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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Mon Nov 30, 2009 11:55 am    Post subject: Flash Quake Source Code and SVN Reply with quote

Embed @ Quaddicted:

http://www.quaddicted.com/other-quake-news/quake-port-to-flash-has-been-released/

Source Code and SVN:

http://github.com/mkr3142/QuakeFlash

Compile instructions:

http://github.com/mkr3142/QuakeFlash/blob/master/readme_QuakeFlash.txt

I personally think this is cool, thanks to Spirit for publicizing it.

What I think is the most cool is that the console works.

Looks forward to Flash build of FTEQW, haha /joke Very Happy Very Happy
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Spirit



Joined: 20 Nov 2004
Posts: 476

PostPosted: Mon Nov 30, 2009 2:49 pm    Post subject: Reply with quote

Oh, nice find. Thanks!
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ceriux



Joined: 06 Sep 2008
Posts: 968
Location: Florida, USA

PostPosted: Mon Nov 30, 2009 6:43 pm    Post subject: Reply with quote

would be nice to see an online version for facebook app with a highscore table o.O
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metlslime



Joined: 05 Feb 2008
Posts: 177

PostPosted: Mon Nov 30, 2009 11:06 pm    Post subject: Reply with quote

This could be an interesting opportunity to let people play (or preview) custom content more easily, on any platform with a browser that supports flash, by rebuilding this with the map(s) or mod of your choice.

One question is whether the shareware pak0.pak can legally be redistributed in this way.

Another question is whether network play could be made to work.

And it would be great if it could load faster!
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ceriux



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PostPosted: Mon Nov 30, 2009 11:23 pm    Post subject: Reply with quote

the flash version loaded pretty fast for me. but the silverlight version took a while and when i spawned it was outside the world lol.
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mh



Joined: 12 Jan 2008
Posts: 909

PostPosted: Mon Nov 30, 2009 11:58 pm    Post subject: Reply with quote

The Silverlight version is still buggy according to their site, but it seems to be a little smoother and more responsive in what little of it you can interact with.

Quote:
Unfortunately the game is not playable yet.
It seems there are still bugs left in the game engine as the camera is wrong and player cannot move.


Oddly, the Flash version took forever on my machine, whereas the Silverlight loaded up fast enough. Question
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Tue Dec 01, 2009 5:58 am    Post subject: Reply with quote

Adobe Alchemy Download:

http://labs.adobe.com/downloads/alchemy.html

Adobe Alchemy Homepage:

http://labs.adobe.com/technologies/alchemy/

Adobe Alchemy Setup:

http://labs.adobe.com/wiki/index.php/Alchemy:Documentation:Getting_Started

I'm curious about quickly putting together an OpenQuartz compile of this .swf package just as a quick for fun experiment.
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Baker



Joined: 14 Mar 2006
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PostPosted: Tue Dec 01, 2009 6:23 am    Post subject: Reply with quote

Observations about Flash version:

Already mentioned by others:

1. Mouse must be held down for mouse look.
2. No network support
3. Requires Flash Player 10.

My observations:

0. File is standalone. Save the quake.swf to your harddrive and disable the network and drag to your browser and it works fine so is entirely standalone.

1. Sound volume changing does nothing.
2. Can't save games obviously. Wonder if can load if in a pak file? [it appears to support loading]
3. Can't take screenshots obviously.
4. Can't directly bind mouse from menu. Like can't bind mouse 1.
5. Sound rate is 44100 (a little "crisp" compared to WinQuake)
6. Despite no network, maxplayers works! Would Frikbots work?
7. Loads like lightning when stored locally.
8. Uses about 50% of my cpu when idle in the console!
9. Continues to run even if isn't active.
10. Obviously can't save config.cfg or your keyboard setup.
11. 640 x 480 is the ideal resolution. A web page should embed it as so with a width and height.
12. Doesn't support command line parameters obviously.

