InstaReap on Linux

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D.Cent
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InstaReap on Linux

Post by D.Cent »

Hi,

I am about to compile InstaReap for Linux. The problem is: The InstaReap.d3m has only 91 KB, but it must have 1,4 MB!!!

If someone wants to help me, contact me via ICQ or mail.

ICQ: 193114620
Mail: descent1@gmx.net

Thanks.
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DCrazy
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Post by DCrazy »

Uh... why \"must\" it have 1.4 MB? If it compiled and stuffed into a HOG at only 91 KB, then what's the problem?
D.Cent
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Post by D.Cent »

Um... You know, the *.d3m is not a hog-file, it is a so-file. It was compiled, that mod, yes, but:

Error initializing game module!

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Foil
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Post by Foil »

A .d3m is a .hog file (with the .dll and string files, if I remember correctly).

If you think it's too small because it's missing something, go back and check to see what's in it!
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Post by DCrazy »

Foil, I seem to vaguely remember that on Windows (and on Windows only!) you can rename a .dll to .d3m and put its resources in the main Descent3 directory. Other than that, the .d3m must be a HOG containing .dll's and .so's, and if the first method was even an option, I never used it in my D3 coding days.
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Post by Foil »

I tried simply renaming my .dll as a .d3m... it didn't seem to work.

And I just remembered something:
D.Cent wrote:The problem is: The InstaReap.d3m has only 91 KB, but it must have 1,4 MB!!!
When compiling a mod of the Anarchy code, mine compiled to around 90Kb, but I once compiled it in "debug", and it came out about 1.4Mb... could you be compiling it in "debug"?
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Post by D.Cent »

Sorry, I forgot this forum...

I got it compiled now (with gcc-2.95) and I can join servers now. But if I shoot, nobody sees my shot and I can't kill someone.

The version of my InstaReap-sources were different from these on our servers. So I've started my own server and tried again - no succes!

Maybe you can explain why it doesn't work!

Source: http://odf-forum.lima-city.de/temp_down ... eap.tar.gz

Thanks and sorry again!
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DCrazy
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Post by DCrazy »

D.Cent wrote:But if I shoot, nobody sees my shot and I can't kill someone.
After looking through the code, I can't see any reason why this would be happening. Anything suspect has been commented out.

But this is the exact behavior that occurrs if client/server negotiation fails, either due to latency, packet loss, or custom negotiation. It doesn't look like there's any custom negotiation going on at the beginning, though I may be missing something. If you stay connected, do you get kicked automatically?
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Post by D.Cent »

No, everything stays normally (No loss, no higher ping, no disconnects).
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