Ok, This weekend I'm sitting on the "big computer" and have the goal to get the linux side somewhat stable.
Here a list of things on my plate..
1) Get the system compile.
2) iron out the resulting segfaults.
3) Take a hard look at mounting the PSX medium - I'm going to elaborate on this.
For the longest time, I have not been able to mount PSX media on linux using anything other than a select number of CD-ROMS. This is mostly because automount (and mount for that matter) takes a whole bunch of assumptions about the disk and tries to mount it as a mode 1 disk, when in fact it's mode 2. After getting the segfaults to stop, I'm going to see what we can do on the linux side to be able to seemlessly load the data. Do you think Linux could use an installer? How about a Q-Gears installer in general? This might save a lot of headaches if we simply pull the files directly off the disk. The only snag I see in this is that the movies are "entrenched" with XA data, and on the wondows side (That can, for some reason, correctly mount a mode 2 disk), are "unrippable" without directly reading the disk.
I'm really likeing the installer idea for the program in general. this has a bunch of advantages.
1) when installed on the hard drive, we can access the files with simple file open commands across platforms.
2) We can check for media (by running the installer first) and let the use know the original disks are needed.
3) We can build the run directloy with the installer, placing in it all the biniaries and support files needed to run the game.
Downsides.
1) Once again, UNIX-like systems are case-sensitive, and will cause problems if, for some reason, the case isn't preserved.
2) All the work done for the direct ISO reader in the filesystem class would be worthless.
Anyways, chat about this. I'm going to checkout a new copy of the code via SVN and see what I can come up with.
***EDIT***
Ok, I got this to *FINIALLY* work!
Akari, you did an awesome job. I feel really honored that you are part of the team. As it would seem, Q-Gears doen't know how to die correctly when there is a show-stopping error. The Linux segfaults were the result of not having a savemap to read from (I solved this by adding the savemap to SVN) I also made some tweaks to the code so that it will compile correctly under linux.
If Q-gears hits a show-stopping bug, such as a file missing, it needs to stop and exit The assertions are getting caught, but nothing happens besides a quick note in the game log and the next thing you know it's flinging around null pointers. I'm also nitpicking, but the walkmesh doesn't seem to be *exactly* lined up with the view. That's a silly cosmetic bug that I will blissfully ignore as it's bound to be solved later.
Also, with win32 version needs to have the Square data removed from it. We can't be distributing Square's stuff! It'si going to land us in trouble.
I'm going to hold off in the installer stuff and play with the core code a bit. Now that I have the linux side to compile, I'm going to look at some of the more intresting program flow stuff.
Comments?