Results of above:

Features I would probably add ASAP:

1. FitzQuakey style cmdlist and cvarlist and operator callback. I want to know what cvars exist without using http://quakewiki.net/archives/console/

2. Since view area dynamically resizes, sometimes the text looks "scrunched". And I don't see a way to "get" the current resolution (I bet it exists). The "video modes" menu is gone, which could be used to display information.

3. Would be cool to compile and be able to have a utility replace the pak0.pak or whatever is embedded with a different pak0.pak. Wink Then you could mod it without recompiling or any weirdness, not that it would take that long after getting setup anyway. But that puts the onus on someone to do the long setup process for Alchemy and mess around with the source EVEN IF they just want to try modding it (i.e. replace progs.dat for Frikbots, swap out models, replace maps or whatever) and have no desire to do any "engine" modification.

4. sv_progs modification (ability to specify progs.dat)

http://forums.inside3d.com/viewtopic.php?t=1263

This would allow someone to put 2 or 3 progs.dat like ctf.dat or frikbot.dat into the pak file and not have to implement likely impossible gamedir switching. Obviously clearly illegal with Quake shareware, but not for personal testing or with OpenQuartz or another total conversion.

5. sv_sleep 1 modification from aguirReQuake (DarkPlaces does this by default)

Reduce cpu usage. Amount unknown. Would be interesting to see.

Strike that: I get 24 fps in a timedemo. Still maybe when the console is down.

Flash features it lacks sometimes seen in other flash applications:

1. Can't switch to fullscreen mode
2. Possibly ... isn't aware when it doesn't have the "focus". (Not sure if this is a "flash feature" but it could be used to minimize the CPU usage).
3. Could it use "Flash cookies" to save your config.cfg? Hmmm.


Last edited by Baker on Tue Dec 01, 2009 10:43 am; edited 1 time in total
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Baker



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PostPosted: Tue Dec 01, 2009 8:20 am    Post subject: Reply with quote

Test compilation notes ...

Requires Flex 3.2 SDK (free, apparently open source):

http://opensource.adobe.com/wiki/display/flexsdk/Download+Flex+3

Extra notes:

Installation of everything is a lot of work.

http://www.adobe.com/support/documentation/en/flex/3/releasenotes_flex3_sdk.html#installation

Have to install Java (for Alchemy), uninstall Flash Player prior to installing Flex 3.2 SDK.

Did you know uninstalling Flash Player requires a Flash Player uninstaller application from Adobe, heheh Wink

Mmmmm fun ... need to set command line path variables for "DOS window" to point to Java Runtime Environment. Had to Google for how to do this.

Quote:
Right Click on My Computer
Select the Advanced Tab
Click Environmental Variables
Select PATH in the list box
Select Edit
Add the new folder to the end of the current path prefixing it with a ;


Continued ....

This process is a pain (Installation of Flex SDK, Cygwin configging, Java install, Alchemy setup), made easier by information I found in Google by someone who wrote up better setup instructions:

http://www.insideria.com/2009/04/setting-up-adobe-alchemy.html
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Baker



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PostPosted: Tue Dec 01, 2009 8:20 pm    Post subject: Reply with quote

This has been a rather ... um ... aggravating experience in the worst sense of the word. But I'm almost there. I think.

The documentation on setting up Alchemy is terrible and confusing with countless very, very unforgiving and cruel pitfalls. And the order matters greatly with incredible precision. Not a cakewalk ...
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Baker



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PostPosted: Tue Dec 01, 2009 8:46 pm    Post subject: Reply with quote

Compiling ...

If this works, the developer Michael Rennie is the awesomest guy ever.


(battling final hurdles ... I think ... meanwhile:

http://flaswf.yo2.cn/articles/build-your-doom-in-flash-step-by-step-instructions-for-compile-alchemy-doom.html

)
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Baker



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PostPosted: Wed Dec 02, 2009 9:40 am    Post subject: Reply with quote

Assuming the file compile goes well -- I got stopped by needing .NET Framework 2.0 on my XP machine, something I'm unwilling to install on that one --- here is my attempt to document the full process on another computer.

