Forum

Setsize Problems

Discuss programming in the QuakeC language.

Moderator: InsideQC Admins

Postby Baker » Wed Jun 16, 2010 11:02 pm

Mexicouger wrote:ANd also, How Do I compile txqbsp? I went into it's directory and typed make.


Well ... I already included that information:

Modified compiler + source:

http://bladebattles.com/kurok/files/KurokTxqbsp.rar

Original compiler + source:

http://user.tninet.se/~xir870k/txqbspbjp.zip

Use WinMerge to compare and you can easily find the 3 numbers he changed. Then you change it in the engine. The map compiler can easily be compiled with http://www.microsoft.com/express/vc/


Download Microsoft VC++ Express and then double click the txqbsp's .dsp file and click compile.

While it is probably possible after a lot of messing around to compile txqbsp in Cygwin, txqbsp's target compiler is Visual Studio not Cygwin.

Mexicouger wrote:Which File should I look in to find THe HULLS in the compiler? And In the engine, Wouldn't I look in bspfile.h(or c, Can't remember off the top of my head)?


I recommended the WinMerge method.

Download the Kurok txqbsp source in one folder and the txqbsp source in another. It will visually allow you to see the changes MDave made.

While this isn't as straightforward as telling you the file, simply doing this a single time will open your eyes and empower you to study other modifications with ease.

Mexicouger wrote:So I edited The stuff, But When I goto Compile in cygwin, Why does it only add world.c that I edited? I edited model.c as well? I mean, wouldn't it include it or what?


model.c is for the software renderer version of the engine. The PSP engine you are using, isn't using the software renderer but the PSPGU hardware accelerated version.

So you aren't using model.c at all for a Kurok-based PSP engine.

In Windows/OS X/Linux, generally the OpenGL 3D api files are prefixed with gl_ and the software renderer ones with r_ or in some cases no prefix. On the PSP, these are prefixed instead by "video_hardware_".

Mexicouger wrote:And on another side note, Is the quake 1 engine coded in c or c++?


Quake was written in C. The "C" language files end with ".c"

However, the PSP engines all have a number of C++, these files end with the extension ".cpp" for "C Plus Plus".

With the desktop platforms as a general rule the modified Quake engines are 100% C (DarkPlaces, FitzQuake, GLQuake, Qrack etc.) with MH's DirectQ being a particularly notable exception as it is mostly or solely C++.

The PSP engine is largely C even in the .cpp files, though.
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
User avatar
Baker
 
Posts: 3666
Joined: Tue Mar 14, 2006 5:15 am

Previous

Return to QuakeC Programming

Who is online

Users browsing this forum: No registered users and 1 guest