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Compiling Quake Using Visual C++ Express Edition
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Almamu



Joined: 11 Oct 2009
Posts: 2

PostPosted: Sun Dec 27, 2009 12:45 pm    Post subject: Reply with quote

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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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Sun Dec 27, 2009 1:04 pm    Post subject: Reply with quote

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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Almamu



Joined: 11 Oct 2009
Posts: 2

PostPosted: Sun Dec 27, 2009 1:22 pm    Post subject: Reply with quote

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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mh



Joined: 12 Jan 2008
Posts: 909

PostPosted: Sun Dec 27, 2009 5:49 pm    Post subject: Reply with quote

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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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Mon Dec 28, 2009 12:08 pm    Post subject: Reply with quote

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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mh



Joined: 12 Jan 2008
Posts: 909

PostPosted: Mon Dec 28, 2009 2:12 pm    Post subject: Reply with quote

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. Laughing (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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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Tue Dec 29, 2009 3:28 am    Post subject: Reply with quote

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. Laughing (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! Very Happy Very Happy
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mh



Joined: 12 Jan 2008
Posts: 909

PostPosted: Tue Jan 12, 2010 7:00 pm    Post subject: Reply with quote

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/misc/Quake_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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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Tue Jan 12, 2010 8:45 pm    Post subject: Reply with quote

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/misc/Quake_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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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Tue Jan 12, 2010 9:04 pm    Post subject: Reply with quote

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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