compiling direct quake and applying tutorials to it?
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compiling direct quake and applying tutorials to it?
how hard would it be to compile direct quake and apply the tutorials here on the boards for someone who doesnt know how to code for an engine? iv followed the tutorials somewhat successfully on the glquake builds. but i have no idea about the direct quake. i ask because opengl mixed with windows 7 hates my pc and gfx card. im starting work on a standalone and i want to make my own engine for the needs of the game im creating.
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Re: compiling direct quake and applying tutorials to it?
ceriux wrote:how hard would it be to compile direct quake and apply the tutorials here on the boards for someone who doesnt know how to code for an engine?
I'll be honest: painful. Like having bamboo sticks under the nails. Or watching all the emo vampire movies at once.
ceriux wrote:iv followed the tutorials somewhat successfully on the glquake builds. but i have no idea about the direct quake.
Then we aren't talking about someone with zero experience. Your mileage may vary.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
Compiling is easy as pie. Just download and install Visual C++ 2008 Express and the latest DirectX SDK, open the project, Ctrl-Shift-B, and it'll be in C:\Quake a few minutes later.
Applying the tutorials would be a World Of Screaming Horror From Which You Shall Never Awake. It's Direct3D, it's C++, and an awful lot of how things work behind the scenes has changed beyond recognition. Don't do it. Seriously.
What kind of problems are you having on Windows 7, and what kind of gfx card have you? I released a "minimal fixed GLQuake" some time back that actually works fine on Windows 7 and even gives solid performance on Intel parts: http://www.quaketastic.com/upload/files ... GLQFIX.zip
Try that and see how you get on.
Applying the tutorials would be a World Of Screaming Horror From Which You Shall Never Awake. It's Direct3D, it's C++, and an awful lot of how things work behind the scenes has changed beyond recognition. Don't do it. Seriously.
What kind of problems are you having on Windows 7, and what kind of gfx card have you? I released a "minimal fixed GLQuake" some time back that actually works fine on Windows 7 and even gives solid performance on Intel parts: http://www.quaketastic.com/upload/files ... GLQFIX.zip
Try that and see how you get on.
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
i have the geforce fx5500 =/ it runs vista drivers to run win 7... so it hates everything i enjoy doing cause it doesnt like the opengl it uses or something. to get hl1 to work i have to put opengl32.dll in the game/mods folder... doesnt work for anything else and! on top of that hl2 some how runs millions of times better than hl1... and quake just crashes if i run gl. let me try the one you threw up.
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Ahhhh, I know what's wrong with that!
It's fucked.
Sounds like your driver installation is not too healthy. The fx5500 wasn't a great card, but it was fine for basic OpenGL and would have been able to run Q3A OK. Updating your drivers might be all you need: http://www.nvidia.com/object/winvista_x86_96.85_2.html (32-bit) http://www.nvidia.com/object/winvista_x64_96.85_2.html (64-bit).
Another alternative would be to try out the D3D8 wrapper I have available here: http://quakeone.com/mh
This can be implemented in GLQuake right now with a minimum of fuss, takes maybe 5 minutes work to do, and will give instant results. Look at the "DirectFitz" engine for the most up-to-date version and a sample working implementation.
It's not a complete OpenGL implementation, being limited to the calls that the various Quake engines it's been implemented on use. But it's better than nothing.
You'll also need a DirectX 8 SDK for it, which unfortunately Microsoft don't publish any more. A quick look around on Google will get you a copy of it.
A third option might be something like this: http://shop.ebay.com/i.html?_nkw=geforc ... m270.l1313
We're literally talking beer money prices (less than $5 in one case!) and it will completely obliterate the 5500.
It's fucked.
Sounds like your driver installation is not too healthy. The fx5500 wasn't a great card, but it was fine for basic OpenGL and would have been able to run Q3A OK. Updating your drivers might be all you need: http://www.nvidia.com/object/winvista_x86_96.85_2.html (32-bit) http://www.nvidia.com/object/winvista_x64_96.85_2.html (64-bit).
Another alternative would be to try out the D3D8 wrapper I have available here: http://quakeone.com/mh
This can be implemented in GLQuake right now with a minimum of fuss, takes maybe 5 minutes work to do, and will give instant results. Look at the "DirectFitz" engine for the most up-to-date version and a sample working implementation.
It's not a complete OpenGL implementation, being limited to the calls that the various Quake engines it's been implemented on use. But it's better than nothing.
You'll also need a DirectX 8 SDK for it, which unfortunately Microsoft don't publish any more. A quick look around on Google will get you a copy of it.
A third option might be something like this: http://shop.ebay.com/i.html?_nkw=geforc ... m270.l1313
We're literally talking beer money prices (less than $5 in one case!) and it will completely obliterate the 5500.
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
iv been aiming to get a new gfx card. but at this rate i may as well just buy a new pc. i have fully updated my gfx drivers. even 3ds max wont run in gl mode properly... at least not 2010. i think im going to get 2011 and see how that does. darkplaces runs correctly though and i thought it was opengl based?
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
mh iv tried to build your glwin7fix but it keeps failing? any ideas?
edit: wait a sec i didnt get the directxsdk... let me see if my windows will validate
edit2:
hour and a half for the dxsdk -.-
e3: lol only 26 min much better ... =)
edit: wait a sec i didnt get the directxsdk... let me see if my windows will validate
edit2:
e3: lol only 26 min much better ... =)
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
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