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how do i compile runequake? http://runequake.com/forums/viewtopic.php?f=1&t=1031 |
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Author: | Mr.Burns [ Mon Dec 26, 2005 7:39 pm ] |
Post subject: | Looking for RuneQuake Plus |
Apologies if this has been answered in another thread but I couldn't find it, and have been scouring the net, albeit with my limited knowldge of quake, for quite some time trying to find an addy for the version runequake plus similar to that used on the Fear.lokinetworks.com server minus any unique customizations they may have made. If Baker (with his compendius knowledge of Quake) or anyone else could help I would be grateful. Kind regards Mr.Burns |
Author: | Baker [ Tue Dec 27, 2005 3:56 am ] |
Post subject: | |
RuneQuake Plus 0.5.4 source code |
Author: | Mr.Burns [ Tue Dec 27, 2005 5:35 pm ] |
Post subject: | |
Thanks for taking the time to get back to me Baker. And now the obvious newbie question (sorry)... the closest I have come to compiling something into a progs.dat in quake was using crmake to produce the CRMod progs.dat I used on my quake CRMod servers in the UK. How do I do the same for this source? A quick google suggests there are compilers out there such as FastQCC or Pro QuakeC Compiler but what would you recommend and how is it done? Is it, for example, from a command line (e.g. compilername.exe [option] sourcecodedirectory outputfilename ) ? I appreciate you must have better things to do but any assistance you could provide would be much appreciated. Kind regards Monty |
Author: | Bam [ Tue Dec 27, 2005 9:48 pm ] |
Post subject: | |
I would use either qccx or frikqcc v2.5. qccx frikqcc v2.5 |
Author: | Baker [ Tue Dec 27, 2005 11:03 pm ] |
Post subject: | Q |
Bam wrote:
Yes, what Bam said. Just put qccx in the same folder as the source code and execute it from the command line ... c:\quake\rqp054\source> qccx (press Enter) Then it compiles the progs.dat in the parent folder Then run Quake like as in c:\quake\quake.exe -game rqp054 |
Author: | Mr.Burns [ Wed Dec 28, 2005 5:58 pm ] |
Post subject: | Thanks guys. Much appreciated |
When using qccx I'm getting ./weapons/w_attack.rqp:18:Fields and functions must be global . I have changed nothing in weapons and even done a refresh from the zip contents with the same result. Any ideas? Kind regards Monty |
Author: | Baker [ Thu Dec 29, 2005 12:43 am ] |
Post subject: | |
Perhaps Mr. Wifi himself will see your post. I keep track of where stuff is, but I'm close to QuakeC illiterate myself. |
Author: | Mr.Burns [ Thu Dec 29, 2005 4:48 pm ] |
Post subject: | Compiling |
Let's hope so. Thanks anyway Baker, what would we do without you? Do I take it that there's a lot of stuff fragmented across several places rather than in one handy location? Kind regards Monty |
Author: | yellow#5 [ Thu Dec 29, 2005 5:23 pm ] |
Post subject: | Re: Compiling |
Mr.Burns wrote: Do I take it that there's a lot of stuff fragmented across several places rather than in one handy location?
