Thread: Problem building Quake source

  1. #16
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    Compiling Quake Source

    Hello,

    ID Software did not leave anything out of the source code and all the code will build fine however you must set everything up correctly.

    Why would you want to make NASM work when the Microsoft MASM inline assembler works just fine and to build the source you must as stated get the ml.exe, ml.err MASM for Visual Studio and then not correct what dude said about gas2masm using the debug you open that project witch ID gave you and compile gastomasm in release mode.

    Now compiling Quake will work and you will not get any errors like so

    Deleting intermediate files and output files for project 'qwcl - Win32 GLRelease'.
    --------------------Configuration: qwcl - Win32 GLRelease--------------------
    Performing Custom Build Step on .\sys_wina.s
    Microsoft (R) 32-bit C/C++ Optimizing Compiler Version 12.00.8168 for 80x86
    Copyright (C) Microsoft Corp 1984-1998. All rights reserved.
    sys_wina.s
    Microsoft (R) Macro Assembler Version 6.14.8444
    Copyright (C) Microsoft Corp 1981-1997. All rights reserved.
    Assembling: .\GLRelease\sys_wina.asm
    Performing Custom Build Step on .\snd_mixa.s
    Microsoft (R) 32-bit C/C++ Optimizing Compiler Version 12.00.8168 for 80x86
    Copyright (C) Microsoft Corp 1984-1998. All rights reserved.
    snd_mixa.s
    Microsoft (R) Macro Assembler Version 6.14.8444
    Copyright (C) Microsoft Corp 1981-1997. All rights reserved.
    Assembling: .\GLRelease\snd_mixa.asm
    Performing Custom Build Step on .\math.s
    Microsoft (R) 32-bit C/C++ Optimizing Compiler Version 12.00.8168 for 80x86
    Copyright (C) Microsoft Corp 1984-1998. All rights reserved.
    math.s
    Microsoft (R) Macro Assembler Version 6.14.8444
    Copyright (C) Microsoft Corp 1981-1997. All rights reserved.
    Assembling: .\GLRelease\math.asm
    Compiling resources...
    Compiling...
    cd_win.cpp
    cl_cam.cpp
    cl_demo.cpp
    cl_ents.cpp
    cl_input.cpp
    cl_main.cpp
    cl_parse.cpp
    cl_pred.cpp
    cl_tent.cpp
    cmd.cpp
    common.cpp
    console.cpp
    crc.cpp
    cvar.cpp
    gl_draw.cpp
    gl_mesh.cpp
    gl_model.cpp
    gl_ngraph.cpp
    gl_refrag.cpp
    gl_rlight.cpp
    gl_rmain.cpp
    gl_rmisc.cpp
    gl_rsurf.cpp
    gl_screen.cpp
    gl_test.cpp
    gl_vidnt.cpp
    gl_warp.cpp
    in_win.cpp
    keys.cpp
    mathlib.cpp
    md4.cpp
    menu.cpp
    net_chan.cpp
    net_wins.cpp
    nonintel.cpp
    pmove.cpp
    pmovetst.cpp
    r_part.cpp
    sbar.cpp
    skin.cpp
    snd_dma.cpp
    snd_mem.cpp
    snd_mix.cpp
    snd_win.cpp
    sys_win.cpp
    view.cpp
    wad.cpp
    zone.cpp
    Linking...

    glqwcl.exe - 0 error(s), 0 warning(s)

    If you get errors its cause you didnt set your computer and Visual Studio up correctly.

    As to the coments of the Quake World Server freezing on defualt Visual Studio settings once again nope not true if its freezing then you have not compiled it correctly or have a crappy computer cause it runs flawless under the default settings.

    One last tip you must have the full Quake 1 game if not you must change the lines in the source to say that your on the registered version otherwise it will not run correctly and you must have the proper qwprogs.dat file and have a server.cfg file if your qwprogs.dat is not 193kb then you dont have the right one.

    In this common.c



    Code:
    void COM_CheckRegistered (void)
    {
    	FILE		*h;
    	unsigned short	check[128];
    	int			i;
    
    
    //---------------
    // Bypass Registered
    	Cvar_Set ("registered", "1");
    	static_registered = 1;
    	Con_Printf ("Playing registered version.\n");
    	return;
    //---------------
    
    //.... ect rest of the function below but place the hack like so see above.
    
    }
    put it just like this and you will be able to play however you still must have the full shareware game pack unless you want to hack it some more and I dought if you all can get her done but anyways like I said Id did not leave out anything except the game data every thing they released to the public works great if compiled linked and configured correctly, also there is many extra files in the projects for diferant setup purposes maybe you people are including the wrong files. I gave you my compile of the OpenGL QuakeWorld client if your files when you compile dont match mine then your not doing it right....


    Liquid Snake
    Last edited by Liquid Snake; 07-11-2010 at 07:17 AM.

  2. #17
    C++ Witch laserlight's Avatar
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    Liquid Snake, please read the forum guidelines:
    2. Please follow the forum structure when posting. Post threads on the board best suited for the topic. Please do not cross post (i.e. post the same question on multiple boards). Do not bump threads. (Bumping: Posting messages on threads to move them up the list or to post on a thread that has been inactive for two weeks or longer).

    7. Messages whose intent is to "Flame," or purposely insult or incite another person, or any portion of a post that "flames" will be deleted.
    I believe that exceptions to #2 should be made when the new post genuinely has something important to contribute, especially in the form of correction of misleading information, and so I will let your post #18 stand. The previous version with the insult was removed by some other moderator, and it is good that you have taken corrective action. Thank you, but nonetheless...

    *thread closed*
    Quote Originally Posted by Bjarne Stroustrup (2000-10-14)
    I get maybe two dozen requests for help with some sort of programming or design problem every day. Most have more sense than to send me hundreds of lines of code. If they do, I ask them to find the smallest example that exhibits the problem and send me that. Mostly, they then find the error themselves. "Finding the smallest program that demonstrates the error" is a powerful debugging tool.
    Look up a C++ Reference and learn How To Ask Questions The Smart Way

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