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  • this is embarassing

    i'm sure this is an easy fix but i have no clue
    Code:
    1>------ Build started: Project: winquake, Configuration: GL Release Win32 ------
    1>mycoolbuild
    1>Microsoft (R) 32-bit C/C++ Optimizing Compiler Version 15.00.21022.08 for 80x86
    1>Copyright (C) Microsoft Corporation.  All rights reserved.
    1>sys_wina.s
    1>'ml' is not recognized as an internal or external command,
    1>operable program or batch file.
    1>mycoolbuild
    1>Microsoft (R) 32-bit C/C++ Optimizing Compiler Version 15.00.21022.08 for 80x86
    1>Copyright (C) Microsoft Corporation.  All rights reserved.
    1>snd_mixa.s
    1>'ml' is not recognized as an internal or external command,
    1>operable program or batch file.
    1>mycoolbuild
    1>Microsoft (R) 32-bit C/C++ Optimizing Compiler Version 15.00.21022.08 for 80x86
    1>Copyright (C) Microsoft Corporation.  All rights reserved.
    1>math.s
    1>'ml' is not recognized as an internal or external command,
    1>operable program or batch file.
    1>Linking...
    1>LINK : fatal error LNK1181: cannot open input file '.\release_gl\math.obj'
    1>Build log was saved at "file://d:\QUAKE\engines\bjp-quake\release_gl\BuildLog.htm"
    1>winquake - 1 error(s), 0 warning(s)
    ========== Build: 0 succeeded, 1 failed, 1 up-to-date, 0 skipped ==========
    ml not recognized? any help please?
    SuperDuper Quake 3.0

  • #2
    Originally posted by hondobondo View Post
    i'm sure this is an easy fix but i have no clue
    Nope, isn't easy at all. It wants to compile assembly language and you don't have ml.exe and you'll need to find one (Google for "ml.exe" since it doesn't come with Visual Studio) or strip that code out because it isn't necessary for GLQuake and none of the modern GL engines use assembly language for that reason.

    I know you like the old Enhanced GLQuake engine, but that engine is crusty by today's standards.

    I would recommend using this as an alternative since FitzQuake 0.85 and later can play any single player that BJP GLQuake could:

    This: FitzQuake 0.85 that compiles with no alterations (Download source). You open the .sln in Visual Studio, click compile and run and it does.

    Is essentially FitzQuake 0.85 except it compiles out of the box using MS Visual Studio 2008 C++ (Download .iso | SP1 Patch Download)

    It will not compile without alteration with any version of Visual Studio other than 2008
    (IF you really, really want to stick with that obsolete engine, go to insideqc.com and search for "assembly language" and somewhere is a thread that describes how to strip out that stuff.)
    Last edited by Baker; 07-13-2016, 04:59 PM.
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

    Comment


    • #3
      Either that OR you disable assembly compilation. Quake includes C variants of the assembly routines, and in today's machines, there's virtually no difference in one or the other in terms of efficiency. I believe there is a macro that you can disable (ID386 ?) to let the project compile with no need for assembly.

      Comment


      • #4
        InsideQC Forums • View topic - Compiling error message
        Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

        So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

        Comment


        • #5
          Originally posted by Baker View Post
          Nope, isn't easy at all. It wants to compile assembly language and you don't have ml.exe and you'll need to find one (Google for "ml.exe" since it doesn't come with Visual Studio) or strip that code out because it isn't necessary for GLQuake and none of the modern GL engines use assembly language for that reason.

          I know you like the old Enhanced GLQuake engine, but that engine is crusty by today's standards.

          I would recommend using this as an alternative since FitzQuake 0.85 and later can play any single player that BJP GLQuake could:



          (IF you really, really want to stick with that obsolete engine, go to insideqc.com and search for "assembly language" and somewhere is a thread that describes how to strip out that stuff.)
          thanks i'll give it a go
          SuperDuper Quake 3.0

          Comment


          • #6
            cool that compiled nicely
            SuperDuper Quake 3.0

            Comment


            • #7
              May I say I just became very confused on what happened here?

