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InsideQC Forums • View topic - Compiling Glquake on windows7

Compiling Glquake on windows7

Discuss programming topics for the various GPL'd game engine sources.

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Postby mh » Sat Apr 10, 2010 10:36 pm

gl_ztrick should be defaulted to 0, gl_clear to 1 and gl_finish to 1 for best behaviour on a modern card. You won't 17 gazillion frames per second but it will run right.

However, I bet that the cause of this problem is that the weapon models are falling foul of R_CullBox. Comment out the call to R_CullBox in R_DrawAliasModel and see if it fixes it. If so, have a thought about a way to do it correctly (such as adding a nocull flag to the entity_t struct or something similar).
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Postby Charlieguitar » Sun Apr 11, 2010 12:45 am

thats awesome. another fix done. thanks :D

also doing the old quakesrc skybox tutorial, i seem to be having a problem

>.\gl_warp.c(912) : error C2065: 'inumverts' : undeclared identifier

The version of r_drawskychain in the tutorial looks like this

void R_DrawSkyChain (msurface_t *s)

{



msurface_t *fa;
int i;


vec3_t verts[MAX_CLIP_VERTS];

glpoly_t *p;



if (r_skybox.value) // if the skybox value is one, draw the skybox



{

c_sky = 0;

GL_Bind(solidskytexture);



// calculate vertex values for sky box



for (fa=s ; fa ; fa=fa->texturechain)

{

for (p=fa->polys ; p ; p=p->next)

{

for (i=0 ; inumverts ; i++)

{

VectorSubtract (p->verts[i], r_origin, verts[i]);

}

ClipSkyPolygon (p->numverts, verts[0], 0);

}

}



}

else // otherwise, draw the normal quake sky

{

GL_DisableMultitexture();



// used when gl_texsort is on

GL_Bind(solidskytexture);

speedscale = realtime*8;

speedscale -= (int)speedscale & ~127 ;



for (fa=s ; fa ; fa=fa->texturechain)

EmitSkyPolys (fa);



glEnable (GL_BLEND);

GL_Bind (alphaskytexture);

speedscale = realtime*16;

speedscale -= (int)speedscale & ~127 ;



for (fa=s ; fa ; fa=fa->texturechain)

EmitSkyPolys (fa);



glDisable (GL_BLEND);

}

}

Im guessing inumverts just needs to be declared somewhere, i've tried it as an int but the engine crashes on level load so im guessing it needs to be something else?
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Postby Charlieguitar » Sun Apr 11, 2010 1:12 am

ignore last post, i figured out that it was a typo and should have been
for (i=0 ; i<p->numverts ; i++)

;D
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Postby Charlieguitar » Sun Apr 11, 2010 1:59 am

One thing i'd really love to get going though is the .lit tutorial
http://www.quake-1.com/docs/quakesrc.org/95.html
I followed the instructions to a T but im guessing about 91 errors about syntax and undeclared definitions and such. has anyone else had success with this tutorial? Am i just doing something very silly?
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Postby revelator » Sun Apr 11, 2010 10:02 am

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Postby revelator » Sun Apr 11, 2010 10:06 am

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Postby Charlieguitar » Sun Apr 11, 2010 5:33 pm

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Postby Charlieguitar » Sun Apr 11, 2010 5:42 pm

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Postby mh » Sun Apr 11, 2010 6:02 pm

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Postby Charlieguitar » Sun Apr 11, 2010 6:06 pm

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Postby revelator » Sun Apr 11, 2010 11:45 pm

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Postby Tomaz » Mon Apr 12, 2010 6:15 am

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Postby revelator » Mon Apr 12, 2010 10:09 pm

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Postby WhiteMagicRaven » Tue Apr 13, 2010 9:21 am

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