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