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Author: | Mr.Burns [ Thu Dec 29, 2005 6:08 pm ] |
Post subject: | |
Apoligies if this was a newbie question but being relatively new to rune quake (almost a newb), I'm not aware of that many download sites and wondered if as Baker very kindly 'keeps track of where stuff is', was this over a number of servers/sites or was there one major resource he looks after and, more importantly from my limited perspective, one he could recommend for all things quake/runequake that would stops keen newbs like me bothering the newsgroups . God knows, with the small number of quakers and the updated sites they produce left, we need one now more than ever. Hey, if I can manage to do this, albeit with a little help, anyone can Kind regards Monty |
Author: | Baker [ Fri Dec 30, 2005 1:47 am ] |
Post subject: | |
I wouldn't be worrying about whether someone thinks a question is a newbie question or not. It doesn't matter, questions need to be answered and I don't think any of the participants of the forum (or of any Quake forums, for that matter) care or spend anytime judging questions. Here is something semi-helpful: Quake Bookmarks page That link is something I made a few months ago and it isn't done or finessed but it is largely a nice chart of the useful Quake sites in existence by category. Information is scattered around and I know more than a few of us would like to see that problem fixed at some time. |
Author: | Mr.Burns [ Fri Dec 30, 2005 8:14 am ] |
Post subject: | |
Thanks again Baker. I might just be able to help with building a 'Quake Toolkit' site but I'll get back to you on that. All I need now is some kind individual to take pity on me and point me in the right direction re the RQP compile error. Kind regards Monty P.S If I don't hear from you before - Happy New Year!! and keep up the excellent work, I'm sure many of us should but don't say that it is really appreciated. |
Author: | Slot Zero [ Sat Dec 31, 2005 2:37 am ] |
Post subject: | |
Try using frikqcc instead of qccx. It's much more forgiving. |
Author: | Mr.Burns [ Sat Dec 31, 2005 6:24 pm ] |
Post subject: | |
Thanks Slot. Well at least the error message has changed. Now I get... "Warning LINK(0); numpr_globals exceeds SHRT_Max by 3268." Thanks for trying though. Kind regards Monty |
Author: | Slot Zero [ Sat Dec 31, 2005 10:24 pm ] |
Post subject: | |
Try using it with the command line options listed below. frikqcc -allownest /O2 |
Author: | Mr.Burns [ Sun Jan 01, 2006 10:27 pm ] |
Post subject: | |
Thanks for replying Slot. Extracted and renamed the frikqcc_release.exe from the archive as frikqcc.exe, placed it in the rqp folder, executed Code: frikqcc -allownest /O2 from a shell and got the following :Code: <snip>...
misc.qc light.qc ./monsters/nomonst.qc ./monsters/n_demon.qc ./monsters/n_shambler.qc ./monsters/n_zombie.qc Warning LINK(0): numpr_globals exceeds SHRT_MAX by 3268 ../progs.dat - 0 error(s), 1 warning(s) Any further advice anyone could offer would be gratefully received. Kind regards Mr.Burns |
Author: | Fuzznut [ Sun Jan 01, 2006 11:17 pm ] |
Post subject: | |
Baker wrote: Since those aren't for sale at all anywhere ...
http://www.thatsite.ru/quakemissionpack1.zip http://www.thatsite.ru/quakemissionpack2.zip These are add on missions for Quake single player? I'll check 'em out. |
Author: | Mr.Burns [ Sun Jan 08, 2006 9:22 pm ] |
Post subject: | RuneQuake |
To anyone that's interested, I managed to speak to IEEE on Gamefreak's server tonight and he very kindly advised me that the problem is I need to add certain parameters to the command line in order for RQP to compile properly. He also agreed to post the answers here so that (hopefully) everyone could benefit. Kind regards Mr.Burns |
Author: | spooker [ Mon Jan 09, 2006 3:40 am ] |
Post subject: | |
Quote: All I need now is some kind individual to take pity on me and point me in the right direction re the RQP compile error.
What are you trying to do Burnsie? I take it, i guess, you want to set up a quake server on a linux machine? Lemme know how it goes |
Author: | Mr.Burns [ Mon Jan 09, 2006 8:09 am ] |
Post subject: | |
Hi Spooks, First thing is to get the mod to compile and run. Next, configure it to the way I consider it to be most playable and fair to newbs as well as diva's like yourself Finally compile it and put it on one of my servers (intially this would be a Win2k unit) in the UK and see if I can get any interest (traditionally I get the impression that RQ has not been as successfull here as it has in the US). Trouble is after finally getting my hands on the darn thing it doesn't want to compile. After speaking to IEE it seems I'm missing some info which he kindly agreed to post here. I'll post any useful bits of info here in case it might be of use to others. Kind regards Mr.Burns_tu |
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