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gnounc Joined: 06 Apr 2009 Posts: 120 |

Posted: Wed Aug 11, 2010 2:40 am Post subject: |

I got it to run (with errors). The errors might be down to me missing some vc++ files. It ran at something like 4 frames per second, but it ran. Something strange was going on with the teleporter texture, it looked like the players view was being projected onto it. Kind of neat, then the teleporter view went upside down hehe.
Anyway interesting : )

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Feared Joined: 11 Jun 2010 Posts: 17 |

Posted: Wed Aug 11, 2010 3:08 pm Post subject: |

I'd love to join this argument but it's the never ending war. Anyways, @Baker http://bfeared.com/projects/quakecpp It's pretty much just FitzQuake, so nothing special, yet. @gnounc, What in the world? I have a pre-compiled exe on my site, try that out, and what version of MSVS are you using?
Edit:
Did you try compiling in release mode?
I do remember not having fixed debug mode before releasing, I may need to do a update again, I just gotta get these cvar's working and I'll make another update.

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gnounc Joined: 06 Apr 2009 Posts: 120 |

Posted: Wed Aug 11, 2010 8:54 pm Post subject: |

I was using the precompiled binary: ) it was bitching about a dll so I installed the c++ libraries and the bitching went away.

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Feared Joined: 11 Jun 2010 Posts: 17 |

Posted: Thu Aug 12, 2010 12:37 am Post subject: |

gnounc wrote:
I was using the precompiled binary: ) it was bitching about a dll so I installed the c++ libraries and the bitching went away.

What O/S are you running?
I'll try and look into this, I just need a little more info.
Do you remember the name of the DLL at all?
Thanks!

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gnounc Joined: 06 Apr 2009 Posts: 120 |

Posted: Thu Aug 12, 2010 6:11 am Post subject: |

msvcr100 win7 (tiny7)

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Stroggos Joined: 14 Apr 2009 Posts: 43 |

Posted: Thu Aug 12, 2010 8:12 am Post subject: |

I'm doing something like this but with the original Q1 Sources. I started with he CVAR stuff and then worked my way up. It was interesting getting intimate with some Q1 code. _________________ Dont even try to port Quake 4 to the ipod

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gnounc Joined: 06 Apr 2009 Posts: 120 |

Posted: Thu Aug 12, 2010 8:32 am Post subject: |

Show us!

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Feared Joined: 11 Jun 2010 Posts: 17 |

Posted: Thu Aug 12, 2010 8:26 pm Post subject: |

Stroggos wrote:
I'm doing something like this but with the original Q1 Sources. I started with he CVAR stuff and then worked my way up. It was interesting getting intimate with some Q1 code.

I originally planned on using the Q1 Sources but ended up doing this because the ASM junk was already gone and I didn't feel like getting rid of it from the original code. ^^
Good luck on your project.

gnounc wrote:
msvcr100 win7 (tiny7)

I thought VCRedist was automatically installed on Windows 7, that sounds like a tiny7/custom package issue.
Try installing this latest redist:
http://www.microsoft.com/downloads/details.aspx?displaylang=en&FamilyID=a7b7a05e-6de6-4d3a-a423-37bf0912db84
Edit:
Oh and mh, I stole some code from DirectQ, if you don't mind. I've noted you in the source. (cvar registering to be exact, saves me time, thanks)

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mh Joined: 12 Jan 2008 Posts: 909 |

Posted: Thu Aug 12, 2010 10:58 pm Post subject: |

Feared wrote:
Oh and mh, I stole some code from DirectQ, if you don't mind. I've noted you in the source. (cvar registering to be exact, saves me time, thanks)

You're more than welcome to steal whatever you want.
I'm following this one with interest.
_________________
DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines

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Stroggos Joined: 14 Apr 2009 Posts: 43 |

Posted: Sat Aug 14, 2010 7:47 am Post subject: |

I will show you guys soon just got to clean and fix a few things first. Also I want to include LZMA compression, and Quake III unzip.c/.h, as well as OpenAL EAX surround sound. _________________ Dont even try to port Quake 4 to the ipod

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Feared Joined: 11 Jun 2010 Posts: 17 |

Posted: Sat Aug 14, 2010 11:00 pm Post subject: |

@gnounc Try this new executable if you have the chance, I think it might have been the Whole Program Optimization (doesn't seem to friendly) that's causing the problem. http://bfeared.com/library/software/quakecpp_test001.rar

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Sat Aug 14, 2010 11:59 pm Post subject: |

Stroggos wrote:
I want to include LZMA compression

You go do that. LZMA for games = BAD IDEA.
_________________

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gnounc Joined: 06 Apr 2009 Posts: 120 |

Posted: Sun Aug 15, 2010 3:11 am Post subject: |

downloaded that link, the new binary does exactly the same thing as the old one did. I'm on an intel 945gm graphics card. (integrated graphics) 2.0 ghz dual core processor.

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Stroggos Joined: 14 Apr 2009 Posts: 43 |

Posted: Sun Aug 15, 2010 10:04 am Post subject: |

leileilol wrote:

Stroggos wrote:
I want to include LZMA compression

You go do that. LZMA for games = BAD IDEA.

Just trying to include some features which some people may find handy. Since I wrote that post I have opted to use PhysFS by Icculus which does some really cool things.
_________________
Dont even try to port Quake 4 to the ipod

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Feared Joined: 11 Jun 2010 Posts: 17 |

Posted: Sun Aug 15, 2010 6:44 pm Post subject: |

Hmmm, I'm having this problem all of a sudden, (after updating my video drivers that have opengl 4.0 support) but it's very random, sometimes it just crashes, get's 2 fps, or just works fine. I'll look into this, thanks gnounc for pointing this out, I would've blamed my video drivers otherwise.

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