Quote:
Originally Posted by Maleficus
Because, before - there was no critical code in the cgame.dll that you needed (just extras like the timer, etc). So, you could get away with running a linux client, and connecting to a windoze server, because the server was running the important stuff.
When we added the FG42 - you need to have the same cgame.dll to even see the fg42 at all. Hence the error msgs - his client doesn't have the cgame code we added. Only someone running the Fritz cgame.dll on windows would see it.
i.e. his client doesn't know HOW to draw the FG42, so it freaks when it sees
it in the render pipe, and shuts down.
Adding the FG42 made Fritz move from a server-side mod, to a full blown, "have to download to play" mod.
Hence, he would have to run Fritz in windoze to connect to his friend's server.
Damn - we better make a note of this on the Wiki and on the front page. So noone else gets bit by this confusion.
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Yeah i'll add to the wiki right now, unless you want to. Damn, i didn't think the FG42 would do anything like that. Well to be honest, i always thought a mod needs to be compiled under windows and linux seperately in order for compatability with each, i was under the impression a windows compile wouldn't work on a linux system (i'm a coding n00b though, so i could have been mistaken)
How could this be aleviated (if it can)? Have seperate builds like a windows one with the FG42 and a Linux one without it?