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[2020-05-23 11:34:19] -!- Topic for #armagetron is "http://www.armagetronad.org/ | pastebin: http://armagetron.pastebin.com/ | Tournaments: #armagetron.tourneys | Pickup a game: #armagetron.pickup"
[2020-05-23 11:34:19] -!- Topic set by guru3 on 2015-04-22 20:50:50 UTC
[2020-05-23 11:34:21] -!- weber.freenode.net set mode #armagetron +cnrt
[2020-05-23 11:34:21] -!- Channel #armagetron created on 2006-11-26 06:42:45 UTC
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[2020-05-23 16:02:35] -!- Topic for #armagetron is "http://www.armagetronad.org/ | pastebin: http://armagetron.pastebin.com/ | Tournaments: #armagetron.tourneys | Pickup a game: #armagetron.pickup"
[2020-05-23 16:02:35] -!- Topic set by guru3 on 2015-04-22 20:50:50 UTC
[2020-05-23 16:02:37] -!- verne.freenode.net set mode #armagetron +cnrt
[2020-05-23 16:02:37] -!- Channel #armagetron created on 2006-11-26 06:42:45 UTC
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[2020-05-23 18:23:41] <Z-Man> Oh sure, no matter how legal it would be, building a GPL-NOGPL bridge is murky.
[2020-05-23 18:23:57] <Z-Man> Also technically difficult. The added problem is that the DLL to link to is a C++ DLL, and C++ has no fixed binary interface.
[2020-05-23 18:24:25] <Z-Man> Meaning you need yo build the game with the exact same compiler and the exact same settings as the DLL.
[2020-05-23 18:25:06] <Z-Man> On Linux, that's not an issue, since the build is done in a Docker container based on an image provided by Steam with the right compiler in it.
[2020-05-23 18:25:31] <Z-Man> On Windows... URGH.
[2020-05-23 18:25:45] <Z-Man> Our build process there now is:
[2020-05-23 18:25:58] <Z-Man> I have a private virtual server.
[2020-05-23 18:26:15] <Z-Man> On that runs Docker and gitlab runner.
[2020-05-23 18:26:39] <Z-Man> They fire up one master container, that connects to the host docker to spin up another container
[2020-05-23 18:26:48] <Z-Man> In that second container runs wine
[2020-05-23 18:27:10] <Z-Man> and in Wine, we build the game with Code::Blocks and mingw.
[2020-05-23 18:27:42] <Z-Man> We're lucky that works :)
[2020-05-23 18:29:53] <Z-Man> (Not really. Each of those layers of virtualization, containerisation and not-emulation is well defined and can be debugged on its own. Critical bit is that Code::Blocks needs to run under Wine. It has been doing that for quite a while now, so no worries.)
[2020-05-23 18:31:36] <Z-Man> To link to the Steam SDK, we'd need to pivot that over to Visual C++. I think Code::Blocks can drive that, too, and there is a cost-free version available.
[2020-05-23 18:32:04] <Z-Man> So it's probably possible, but to repeat myself: URGH.
[2020-05-23 18:33:14] <Z-Man> Plus, it's too murky. I'm not doing it.
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[2020-05-23 22:26:25] <Lucifer_arma> ahhh, I don't like the idea of being required to use the compiler provided by steam.  It may have bugs.  :)
[2020-05-23 22:27:12] <Lucifer_arma> so, basically, we won't be interoperating with steam unless there are libraries available for us to link to using our regular build system, meaning that we're either using open standards or they're providing the libraries

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Logs from 2006-2009 pulled from wrtlprnft
Format changes at: 2015-08-25, 2017-02-20, and 2020-03-23. Times (2015 and later) should be Eastern.


 
 
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