Running my server on Linux
by Sam Redfern · in Torque Game Engine · 01/20/2006 (2:43 am) · 4 replies
After plenty of soul-searching I decided to go for a linux (debian) server for my TGE game.
Converting my webcode from ASP to PHP will be fine, and re-writing my master server in C++ should be OK too (it's in VB6 right now).
But now I'm getting a little nervous about getting TGE itself compiled. I have very little linux knowledge...
.. any words of wisdom from anyone?
thanks :)
Sam.
Converting my webcode from ASP to PHP will be fine, and re-writing my master server in C++ should be OK too (it's in VB6 right now).
But now I'm getting a little nervous about getting TGE itself compiled. I have very little linux knowledge...
.. any words of wisdom from anyone?
thanks :)
Sam.
About the author
#2
The reason I'm writing my own MS is it has specific requirements. I guess I could have modified an existing one, but the reality is it's quite a small piece of software anyway.. apart from keeping an eye on which mission servers are alive, it handles logins, spawning mission servers as necessary if a user needs to land in a mission that's not running. It also spawns missions at pre-defined times (scheduled events are important in my game)..
01/20/2006 (5:17 am)
Thanks Ron,The reason I'm writing my own MS is it has specific requirements. I guess I could have modified an existing one, but the reality is it's quite a small piece of software anyway.. apart from keeping an eye on which mission servers are alive, it handles logins, spawning mission servers as necessary if a user needs to land in a mission that's not running. It also spawns missions at pre-defined times (scheduled events are important in my game)..
#3
the only thing i needed to install was nsam , everything else went fine , but of course i was just doing a decated compile .. doing a whole client would probly need audio and grapinx packages.
their was only 1 change i needed to do .. that was to change march to mtune in conf.UNIX.mk
CFLAGS.GENERAL = -DUSE_FILE_REDIRECT -I/usr/X11R6/include/ -MD -march=i586 \
'freetype-config --cflags' -mtune=athlon-xp -ffast-math -pipe
also i'm seeing a TON of macro warnings .. looks like macro handleing changed in the gcc3 -> gcc4 update.
01/20/2006 (11:42 pm)
The other night i was able to fully compile the source from cvs on fedora core 4 ( gcc4 )the only thing i needed to install was nsam , everything else went fine , but of course i was just doing a decated compile .. doing a whole client would probly need audio and grapinx packages.
their was only 1 change i needed to do .. that was to change march to mtune in conf.UNIX.mk
CFLAGS.GENERAL = -DUSE_FILE_REDIRECT -I/usr/X11R6/include/ -MD -march=i586 \
'freetype-config --cflags' -mtune=athlon-xp -ffast-math -pipe
also i'm seeing a TON of macro warnings .. looks like macro handleing changed in the gcc3 -> gcc4 update.
#4
01/20/2006 (11:44 pm)
Of note .. i was unable to compile from files i grabed off my windows machine useing the latest sdk installer .. i was only able to compile when i grabed the files via cvs
Associate Ron Yacketta
Check TDN John Q. wrote up a decent (but a tad old'ish) linux howto, after you run through that it is simple as cd (change directoy) to your game dir, setup your env (make -f mk/configure OS=LINUX RELEASE=DEBUG COMPILER=GCC#) and kicking off a make. Any specific questions post here or toss me an email (in my profile), I am currently working with GG to stableize 1.4
-Ron