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engine

Postby sniperz227 » Fri Dec 09, 2011 9:47 pm

hey i wanted to get into engine coding. i currently have downloaded all the necessary engine osurce files for kurok psp. http://www.bladebattles.com/kurok/files.html threr and the p.c one. i was wondering what the process is to get stuff in their compiled and in to the actual game(like for qc when you take the progs.dat file and put it in). I use dev c++ to compile my other c++ non quake related stuff would be able to use that for the engine?.also i was wondering if someone could link to to a tutorial on changing the background on the main menu and the color of the letters. Thanks alot
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Re: engine

Postby Baker » Sat Dec 10, 2011 1:02 am

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Re: engine

Postby mh » Sat Dec 10, 2011 4:27 am

The first thing you should do is read this: http://www.jasonbadams.net/20081218/why ... use-dev-c/

Read it well and pay attention to it.
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Re: engine

Postby qbism » Mon Dec 12, 2011 5:56 pm

As a perpetual code noob, I'd suggest reckless' C::B Advanced package on Sourceforge. Latest mingw, libraries, and CodeBlocks in an easy install. Right click on function provides "find declaration" and "find implementation" like VC++ Express.

I also like Express 2008. I've installed Express 2010 but it's less intuitive... it removes "build" from the menu for example, (or at least I can't find it anymore), and seems like I have to right click on the solution or project name in the browser and hunt for "build".
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Re: engine

Postby sniperz227 » Mon Dec 12, 2011 6:03 pm

i got vb c++ 2010 professional instead is that good?
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Re: engine

Postby Baker » Mon Dec 12, 2011 6:36 pm

On day 1, use Dev-C++ if that is what you like. Play around with engine coding and experiment. You can switch IDEs later, but to get an initial peek at what engine coding is about, it does not matter what you use on day 1.

At this point, you don't even know if you'll like doing it or if you have enough determination to get a grasp of it. You have to obtain familiarity with lot of the subsystems in the engine to make any kind of significant progress and that takes a while. And if you make a trivial mistake, the engine will crash ... versus QuakeC which will just kick out an error message.

If you find you like engine coding or want to get deeper into, you can always switch IDEs.

[That being said, the idea of learning engine coding starting with Kurok PSP is crazy. I'm sure you like the PSP, but it is a bad starting point ... even with a good setup, it takes a couple of minutes to compile and another minute or 2 to load it to the PSP and then run it (that is not a good environment for playing around ... not so bad if you can plan out your work ... but that means you already understand the engine and are not learning it), the compile process is command line interface, the Kurok PSP project itself kicks out 700 warnings (I learned a ton from those and how to solve them, but well ... that was something that interested me), the PSP can easily run out of memory, Kurok PSP is both C and C++ and a bit of assembly stuff too, the make file for the PSP is complicated. There is no way of debugging for the PSP except with "trace". A half-way decent Kurok PSP setup involves "Win32 Stubs" (files to fake a Windows development environment into thinking it can compile the PSP code without using the real headers). And Kurok PSP cannot hardly any of the engine tutorials that target other platforms. So you will be +20 on the pain level before you begin. That isn't "I'm trying to engine code the first day" territory ... that has mountains of obstacles in your path before you even get to experiment with trying the idea of doing something interesting.

To the best of my knowledge, anyone with any level of success coding on the Quake PSP platform already had a basic to strong foundation from some previous coding project. In the case of the original guys who coded the earlier forms of Quake PSP -- those guys had to have really deep coding roots.]

None of the above is meant to discourage you ... you should definitely try to compile for the PSP and try a tutorial or 2. You might really like it.

And you'll never know if you don't try.

If you do decide it is something that you want to do and feel up to, at that point follow every single word of advice from MH or that he has ever posted. :D
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Re: engine

Postby sniperz227 » Mon Dec 12, 2011 6:50 pm

well i wanted to start from the psp because im making a kurok mod on it:http://www.moddb.com/games/alpha-team-six and i know bits of qc . im also learning c++ and know the basics but i want to switch stuff around in my mod like the main menu and HUD thats why i wanted to start engine coding.

and i followed the tutorial but i get this error when i try and compile

Code: Select all
AKASH@AKASH-HP ~/engine/psp
$ make -f makefilenormal
make: makefilenormal: No such file or directory
make: *** No rule to make target `makefilenormal'. Stop.

