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Compiling Quake Using Visual C++ Express Edition

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Postby Almamu » Sun Dec 27, 2009 12:45 pm

I have problems. I compiled the Game, but when i start it has no textures and runs too slow. whats cause of this ?
Is there another engine runing on OpenGL ?
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Postby Baker » Sun Dec 27, 2009 1:04 pm

Almamu wrote:I have problems. I compiled the Game, but when i start it has no textures and runs too slow. whats cause of this ?
Is there another engine runing on OpenGL ?


Add -no8bit to the command line.

GLQuake is a highly obsolete engine, but it is the only "agreed upon" basic "parent" of engine modding tutorials. (Although FitzQuake in many ways comes in a fairly close 2nd in my book).
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Postby Almamu » Sun Dec 27, 2009 1:22 pm

Baker wrote:
Almamu wrote:I have problems. I compiled the Game, but when i start it has no textures and runs too slow. whats cause of this ?
Is there another engine runing on OpenGL ?


Add -no8bit to the command line.

GLQuake is a highly obsolete engine, but it is the only "agreed upon" basic "parent" of engine modding tutorials. (Although FitzQuake in many ways comes in a fairly close 2nd in my book).

Ok, the game has textures now, but it runs to slow, and i have runed a time ago the game and it was runing better...
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Postby mh » Sun Dec 27, 2009 5:49 pm

Almamu wrote:
Baker wrote:
Almamu wrote:I have problems. I compiled the Game, but when i start it has no textures and runs too slow. whats cause of this ?
Is there another engine runing on OpenGL ?


Add -no8bit to the command line.

GLQuake is a highly obsolete engine, but it is the only "agreed upon" basic "parent" of engine modding tutorials. (Although FitzQuake in many ways comes in a fairly close 2nd in my book).

Ok, the game has textures now, but it runs to slow, and i have runed a time ago the game and it was runing better...

Do other Quake engines also run slow or is it just your recompiled GLQuake? And can you say exactly how slow it is? This might be a hardware problem.
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Postby Baker » Mon Dec 28, 2009 12:08 pm

mh wrote:
Almamu wrote:
Baker wrote:
Almamu wrote:I have problems. I compiled the Game, but when i start it has no textures and runs too slow. whats cause of this ?
Is there another engine runing on OpenGL ?


Add -no8bit to the command line.

GLQuake is a highly obsolete engine, but it is the only "agreed upon" basic "parent" of engine modding tutorials. (Although FitzQuake in many ways comes in a fairly close 2nd in my book).

Ok, the game has textures now, but it runs to slow, and i have runed a time ago the game and it was runing better...

Do other Quake engines also run slow or is it just your recompiled GLQuake? And can you say exactly how slow it is? This might be a hardware problem.


MH there are countless things wrong with GLQuake and he could be suffering from the lack of a "precise clock fix" that makes the game all jerky and slow. Fitzquake, TyrQuake, aguirRe Quake, GLQuake, WinQuake suffer from this problem ... whereas all Quakeworld engines, DarkPlaces, JoeQuake, ProQuake and Qrack do not have this issue (it is a Window specific issue, other operating systems never had the problem).

Or it could be an OpenGL driver issue.

Or he could need to add -mtex to the command line.

Or it could be Windows 7.

Really you should try to compile FitzQuake instead of GLQuake based on the troubles you are having. www.celephais.net/fitzquake l FitzQuake is close to GLQuake and the source download is Visual Studio.Net compile ready.
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Postby mh » Mon Dec 28, 2009 2:12 pm

Baker wrote:MH there are countless things wrong with GLQuake

C'mon man, you know who you're talking to here. You don't need to tell me that. :lol: (Clock fixed ages ago in DirectQ too, btw).

It's important that it be shouted out as loud as possible, all the same.
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Postby Baker » Tue Dec 29, 2009 3:28 am

mh wrote:
Baker wrote:MH there are countless things wrong with GLQuake

C'mon man, you know who you're talking to here. You don't need to tell me that. :lol: (Clock fixed ages ago in DirectQ too, btw).

It's important that it be shouted out as loud as possible, all the same.


MH --- I cram additional information into posts to have a viral effect on the less knowledgeable who just happen to run into a post and read it.