              Comment


              • #8
                Originally posted by hondobondo View Post
                cool that compiled nicely
                If you are using the FitzQuake 0.85, it has colored light support too. It does everything the BJP Enhanced GLQuake does --- but better.

                When FitzQuake 0.85 came out, it pretty much obsoleted BJP Quake. You'll need to jack up the model verts max limit number --- if you are doing what I think you are doing.

                And if you meant the other thing ... "meh" ... but I'm glad you got it working
                Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                Comment


                • #9
                  Originally posted by Baker View Post
                  If you are using the FitzQuake 0.85, it has colored light support too. It does everything the BJP Enhanced GLQuake does --- but better.

                  When FitzQuake 0.85 came out, it pretty much obsoleted BJP Quake. You'll need to jack up the model verts max limit number --- if you are doing what I think you are doing.

                  And if you meant the other thing ... "meh" ... but I'm glad you got it working
                  heh heh yes well fq plus crashed on a sound fx error but i changed a value and its working fine now. so fq 0.85 is what i want? i'll try that one.

                  i'm having trouble loading external model textures. everything is darkplaces style but nothing is different. is there a cvar i need to set in autoexec.cfg?
                  SuperDuper Quake 3.0

                  Comment


                  • #10
                    I see your point. FitzQuake doesn't support external model textures, nor does Quakespasm

                    However, if out of curiousity you are interested ...

                    This is my FitzQuake Mark V:

                    Mark V - Feb 7 2016

                    source code

                    It's mostly the same as Quakespasm or FitzQuake 0.85, but with more features and does support external model textures EXACTLY the same name and same place as DarkPlaces.

                    It doesn't have jacked model verts, though. You'd need to modify that.

                    The source code *should* be easy to compile. I think. I would use Visual Studio 2008 to compile it. It has a .dsw for Visual Studio 6, but I don't build with that anymore except maybe for debug testing and the debug build has a nasty dependency.
                    Last edited by Baker; 07-13-2016, 08:26 PM.
                    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                    Comment


                    • #11
                      Originally posted by Baker View Post
                      I see your point. FitzQuake doesn't support external model textures.

                      However, if out of curiousity you are interested ...

                      This is my FitzQuake Mark V:

                      http://quakeone.com/proquake/interim...07_windows.zip source code)

                      And it does. Let me know if it works.

                      Textures go in exactly the same place as DarkPlaces with the same naming.
                      ok fantastic
                      SuperDuper Quake 3.0

                      Comment


                      • #12
                        that works great. do you care if i link to it in my upcoming qexpo booth?
                        SuperDuper Quake 3.0

                        Comment


                        • #13
                          Originally posted by hondobondo View Post
                          that works great. do you care if i link to it in my upcoming qexpo booth?
                          I don't mind
                          Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                          So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                          Comment


                          • #14
                            Originally posted by Izhido View Post
                            May I say I just became very confused on what happened here?
                            he was trying to compile asm portions of the code. It required ml.exe.
                            which he didnt have in the path.


                            MH i think compiled a quakeasm.lib that had all that linked up.

                            but, the asm is only used in software rendering, ie winquake, so it's obsolete for glQuake variants.

                            i think...been a few b33rz
                            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                            Comment


                            • #15
                              Originally posted by Baker View Post
                              I see your point. FitzQuake doesn't support external model textures, nor does Quakespasm

                              However, if out of curiousity you are interested ...

                              This is my FitzQuake Mark V:

                              Mark V - Feb 7 2016

                              source code

                              It's mostly the same as Quakespasm or FitzQuake 0.85, but with more features and does support external model textures EXACTLY the same name and same place as DarkPlaces.

                              It doesn't have jacked model verts, though. You'd need to modify that.

                              The source code *should* be easy to compile. I think. I would use Visual Studio 2008 to compile it. It has a .dsw for Visual Studio 6, but I don't build with that anymore except maybe for debug testing and the debug build has a nasty dependency.
                              i really really like fitzquake, except for this strangeness:



                              i have no idea whats going on here
                              SuperDuper Quake 3.0

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