AKASH@AKASH-HP ~/engine/psp
$



i even checked the folder and the makefile is there and a bunch of other ones?
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Re: engine

Postby revelator » Mon Dec 12, 2011 6:56 pm

makefilenormal needs a suffix for the -f switch to make :) just rename it to makefile.normal and do make -f makefile.normal

if in doubt about ide's but you think C::B sounds interresting get the ide only package from the main C::B site. C::B can use pretty much any compiler and detects most at first start. It also works with msvc ;)
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Re: engine

Postby sniperz227 » Mon Dec 12, 2011 7:01 pm

still getting the same error?
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Re: engine

Postby sniperz227 » Mon Dec 12, 2011 7:05 pm

should i use codebloacks instead of cygwin?
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Re: engine

Postby Baker » Mon Dec 12, 2011 7:14 pm

sniperz227 wrote:still getting the same error?


I linked the compile tutorial for Kurok PSP in the first post I did.

viewtopic.php?f=12&t=1667

If you follow the instructions, it will work. I learned to compile for the PSP from that, so did Jukki and probably 30 other people.

It doesn't say anything about Code Blocks in the tutorial. You have to follow the tutorial precisely for it to work, and if you don't, it won't work. That is the PSP compile process for you, and it is entirely unforgiving.

The tutorial starts "Compiling Quake for the PlayStation Portable is a challenging task. " It is true.

And then Xlink says "I am going to make it easy for everyone. " And it's true. He did. The instructions in the tutorial absolutely work.
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Re: engine

Postby sniperz227 » Mon Dec 12, 2011 7:46 pm

i know thats what i followed but for some reason it wont work:P i dled the enigne put the folder in home/user then cd to the enigne and then to the psp folder and typed in make -f makefilenormal

this is what my psp folder looks like :Image
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Re: engine

Postby Baker » Mon Dec 12, 2011 7:55 pm

(Looks like you extracted it correctly according the instructions ...)

If I remember correctly ... I am thinking that Cygwin does not play nice with UAC (Vista and Windows 7 feature)

http://www.howtogeek.com/howto/windows- ... ows-vista/

I don't recall the specifics.

Maybe this link will help ... http://frazzleddad.blogspot.com/2007/05 ... d-uac.html

But you might need to disable UAC (User Account Control) on Vista or Windows 7 otherwise Cygwin can't operate in the clear like it needs to.

I hope that solves your issue. I remember having some sort of problem when I enabled UAC on Vista with the PSP compile process not working right, but I can't recall the specifics but I knew that it had worked before and turned UAC off and then it worked again.
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Re: engine

Postby sniperz227 » Mon Dec 12, 2011 9:03 pm

still not working :@
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Re: engine

Postby Baker » Mon Dec 12, 2011 9:14 pm

Ok ... so UAC doesn't seem to affecting that.

sniperz227 wrote:
Code: Select all
AKASH@AKASH-HP ~/engine/psp
$ make -f makefilenormal
make: makefilenormal: No such file or directory
make: *** No rule to make target `makefilenormal'. Stop.

AKASH@AKASH-HP ~/engine/psp
$



Now if you look above at this, what directory are you in? Well, you are in the engine/psp directory.

But the instructions say ...

Step Three.
---------------

To attempt to compile go to your Cygwin Directory and double click the .bat file.

It will open up a cmd window.

To compile something you would navigate to a directory via:

Code: Select all
cd kurok


^^ You need to navigate to the kurok directory. And you are not in the Kurok directory.

You missed step 3.

[Note: if you are trying to compile the Quake 1.1 engine instead of the kurok engine, that is highly inadvisable. The kurok engine is easy to compile, you follow the top 3 instructions in the tutorial and then you are done. The Quake 1.1 engines a ton of work. Likely downloading Kurok from the SVN is the hard way.]
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