Inside3D!
     

Setsize Problems
Goto page Previous  1, 2
 
Post new topic   Reply to topic    Inside3d Forums Forum Index -> QuakeC Programming
View previous topic :: View next topic  
Author Message
Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Wed Jun 16, 2010 11:02 pm    Post subject: Reply with quote

Mexicouger wrote:
ANd also, How Do I compile txqbsp? I went into it's directory and typed make.


Well ... I already included that information:

Quote:
Modified compiler + source:

http://bladebattles.com/kurok/files/KurokTxqbsp.rar

Original compiler + source:

http://user.tninet.se/~xir870k/txqbspbjp.zip

Use WinMerge to compare and you can easily find the 3 numbers he changed. Then you change it in the engine. The map compiler can easily be compiled with http://www.microsoft.com/express/vc/


Download Microsoft VC++ Express and then double click the txqbsp's .dsp file and click compile.

While it is probably possible after a lot of messing around to compile txqbsp in Cygwin, txqbsp's target compiler is Visual Studio not Cygwin.

Mexicouger wrote:
Which File should I look in to find THe HULLS in the compiler? And In the engine, Wouldn't I look in bspfile.h(or c, Can't remember off the top of my head)?


I recommended the WinMerge method.

Download the Kurok txqbsp source in one folder and the txqbsp source in another. It will visually allow you to see the changes MDave made.

While this isn't as straightforward as telling you the file, simply doing this a single time will open your eyes and empower you to study other modifications with ease.

Mexicouger wrote:
So I edited The stuff, But When I goto Compile in cygwin, Why does it only add world.c that I edited? I edited model.c as well? I mean, wouldn't it include it or what?


model.c is for the software renderer version of the engine. The PSP engine you are using, isn't using the software renderer but the PSPGU hardware accelerated version.

So you aren't using model.c at all for a Kurok-based PSP engine.

In Windows/OS X/Linux, generally the OpenGL 3D api files are prefixed with gl_ and the software renderer ones with r_ or in some cases no prefix. On the PSP, these are prefixed instead by "video_hardware_".

Mexicouger wrote:
And on another side note, Is the quake 1 engine coded in c or c++?


Quake was written in C. The "C" language files end with ".c"

However, the PSP engines all have a number of C++, these files end with the extension ".cpp" for "C Plus Plus".

With the desktop platforms as a general rule the modified Quake engines are 100% C (DarkPlaces, FitzQuake, GLQuake, Qrack etc.) with MH's DirectQ being a particularly notable exception as it is mostly or solely C++.

The PSP engine is largely C even in the .cpp files, though.
_________________
Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Inside3d Forums Forum Index -> QuakeC Programming All times are GMT
Goto page Previous  1, 2
Page 2 of 2

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2004 phpBB Group