Requirements
------------------
Windows XP or later
.NET Framework 2.0 (for FlashDevelop)
Quake shareware pak0.pak

Downloads
--------------------
Cygwin Win32 (Download - Need gcc + zip + perl)
Java JDK 1.6 (Download)
Flex 3.2 SDK (Download)
Adobe Alchemy Toolkit (Download bottom of page)
Flash Player Uninstaller (Download)
Flash Player 10 Debug Player Version (Download)
Michael Rennie's Quake.swf Source (Download)
Flashdevelop (download)

Infos
--------
Installing Flex 3.2 SDK (Instructions)
Installing Adobe Alchemy (Instructions)
Michael Rennie's Compile readme (Readme)
FlashDevelop Configuration (Instructions)

Installation
---------------
1. Install Cygwin to c:\cygwin and set these in "Select Packages" during installation ...
* (see pic) Set Perl to "Install"
* (see pic) Set Archive to "Install" and ensure "3.0-2 zip: Info-ZIP Compression utility" (235k) is checked
* (see pic) Set Devel to "Install" and ensure "3.4.4-999 gcc-g++: C++ compiler" (7829k) is checked
2. Start Cygwin.
3. Install Java JDK. Move the "jre6" folder to c:\cygwin\jre6
4. Restart Cygwin.
5. Unzip the Flex 3.2 SDK into c:\flex_sdk_3.2.0.3958 folder. [cygwin hates spaces]
6. Add the c:\cygwin\jre6\bin folder (Java binaries) to the Windows system path.

Quote:
Right Click on My Computer [or press Windows key + Break]
Select the Advanced Tab (Vista: says "Advanced System Settings")
Click Environmental Variables
Select PATH in the list box
Select Edit
Add the new folder to the end of the current path prefixing it with a ";" so add ";c:\cygwin\jre6\bin" to the end


7. Uninstall Flash. (Uninstaller)
8. Install Flash 10 debug player (Download)



At this point any slight mistake can lead to major aggravation. Plus the Alchemy setup instructions are not entirely right for Windows!

9. Open c:\cygwin\etc\profile in a text editor and then ...

Quote:
Find the PATH which looks something like this and add the yellow text to it and save the file. This adds the Java JDK 6 and Flex binaries to the Cygwin path so those can be found during compilation.

PATH=/usr/local/bin:/usr/bin:/bin:/usr/X11R6/bin:/jre6/bin:/cygdrive/c/flex_sdk_3.2.0.3958/bin:$PATH


10. Unzip the Alchemy zip to c:\alchemy folder (move or rename it if needed).

11. The Alchemy setup files are wrong for Windows. You need to open c:\alchemy\config file in a text editor and find this text and add the yellow # to comment out that line because you are not using Ubuntu. Then save the file.

Quote:
# check platform
ASCPATH='$ALCHEMY_HOME/bin/asc.jar'
#COMPILER=llvm-gcc4-ubuntu-install
BINSUFFIX=
if echo $MACHTYPE | grep cygwin &> /dev/null; then
BINSUFFIX=.exe
COMPILER=llvm-gcc4-cygwin
ASCPATH='$(cygpath -m -s -p $ALCHEMY_HOME/bin/asc.jar)'
else
if echo $MACHTYPE | grep darwin &> /dev/null; then
COMPILER=llvm-gcc4-darwin-install
fi
fi


12. If you are using VISTA or Windows 7, you are going to have to disable UAC (instructions) as far I can tell for some of the following setup to work because applications don't have write permissions to create executables.

13. Start Cygwin and type ...

Quote:
cd /cygdrive/c/alchemy

You've navigated to the Alchemy folder and now type the following to run the setup

./config


14. Open c:\alchemy\alchemy-setup and find and add the yellow

Quote:
# Set this variable if you do not want to use the adl executable from your path
#export ADL=/path/to/your/adl (or adl.exe)
export ADL=/cygdrive/c/flex_sdk_3.2.0.3958/bin/adl.exe



