Compiling Quake Using Visual C++ Express Edition
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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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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
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...
- Almamu
- Posts: 2
- Joined: Sun Oct 11, 2009 12:44 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.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
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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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Baker - Posts: 3666
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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.
It's important that it be shouted out as loud as possible, all the same.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
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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.(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!
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Baker - Posts: 3666
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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.
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.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
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.
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
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.
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
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!
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!
Best sig ever.
- Phenom
- Posts: 10
- Joined: Wed Mar 12, 2008 7:47 pm
- Location: Guthrie, OK
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:
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.
- 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.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 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?
Anyone got any ideas?
- Logan
- Posts: 8
- Joined: Wed Feb 24, 2010 8:22 am
- Location: Auckland, New Zealand
Find this line in GL_Init (in gl_vidnt.c):
And remove it.
- Code: Select all
Con_Printf ("GL_EXTENSIONS: %s\n", gl_extensions);
And remove it.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
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