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glDoom - Resurrected and now on SDL2!


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Howdy everyone! In the last few months I successfully ported glDoom to SDL2 and now it can also run on Linux (Ubuntu).

 

Although all the efforts to the project is still not complete there are still errors, bugs and not enough testing. For this reason I wanted to reach out to the Doom community to ask help for testing and fixing major problems.

 

Here's the link of the Github repo: https://github.com/Losilof39/glDoom/tree/glDoom-sdl2.

 

If you have any questions please ask or for any issues you can contact me on Discord (Losilof39#9534).

 

Thank you so much for your time and happy new year :)

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  • 1 month later...

So, what do I want to do here? Issuing:

git clone http://github.com/Losilof39/glDoom/tree/glDoom-sdl2/

yields:

Cloning into 'glDoom-sdl2'...
fatal: repository 'http://github.com/Losilof39/glDoom/tree/glDoom-sdl2/' not found

 

Issuing:

git clone http://github.com/Losilof39/glDoom/tree/

yields:
Cloning into 'tree'...
fatal: repository 'http://github.com/Losilof39/glDoom/tree/' not found

 

git clone http://github.com/Losilof39/glDoom/

yields:
Cloning into 'glDoom'...
warning: redirecting to https://github.com/Losilof39/glDoom/
remote: Enumerating objects: 1596, done.
remote: Counting objects: 100% (234/234), done.
remote: Compressing objects: 100% (113/113), done.
remote: Total 1596 (delta 149), reused 166 (delta 121), pack-reused 1362
Receiving objects: 100% (1596/1596), 8.80 MiB | 1.12 MiB/s, done.
Resolving deltas: 100% (990/990), done.

 

however, there's no build.sh file in that clone. Am I just completely retarded or

is there some reason for all this hullabaloo?

 

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