Search found 22 matches

by jastolze
Sat Jan 04, 2014 4:49 pm
Forum: QuakeC Programming
Topic: Updating a mod?
Replies: 12
Views: 3183

Re: Updating a mod?

Will do, thanks Cobalt.
by jastolze
Sat Jan 04, 2014 2:39 pm
Forum: QuakeC Programming
Topic: Updating a mod?
Replies: 12
Views: 3183

Re: Updating a mod?

Thanks for that, Qbism. Yeah, I don't have that file either. I even tried going to frika's homepage and couldn't find that.
by jastolze
Fri Jan 03, 2014 6:47 pm
Forum: QuakeC Programming
Topic: Updating a mod?
Replies: 12
Views: 3183

Re: Updating a mod?

Hey I'm gonna give this another shot. However, I have no documentation on how to update from the 0.09 Version of Frikbot to the new 0.10 (X). I know it exists out there, but all I can find is how to install the WHOLE frikbot as opposed to just updating it. I don't want to accidentally remove any fea...
by jastolze
Tue Dec 03, 2013 4:56 pm
Forum: QuakeC Programming
Topic: Updating a mod?
Replies: 12
Views: 3183

Re: Updating a mod?

Spirit wrote:https://www.quaddicted.com/files/mods/b ... 11full.zip

You guys should install adblockers ;) Adblock Edge for Firefox is nice.
That must be why I didn't have to fill out a survey. +1 For Adblock, lol
by jastolze
Tue Dec 03, 2013 2:06 pm
Forum: QuakeC Programming
Topic: Updating a mod?
Replies: 12
Views: 3183

Re: Updating a mod?

r00k wrote:try setting deathmatch 1 or teamplay 0??

cant download the mod, just feels weird to fill out a survey.
It's on DM 1 already. And what survey are you talking about? I didn't have to fill one out to DL. It's also in the description of my YT video.
by jastolze
Tue Dec 03, 2013 1:09 am
Forum: QuakeC Programming
Topic: Updating a mod?
Replies: 12
Views: 3183

Updating a mod?

Hey I have a question: I play a mod called Black Ops for Quake 1, and love the game all around. The problem I'm having is with the Frikbots - They don't shoot at me, they shoot at each other though? So, basically what I want to know is, can I update the old frikbot (0.9 version) to the new one witho...
by jastolze
Mon Aug 06, 2012 9:37 pm
Forum: Tutorial Help
Topic: Quake 3 : Console command issues
Replies: 0
Views: 5249

Quake 3 : Console command issues

Hi, I was playing quake 3 on the pandora, but ran into an issue while trying to access console commands. The error was: quake 3 stdin is not a tty; tty console mode failed. I google it and found this issue at line 480 of this link: http://www.nanobit.net/doxy/quake3/unix__main_8c-source.html I don't...
by jastolze
Fri Jul 20, 2012 8:28 pm
Forum: Tutorial Help
Topic: How to compile Quake 2 mods in PSP format?
Replies: 5
Views: 8350

Re: How to compile Quake 2 mods in PSP format?

leileilol wrote:you would know how, if w_crowbar ever shared the source
Ah, so he didn't release it, eh? Well then, how did he find it? I mean, it's bound to be on the internet somewhere, right?
by jastolze
Mon Jul 16, 2012 5:01 pm
Forum: Tutorial Help
Topic: How to compile Quake 2 mods in PSP format?
Replies: 5
Views: 8350

How to compile Quake 2 mods in PSP format?

Hey. I've been wondering (for the longest time) how to compile a quake two mod in a prx (which is a psp file) I know I have to have the source code, but I'm not sure to which one (i.e: x64, x86, Linux). I would also like to know what I would need in terms of compiling the mods, like do I need cygwin...
by jastolze
Tue Jul 03, 2012 7:52 pm
Forum: Tutorial Help
Topic: ProQuake for PSP: Adding sv_cheats?
Replies: 15
Views: 15248

Re: ProQuake for PSP: Adding sv_cheats?

Anyone?
by jastolze
Sat Jun 30, 2012 2:02 pm
Forum: Tutorial Help
Topic: ProQuake for PSP: Adding sv_cheats?
Replies: 15
Views: 15248

Re: ProQuake for PSP: Adding sv_cheats?

almost sounds like a typo in your makefile. sounds like the rule depends upon cl_cam.o instead of cl_cam.c I found out what the issue was with that, I typed 'make' not make -f makefilenormal. Now I have a new issue: It says: make: psp-config: command not found. It also says the psp sdk wasn't found...
by jastolze
Sat Jun 30, 2012 1:21 am
Forum: Tutorial Help
Topic: ProQuake for PSP: Adding sv_cheats?
Replies: 15
Views: 15248

Re: ProQuake for PSP: Adding sv_cheats?

Hi sorry for bumping, but I'm trying to compile a slim version of mexi's revamped engine source for a friend. But I get this error: Make *** No rule to make target 'cl_cam.o, needed by release/gl/cl_cam.o Stop. I haven't done this since early May, so I know I'm doing something simple wrong... But wh...
by jastolze
Fri May 04, 2012 7:28 pm
Forum: Tutorial Help
Topic: ProQuake for PSP: Adding sv_cheats?
Replies: 15
Views: 15248

Re: ProQuake for PSP: Adding sv_cheats?

You will almost certainly have to disable UAC to run Cygwin. Windows 7 or Vista don't let Cygwin do all the Cygwin stuff with all the restrictions UAC places on folders and file writes and such. Here is a Windows Vista oriented link to disable UAC, if using Windows 7 Google it: http://www.howtogeek...
by jastolze
Fri May 04, 2012 5:48 pm
Forum: Tutorial Help
Topic: ProQuake for PSP: Adding sv_cheats?
Replies: 15
Views: 15248

Re: ProQuake for PSP: Adding sv_cheats?

2. What do I use to compile? I currently have Cygwin, Code Blocks, and DevCPP. I don't want to keep installing random things just to find out that I ended up needing a different compiler. If it is in fact Cwgwin, I don't know how to use it, all I see is a terminal... I've heard that I need PSP Tool...
by jastolze
Mon Apr 30, 2012 8:34 pm
Forum: Tutorial Help
Topic: ProQuake for PSP: Adding sv_cheats?
Replies: 15
Views: 15248

Re: ProQuake for PSP: Adding sv_cheats?

Thanks, Baker! Hey, how do you compile as an eboot? It doesn't say anything about compiling for PSP, or does it not matter? Sorry for being noobish, lol. The above will not compile on for the PSP. There is no exact same codebase engine that is the same for Windows and the PSP, although both the Kur...