And find this and add the yellow

Quote:
# Add Alchemy settings to your environment
export ALCHEMY_HOME=/cygdrive/c/alchemy
export ALCHEMY_VER=0.4a
export PATH=$ALCHEMY_HOME/bin:$PATH
export ASC=$(/usr/bin/cygpath -m -s -p $ALCHEMY_HOME/bin/asc.jar)
export SWFBRIDGE=$ALCHEMY_HOME/bin/swfbridge.exe



15. Open c:\cygwin\etc\profile and find and add the yellow

Quote:
source /cygdrive/c/alchemy/alchemy-setup
PATH=/usr/local/bin:/usr/bin:/bin:/usr/X11R6/bin:/jre6/bin:/cygdrive/c/flex_sdk_3.2.0.3958/bin:$ALCHEMY_HOME/achacks:$PATH
export PATH


16. Start cygwin. Type "cd $ALCHEMY_HOME/bin" and then "ln -s llvm-stub llvm-stub.exe". If you get "File exists", in Windows delete c:\alchemy\bin\llvm-stub.exe.lnk and do #16 again because it won't overwrite the existing symlink.

17. Checkpoint test time. Type "cd $ALCHEMY_HOME/samples/stringecho" to navigate to a test project directory. Now type "alc-on; which gcc" which should print "/cygdrive/c/alchemy/achacks/gcc"

Now type: gcc stringecho.c -O3 -Wall -swc -o stringecho.swc

You should get this:

Quote:
$ gcc stringecho.c -O3 -Wall -swc -o stringecho.swc
WARNING: While resolving call to function 'main' arguments were dropped!

2544.achacks.swf, 363806 bytes written
frame rate: 60
frame count: 1
69 : 4
72 : 363736
76 : 33
1 : 0
0 : 0
frame rate: 24
frame count: 1
69 : 4
77 : 506
64 : 31
63 : 16
65 : 4
9 : 3
41 : 26
82 : 471
1 : 0
0 : 0
adding: catalog.xml (deflated 75%)
adding: library.swf (deflated 61%)


18. Unzip Michael Rennie's source code into C:\alchemy\samples\mkr3142-QuakeFlash-774702f folder

19. Navigate to the quakeswf folder by doing "cd $ALCHEMY_HOME\samples\mkr3142-QuakeFlash-774702f\mkr3142-QuakeFlash-774702f\quakeswf" (Cygwin has path autocomplete if you type a couple of characters).

20. Compilation step 1: Type "make -f makeswc". Let the compile stage 1 begin. This takes several minutes.

You will get output like this:

