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 Post subject: help a noob set up runequake plus server
PostPosted: Sun Jan 07, 2007 2:35 pm 
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hey all,

about two years ago I played on a runequake plus server and was thorouhly addicted - at 209.96.178.230. Sadly it's been discontinued for a while now.

anyway, I've downloaded the runequake source, and the RQP source, but really have no clue how to use it. browsing through the forums, I haven't found a dummy's guide to quake, which is pretty much what I need. so, anyone feel like babying me through the process of setting up a local runequake(plus) server for myself?


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PostPosted: Sun Jan 07, 2007 4:26 pm 
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This thread would be a good starting point for compiling the source:

http://forums.runecentral.com/viewtopic ... hlight=rqp

Here is a guide that explains some of the FAQs of setting up a server:

http://www.quakeone.com/index.php?ind=g ... show&id=44


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PostPosted: Sun Jan 07, 2007 8:44 pm 
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Posts: 196
for yourself?

this sounds like you could install the Runebot and play against him.
he has hook and runes, similar to what u talking about.

chuck's runebot. latest version
http://www.fileplanet.com/143555/140000 ... nebot-12--

hint
u can DL additional maps and play them with the runebot
such as the beatdown maps...etc.


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PostPosted: Sun Jan 07, 2007 9:03 pm 
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yeah, but I want to be able to run it on a LAN. I got to the point of downloading the compiler... and trying to piece together other things that I've read on the forum about it, but I really can't figure out what the heck I'm supposed to with it. I have both frikqcc and qccx. but like I said, I really don't know what I'm doing. help? 8)


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PostPosted: Mon Jan 08, 2007 12:00 am 
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Posts: 196
dude, dont complicate yourself with the compiler and all that mumbo jumbo.

chances are what you are trying to crop together wont work. unless you are a programmer and can alter code...and know what you are doing. those pieces of code the frikbots and whatever else u had, they have to work in accord and u have to specify somewhere for them to call to each other, which in turn gonna bring more errors, bugs and other crap, if the conflicts are not ironed out by a competent programmer.

the mod is already made.
if u want runes only and hook, get the runequake sourcecode, which is somewhere here on the site. ask slot for assistance with setting that up.

if u want the bots with it then
get the runebot, which has runes built in, hook, and bots, but im not sure how u can run a server with it and people can connect into it at the LAN.

so your new question should be after you get the runebot, how do u make it in a LAN setting, so people can connect and play?
and im sure slot can help u with that one.


Last edited by Paradise on Sun Aug 24, 2008 8:04 pm, edited 1 time in total.

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PostPosted: Mon Jan 08, 2007 6:14 am 
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yeah, but I also want to understand about how the whole thing works. that's why, just like I said in the first post, I want someone (if there's someone willing) to give me the step by step instruction to set this thing up; aka, runequake servers for dummies. I'm interested in learning something.


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PostPosted: Mon Jan 08, 2007 8:33 am 
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Baker wrote:
Bam wrote:
I would use either qccx or frikqcc v2.5.

qccx

frikqcc v2.5


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 /o2 (press Enter)

Then it compiles the progs.dat in the parent folder

Then run Quake like as in c:\quake\quake.exe -game rqp054


There is what you are looking for. Unzip the source to c:\quake\rqp054 and compile. I'd recommend using Slot Zero's Rune Quake over Rune Quake Plus for initial playing around, then after you figure that out you can play around with compiling Rune Quake Plus (which has a more complicated folder structure that might be confusing).


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PostPosted: Mon Jan 08, 2007 11:52 am 
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so what exactly is happening when you run a compile? what exactly is it compiling? like I said, I'm curious about the inner workings of this thing.
I got it to compile and write a new progs.dat and a new progdefs.h.txt, but when I tried to run using quake.exe it stops saying there's a "general protection fault at eip=00046b43 ... and them some other values, and "Call frame traceback EIP's: 0x00046b43"
I try using the same command line but usewqpro.exe and it runs the game, I try to start a multiplayer server, it lists all these values, looks like it's about to start, but then stops with the last line being "runaway loop error"
any thoughts?
hey, thanks for helping me through this.


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PostPosted: Mon Jan 08, 2007 12:54 pm 
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1. Take Slot Zero's Rune Quake 1.2 (Download)

2. Unzip it to c:\quake which will create a sub dir c:\quake\runes

3. Start -> Run-> c:\quake\wqpro.exe -game runes -dedicated 8

4. In the black server console, type "STATUS". An ip address will be displayed.

5. On another computer (or the same computer) do Start -> Run -> c:\quake\glpro.exe and then type "connect <insert IP address from #4>; your client will connect.

This runs the progs.dat (provided) that is in the above download.

To self compile:

1. Take this download (Rune Quake 1.2 Source)-- NOT the same as above -- which contains the source and unzip it in c:\quake; it will create a folder named c:\quake\runequake-1.2

2. Start -> Run -> cmd (press Enter); you are now on a DOS screen.

3. Unzip the compiler (link in an above post) -- use FRIKQCC 2.5 (Download into c:\quake\runequake-1.2\src or is it c:\quake\runequake-1.2\poq ... try both ... and type:

frikqcc_release -allownest /o2

This will create a new progs.dat in c:\quake\runequake-1.2

4. Start -> Run-> c:\quake\wqpro.exe -game runequake-1.2 -dedicated 8

5. In the black server console, type "STATUS". An ip address will be displayed.

6. On another computer (or the same computer) do Start -> Run -> c:\quake\glpro.exe and then type "connect <insert IP address from #5>; your client will connect.

At this point you will have compiled a source code and can take this knowledge and apply it to Rune Quake Plus 0.5.4 if you want.


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PostPosted: Mon Jan 15, 2007 10:20 pm 
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Joined: Sun Jan 07, 2007 2:27 pm
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hey, thanks a ton; I've been able to dive in a little bit more and grasp this stuff a little better. now, when I compile, and I get this error message


warning: LINK:0:numpr_globals exceeds SHRT_MAX by 3476

I've seen it listed one other place, but after reading through that forum I'm still not too clear how to remedy.

Hey again, thanks a bunch for the help. teh noob really appreciates it
:wink:


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