load plugin didn't consider MP suffix
linux debug build , TFE=false will build libEntitiesMPD.so libGameMPD.so libShadersD.so (I've found CMakeLists.txt:631 only SHADERSLIB didn't append MP suffix, is this correct ?)
but when run game engine, it reports didn't found file libEntitiesD.so
which comes from EntityClass.cpp:242
#ifndef NDEBUG
fnmDLL = fnmDLL.FileDir()+"Debug\\"+fnmDLL.FileName()+_strModExt+"D"+fnmDLL.FileExt();
#else
fnmDLL = fnmDLL.FileDir()+fnmDLL.FileName()+_strModExt+fnmDLL.FileExt();
#endif
this didn't consider MP suffix .
I ran into this, too. Needed to do the following as a workaround:
ln -s libEntitiesMPD.so libEntitiesD.so ln -s libGameMPD.so libGameD.so
this didn't consider MP suffix .
doesn't _strModExt contain "MP" in this case?
You shouldn't need any symlinks, but you need a ModEXT.txt file in your serious sam install directory, containing just MP. If that file is found by the game, it should load libEntitiesMPD.so instead of libEntitiesD.so, i.e. _strModExt should contain "MP" instead of being empty ("") then.
I did not copy the ModEXT.txt file because the README only mentions .gro files. After copying the textfile everything works fine.
The readme does not mention ModEXT.txt because that file already exist in the repository, and the readme assumes that you are running the game inside the repository.
I have made some changes to the readme in a new pull request with regards to this issue, but if you feel that further changes can be made to make it even clearer, feel free to contribute. :)