Announcement

Collapse
No announcement yet.

attempting engine coding now

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • attempting engine coding now

    after grabbing bakers QuakeSRC tutorials and ... well some kind of proquake source, and "IccWin32" [i read somewhere that that's what you use for quake engine, id find the source of this reading, but i'm a lazy sob]

    so i decided to do some tut's that sound cool and/or useful

    so i chose "dark lights" http://www.quake-1.com/docs/quakesrc.org/139.html

    and "DP_extensions" http://www.quake-1.com/docs/quakesrc.org/140.html
    {which im hoping is related to this ... i cant find it, but its a little file that acts as an extension to defs.qc which is full of .floats and stuff that only darkplaces uses...which is why some mods are darkplaces dependent}

    but when i attempted the "dark lights" one, it seems that code had been removed :/

    ..so i guess i need the original glquake, but thee seems to be a lot of stuff that isn't the source for the original gl, does anyone know a link so i don't keep getting tricked by Google, or a more stable gl engine that will still have most of this code intact?

    i know this engine experiments might no go anywhere though
    Last edited by metchsteekle; 11-12-2008, 10:34 PM. Reason: linked to the same tutorial for DP_

  • #2
    One place to find the Quake engine source:

    http://www.quakedev.com/files/

    You should start learning how the engine code works with stock id1 GLQuake/WinQuake because every engine is highly modified far away from those and tutorials will general not work with a modified engine.

    The first thing to do is to get WinQuake or GLQuake to compile.

    One tutorial, although this is for Microsoft Visual Studio 6.0 (which I happen to use, but most people aren't using ..., but that's another story.):

    http://www.quake-1.com/docs/quakesrc.org/114.html

    Microsoft Visual C++ Express Edition is free. Quake can be compiled with that but the steps are not the same and may involve some messing around and you'd probably need to get help @ Inside3d.com because messing around always requires experience.
    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
      i have tryed and failed a couple times using the express 2007 of msvc++ to compile quake, but i did managed to get it to compile but i resorted back to msvc++ 6, as for finding a quake source to mod, look at orginal GLquake, then download maybe the last proquake before baker got his hands on it and took it to the advanced stage, try seeing what was changed and why, since quakesrc.org went down or their fourms did at atleast alot of good source code was lost, if u need some help with whatever jus post on these fourms and i will try to help and im sure baker and r00k will too, the more people in the developing game the better.

      Comment


      • #4
        *gasp* it compiled, n stuff, i only got glquake [my target], it said one fail ?

        now i can muck it up (bwahahahahah)

        thanks, [also what of this NAT or whats it called fix, is that a necessity?]

        Comment


        • #5
          Originally posted by metchsteekle View Post
          *gasp* it compiled, n stuff, i only got glquake [my target], it said one fail ?

          now i can muck it up (bwahahahahah)

          thanks, [also what of this NAT or whats it called fix, is that a necessity?]
          The NAT fix makes Quake be able to connect through routers (fixes the connection handshake). I understand the concept of it, but have never been able to successfully identify "only" that code that is required.

          You could use WinMerge to compare the differences between the GLQuake source code and ProQuake 3.50 source code. In fact one of the first things I did was build ProQuake back into GLQuake step by step by removing improvements so I had a full understanding of what changed.
          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


          • #6
            oh ok

            i also forgot to mention i get that DIB error, so is the default refresh rate set in the engine ? because according to, i think rook said that you have to set the default to 60 or so

            Comment


            • #7
              Dib error when while using what client?

              I don't think stock GLQuake can even get that error because it doesn't even set a refresh rate.

              I don't believe GL ProQuake 3.99 can either because if I recall, I have it graciously fall back to some safe setting. [If I'm wrong let me know.]

