSD), it'd probably compile and "work" - the Linux kernel is fairly irrelevant to a game engine (particularly one that uses SDL), it's the GNU libc etc. that are important. Somehow I doubt Hurd has useful 3D, though. If you want to run a dedicated server on the OS that'll never be finished, it's probably a one-line patch :-) |