12:01 < bridge> [teeworlds] any one knows how to build 64bit with bam on windows? 12:02 < bridge> [teeworlds] nvm got it the setting is called arch= 12:11 < bridge> [teeworlds] x86_64 ? 15:57 < bridge> [teeworlds] Who is using bam over cmake anyway. 16:03 < bridge> [teeworlds] :) 16:03 < bridge> [teeworlds] @ChillerDragon it should default to 64bit though, don you have an old bam? 16:04 < bridge> [teeworlds] Btw Dune, whaht would be the steps to migrate mods from bam to cmake? 16:04 < bridge> [teeworlds] I am not familiar with cmake (shame). 16:05 < bridge> [teeworlds] @ChillerDragon was complaining that cmake would fail. 16:05 < bridge> [teeworlds] I am not familiar either. Just copy the cmakefiles and fix it 16:06 < bridge> [teeworlds] He got plenty of linker errors... 16:07 < bridge> [teeworlds] I guess I should add some stuff to CMakeList, but I don't know. 16:07 < bridge> [teeworlds] then you can use bam 16:07 < bridge> [teeworlds] But would be nice to support cmake too 16:07 < bridge> [teeworlds] bam worked 16:08 < bridge> [teeworlds] Would I need to add all additional mod files to CMakeList? 16:08 < bridge> [teeworlds] Or should it work ootb? 16:08 < bridge> [teeworlds] you have to list all the files in the cmakelists 16:08 < bridge> [teeworlds] in alphabetical order too 16:09 < bridge> [teeworlds] that's why I don't support it on my tw projects, too annoying to maintain 16:09 < bridge> [teeworlds] Ok. Then my "gamemodes/dom.cpp" and "gamemodes/dom.h" would go right under ""gamemodes/dm.h" 16:09 < bridge> [teeworlds] yeah 16:10 < bridge> [teeworlds] Hmm. I wonder if there would be a way to automate that. 16:10 < bridge> [teeworlds] there is 16:10 < bridge> [teeworlds] For sure. 😃 16:11 < bridge> [teeworlds] Anyway, I think/hope I should get it working now. Thank you! 16:45 < bridge> [teeworlds] lol, why alphabetical order, should work either way. 19:41 < bridge> [teeworlds] At least do it for better readability.