              So are you talk about Qrack?
              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


              • #8
                Originally posted by metchsteekle View Post
                oh ok

                i also forgot to mention i get that DIB error, so is the default refresh rate set in the engine ? because according to, i think rook said that you have to set the default to 60 or so


                -dibonly ?
                or i think in Qrack using -current solves most errors.


                btw Baker, that sig pic is the bees knees!
                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                Comment


                • #9
                  oh man, i musta been tired or somthin cos thats not my build

                  i forgot to find the ml.exe

                  but i found it here:
                  http://www.cc.gatech.edu/classes/AY2...HackQuake1.htm

                  so now ill re read and figure out what i did wrong :p

                  edit: hmm i had an ml.exe...

                  i dont know how i missed this one:
                  http://forums.inside3d.com/viewtopic.php?t=554
                  Last edited by metchsteekle; 11-14-2008, 05:05 PM.

                  Comment


                  • #10
                    this is the thing i was talking about that i wish to make compatible
                    // hopes the file attaches, why does the uploader it not support .qc files?

                    and i do get a "Couldn't set fullscreen DIB mode" with stock glquake

                    [and i managed to get 6.0 c++ {sticky fingers}] < doesn't mean I'm proud of myself
                    Attached Files

                    Comment


                    • #11
                      Originally posted by metchsteekle View Post
                      this is the thing i was talking about that i wish to make compatible
                      // hopes the file attaches, why does the uploader it not support .qc files?
                      No clue. The DarkPlaces extension.qc file won't do you any good, it is QuakeC and doesn't have anything to do with the Quake engine which is written in C.

                      To get use out of the darkplaces extension .qc file, you have to be using DarkPlaces or possibly FTE. An extension is a QuakeC capability above and beyond Quake's standard functionality. GLQuake is standard Quake.

                      i do get a "Couldn't set fullscreen DIB mode" with stock glquake
                      Maybe add -window to the command line?

                      [and i managed to get 6.0 c++ {sticky fingers}] < doesn't mean I'm proud of myself
                      Few programmers buy expensive software themselves. Most bring the CD home from work and load it on their computer. So I wouldn't waste time much time feeling bad about it.

                      /I bought mine off EBay where the seller did an absolutely terrible job keywording the item. :d:d
                      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


                      • #12
                        hmm ok

                        BTW do you know witch file(s) has the router fix in it so i know which ones to winmerge?

                        or do i have to go through the whole list of files to find it?

                        Comment


                        • #13
                          It is easily fixed in the engine by removing 3 lines of code.
                          do you still know these three lines? cos window mode makes it hard to concentrate [lots of stuff on desktop ]

                          Comment


                          • #14
                            Originally posted by metchsteekle View Post
                            do you still know these three lines? cos window mode makes it hard to concentrate [lots of stuff on desktop ]
                            That refers to some code that in Qrack (and used to be in ProQuake 3.95)

                            Here is the post.

                            http://www.quakeone.com/forums/showpost.php?p=38656


                            But that code doesn't exist in GLQuake. GLQuake doesn't set or check the video card display frequency, it doesn't even know what it is.

                            Long story short, the code doesn't exist to be removed.

                            You might consider using FitzQuake as a base instead of GLQuake.

                            The graphics rendering is different, but the non-graphics rendering code (9 or 10 files) is nearly identical to GLQuake (the other 150 files).

                            http://www.celephais.net/fitzquake/

                            http://www.celephais.net/fitzquake/f...uake080src.zip

                            At least with FitzQuake you might be able to do something about this error. Check first and see if FitzQuake starts and loads without the error.

                            http://www.celephais.net/fitzquake/f...tzquake080.zip <--- fitzquake080 download
                            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


                            • #15
                              the problem with fitzquake i have is the lighting from the maps makes my fps drop lowwww, i also get wacky shit like "the Christmas light man"

                              also, i probably should have asked this first but i get an error with online play with the glquake client im messing with, i assumed that the NAT fix prevents this, i probably should have not assumed :0
                              Attached Files

                              Comment

                              Working...
                              X