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Between 2019-06-09 00:00:00Z and 2019-06-10 00:00:00Z
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ChillerDragon 2019-06-09 10:01:06Z
any one knows how to build 64bit with bam on windows?
10:02
nvm got it the setting is called arch=
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Who is using bam over cmake anyway.
14:03
@ChillerDragon it should default to 64bit though, don you have an old bam?
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Btw Dune, whaht would be the steps to migrate mods from bam to cmake?
14:04
I am not familiar with cmake (shame).
14:05
@ChillerDragon was complaining that cmake would fail.
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I am not familiar either. Just copy the cmakefiles and fix it
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He got plenty of linker errors...
14:07
I guess I should add some stuff to CMakeList, but I don't know.
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then you can use bam
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But would be nice to support cmake too
14:07
bam worked
14:08
Would I need to add all additional mod files to CMakeList?
14:08
Or should it work ootb?
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you have to list all the files in the cmakelists
14:08
in alphabetical order too
14:09
that's why I don't support it on my tw projects, too annoying to maintain
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Ok. Then my "gamemodes/dom.cpp" and "gamemodes/dom.h" would go right under ""gamemodes/dm.h"
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Hmm. I wonder if there would be a way to automate that.
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For sure. 😃
14:11
Anyway, I think/hope I should get it working now. Thank you!
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lol, why alphabetical order, should work either way.
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At least do it for better readability.
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@Dune everything except TRAVIS-CI is easy to maintain for a teeworlds project
22:34
take a look at Catch64
22:34
so adding the right sources to the server and to the client part does the trick in most cases
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achilles ~/tw/tw $ git log | grep -i "fix.*cmake" | wc -l 8
22:36
:P
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