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InsideQC Forums • View topic - Compiling Glquake on windows7

Compiling Glquake on windows7

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Compiling Glquake on windows7

Postby Charlieguitar » Mon Mar 29, 2010 8:51 pm

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Postby mh » Mon Mar 29, 2010 9:45 pm

This should be straightforward; I've done it loads of times. There are quite a few steps involved, particularly with the assembly language stuff (if you want to keep it) though, so could you indicate where you're running into trouble and let's see if we can get you moving on from there. :D
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Postby Charlieguitar » Mon Mar 29, 2010 10:21 pm

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Postby metlslime » Mon Mar 29, 2010 11:08 pm

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Postby Lardarse » Tue Mar 30, 2010 3:15 am

Doesn't Baker's re-release of the GLQuake source code have all of the hassle dealt with, so that it should just compile?
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Postby Charlieguitar » Tue Mar 30, 2010 5:20 am

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Postby mh » Tue Mar 30, 2010 9:08 am

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Postby Charlieguitar » Tue Mar 30, 2010 3:14 pm

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Postby mh » Tue Mar 30, 2010 3:45 pm

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Postby Charlieguitar » Tue Mar 30, 2010 3:56 pm

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Postby Charlieguitar » Tue Mar 30, 2010 3:57 pm

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Postby Charlieguitar » Tue Mar 30, 2010 4:01 pm

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Postby mh » Tue Mar 30, 2010 5:23 pm

You need to run it under the debugger to find out what's happening here, but first of all let's get your build environment set up right.

First of all you need to tell VCPP where to find your DirectX SDK headers and libs; go to Tools | Options and set it up something like these. Don't worry if your paths are different to mine, or if I have extra stuff in there that you don't have; just focus on where you installed the DirectX SDK to, and make sure that they are at the top of the list.

Image

Image

Now you need to set up VCPP to run it under the debugger. First thing is to set the debug configuration as active, so go to Build | Configuration Manager and ensure that GL Debug is selected for Active Solution Configuration:

Image

Now in the Solution Explorer right-click on the GLQuake project and select Properties like so:

Image

Then set your linker properties to create the executable in your Quake folder, like so. Note that I've given it a different name to the regular GLQuake so that it won't overwrite it:

Image

Finally set your debugging properties similar to this. I always debug in a windowed mode so that if it crashes I can easily get back to the environment. I also like to debug in a separate gamedir so that anything I do won't stomp over ID1.

Image

All set, so hit Ctrl-Shift-B to build it, then when that's done hit F5 to run it in the debugger. It should break out of the executable at any crash point and go back to the environment, letting you inspect the values of variables, examine the call stack, and generally see what's going wrong.
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Postby Charlieguitar » Tue Mar 30, 2010 10:13 pm

Well thanks for the in depth explanation thats really taught me a little more about msvc :D

The Debug output is spitting out the following when i run the engine with F5

test.exe': Loaded 'C:\Windows\SysWOW64\nvoglv32.dll'
The thread 'Win32 Thread' (0xa24) has exited with code 0 (0x0).
The thread 'Win32 Thread' (0xcd8) has exited with code 0 (0x0).
The thread 'Win32 Thread' (0x10c4) has exited with code 0 (0x0).
A buffer overrun has occurred in test.exe which has corrupted the program's internal state. Press Break to debug the program or Continue to terminate the program.

For more details please see Help topic 'How to debug Buffer Overrun Issues'.

test.exe is the name of my game exe for now.

Im not atall qualified enough to know what these errors mean or how to go about solving them unfortunately, any further advice would be great, im guessing that .dll has something to do with nvidia drivers though?
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Postby mh » Tue Mar 30, 2010 10:59 pm

That's NVidia's OpenGL driver. Did you click on the Break button? It should throw you into the code editor with the line that caused the error highlighted. Paste that line here and we'll see if we can determine what's happening.

Also, here's one I made earlier on my own Windows 7/DXSDK/VCPP 2008 setup - it might be worth running that to see if it's a machine-specific issue. The source code used is exactly what I posted before.

http://www.sendspace.com/file/7qn225
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