Of course, I know you know this stuff! :D :D
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Postby mh » Tue Jan 12, 2010 7:00 pm

FOR ANYBODY WHO'S HAVING PROBLEMS WITH GAS2MASM

Here's a bunch of ".asm"s I've already run through Gas2Masm. Just delete the .s files from your project and replace with these, making sure to set up the same "Include in Build" settings (alternatively don't add the ones you don't need; I've included sys_dos.asm just to be complete, but I don't expect anyone will ever use it).

http://www.quaketastic.com/upload/files ... e_ASMs.zip

VC++ 2008 express comes with it's own ml.exe, so at this stage it should prompt you if you want to use an existing build rule or create a new one. Select the existing and use that.

Now you can also remove the "gas2masm" project from the entire solution and everything (both software and GL) should work prefectly.

I've also tested this with QWCL and confirmed that it works there too.
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Postby Baker » Tue Jan 12, 2010 8:45 pm

mh wrote:FOR ANYBODY WHO'S HAVING PROBLEMS WITH GAS2MASM

Here's a bunch of ".asm"s I've already run through Gas2Masm. Just delete the .s files from your project and replace with these, making sure to set up the same "Include in Build" settings (alternatively don't add the ones you don't need; I've included sys_dos.asm just to be complete, but I don't expect anyone will ever use it).

http://www.quaketastic.com/upload/files ... e_ASMs.zip

VC++ 2008 express comes with it's own ml.exe, so at this stage it should prompt you if you want to use an existing build rule or create a new one. Select the existing and use that.

Now you can also remove the "gas2masm" project from the entire solution and everything (both software and GL) should work prefectly.

I've also tested this with QWCL and confirmed that it works there too.


Or use FitzQuake 0.85 which is highly similar to GLQuake except for the rendering and the high limits protocol http://www.celephais.net/fitzquake ; FitzQuake has the ASM stuff removed.
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Postby leileilol » Tue Jan 12, 2010 9:04 pm

mh wrote:I've included sys_dos.asm just to be complete, but I don't expect anyone will ever use it)

Don't worry, those that want to compile in dos already build the ASM files with DJGPP, the microsoft ASMs wouldnt work for that. ASMs are essentially useful for software rendering, though they are completely irrelevant in a GL port.
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Postby Phenom » Tue Oct 19, 2010 7:29 pm

I can compile glquake just fine using the default instructions provided by Baker in his initial post.

however when I load up glquake.exe for a test-run it seems the 3D aspect doesn't work, once glquake.exe loads, the console is displayed, the game sounds play, the hud is animated but the console never goes away, as if its covering the actual 3D part of the game.

Any help would be appreciated!
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Postby mh » Tue Oct 19, 2010 8:23 pm

You've an ATI card and gl_ztrick is screwing with you would be my first guess. Look for the declaration of it around line 106 of gl_vidnt.c and change it to:
Code: Select all
cvar_t    gl_ztrick = {"gl_ztrick","0"};


Edit: I'd actually recommend using this code instead of ID's original code. It's already been set up to compile clean on 2008 without any modifications. In addition it includes a number of optional "fixes" for certain bad GLQuake behaviour, some of which you'll encounter first time you run (gl_ztrick, white textures, flashing status bar, framerates drop to single digits when dynamic lights go off, buffer overrun in Con_Printf, game runs too fast or too slow or see-saws between the two, pink fringes on menu and HUD graphics, brightness sears your eyes out, etc etc etc) and some of which won't manifest until later.

To enable or disable these fixes just look for "#define MHGLQFIX" in quakedef.h and comment it out or in as desired. With it commented out the code is 100% identical to ID Quake aside from the few small changes needed to compile clean on 2008 (errnum for errno, fixed winquake.rc, 4 warnings removed, extensions limit fix is in both versions). You can then compare the "fixes" to the original code to see where things can go seriously bad in GLQuake, and save yourself a lot of hassle hacking on it.
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Postby r00k » Wed Oct 20, 2010 6:42 am

(...the sound of a needle falling off the record...)

Whoa! :shock:

There's a lot of worthwhile stuff in there! I havent seen anything like that since the CleanTomaz quake thing. But this is modernized!
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Postby Logan » Fri Dec 17, 2010 10:02 am

Hey, sorry to bump an old topic. But I seem to be having a crash on startup with glquake.exe. I only, however, get more info when I compile in debug mode (which gives me a popup about a buffer overrun issue and links me to a MS C runtime code file, nothing else)

Anyone got any ideas? :)
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Postby mh » Fri Dec 17, 2010 11:32 am

Find this line in GL_Init (in gl_vidnt.c):
Code: Select all
Con_Printf ("GL_EXTENSIONS: %s\n", gl_extensions);

And remove it. ;)
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