Quote:
$ make -f makeswc
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/nonintel.c -o nonintel.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/net_vcr.c -o net_vcr.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/net_main.c -o net_main.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/net_loop.c -o net_loop.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/net_dgrm.c -o net_dgrm.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/model.c -o model.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/menu.c -o menu.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/mathlib.c -o mathlib.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/keys.c -o keys.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/host_cmd.c -o host_cmd.o
../../WinQuake/host_cmd.c: In function 'Host_Say':
../../WinQuake/host_cmd.c:1058: warning: pointer targets in passing argument 1 o
f 'sprintf' differ in signedness
../../WinQuake/host_cmd.c:1060: warning: pointer targets in passing argument 1 o
f 'sprintf' differ in signedness
../../WinQuake/host_cmd.c:1062: warning: pointer targets in passing argument 1 o
f 'Q_strlen' differ in signedness
../../WinQuake/host_cmd.c:1066: warning: pointer targets in passing argument 1 o
f 'strcat' differ in signedness
../../WinQuake/host_cmd.c:1067: warning: pointer targets in passing argument 1 o
f 'strcat' differ in signedness
../../WinQuake/host_cmd.c: In function 'Host_Give_f':
../../WinQuake/host_cmd.c:1531: warning: unused variable 'w'
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/host.c -o host.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/draw.c -o draw.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/d_zpoint.c -o d_zpoint.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/d_vars.c -o d_vars.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/d_surf.c -o d_surf.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/d_sprite.c -o d_sprite.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/d_sky.c -o d_sky.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/d_scan.c -o d_scan.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/d_polyse.c -o d_polyse.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/d_part.c -o d_part.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/d_modech.c -o d_modech.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/d_init.c -o d_init.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/d_fill.c -o d_fill.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/d_edge.c -o d_edge.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/cvar.c -o cvar.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/crc.c -o crc.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/console.c -o console.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/common.c -o common.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/cmd.c -o cmd.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/cl_tent.c -o cl_tent.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/cl_parse.c -o cl_parse.o
../../WinQuake/cl_parse.c: In function 'CL_ParseUpdate':
../../WinQuake/cl_parse.c:338: warning: unused variable 'skin'
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/cl_main.c -o cl_main.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/cl_input.c -o cl_input.o
../../WinQuake/cl_input.c: In function 'CL_KeyState':
../../WinQuake/cl_input.c:181: warning: suggest explicit braces to avoid ambiguo
us 'else'
../../WinQuake/cl_input.c:186: warning: suggest explicit braces to avoid ambiguo
us 'else'
../../WinQuake/cl_input.c:191: warning: suggest explicit braces to avoid ambiguo
us 'else'
../../WinQuake/cl_input.c:196: warning: suggest explicit braces to avoid ambiguo
us 'else'
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/cl_demo.c -o cl_demo.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/chase.c -o chase.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/zone.c -o zone.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/world.c -o world.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/wad.c -o wad.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/view.c -o view.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/sv_user.c -o sv_user.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/sv_phys.c -o sv_phys.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/sv_move.c -o sv_move.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/sv_main.c -o sv_main.o
../../WinQuake/sv_main.c: In function 'SV_SendReconnect':
../../WinQuake/sv_main.c:990: warning: pointer targets in assignment differ in s
ignedness
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/screen.c -o screen.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/sbar.c -o sbar.o
../../WinQuake/sbar.c: In function 'Sbar_MiniDeathmatchOverlay':
../../WinQuake/sbar.c:1169: warning: unused variable 'pic'
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/r_vars.c -o r_vars.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/r_surf.c -o r_surf.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/r_sprite.c -o r_sprite.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/r_sky.c -o r_sky.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/r_part.c -o r_part.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/r_misc.c -o r_misc.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/r_main.c -o r_main.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/r_light.c -o r_light.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/r_efrag.c -o r_efrag.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/r_edge.c -o r_edge.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/r_draw.c -o r_draw.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/r_bsp.c -o r_bsp.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/r_alias.c -o r_alias.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/r_aclip.c -o r_aclip.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/pr_exec.c -o pr_exec.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/pr_edict.c -o pr_edict.o
../../WinQuake/pr_edict.c:392:22: warning: trigraph ??) ignored, use -trigraphs
to enable
../../WinQuake/pr_edict.c:415:22: warning: trigraph ??) ignored, use -trigraphs
to enable
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/pr_cmds.c -o pr_cmds.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/sys_null.c -o sys_null.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/vid_null.c -o vid_null.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/cd_null.c -o cd_null.o
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/in_null.c -o in_null.o
../../WinQuake/in_null.c:57:1: warning: "/*" within comment
../../WinQuake/in_null.c:70:1: warning: "/*" within comment
../../WinQuake/in_null.c:118:1: warning: "/*" within comment
../../WinQuake/in_null.c:166:1: warning: "/*" within comment
../../WinQuake/in_null.c:183:1: warning: "/*" within comment
../../WinQuake/in_null.c:200:3: warning: "/*" within comment
../../WinQuake/in_null.c:209:1: warning: "/*" within comment
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/snd_dma.c -o snd_dma.o
../../WinQuake/snd_dma.c: In function 'SND_Spatialize':
../../WinQuake/snd_dma.c:407: warning: unused variable 'rdist'
../../WinQuake/snd_dma.c:407: warning: unused variable 'ldist'
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/snd_mix.c -o snd_mix.o
../../WinQuake/snd_mix.c: In function 'SND_PaintChannelFrom8':
../../WinQuake/snd_mix.c:384: warning: pointer targets in assignment differ in s
ignedness
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/snd_mem.c -o snd_mem.o
../../WinQuake/snd_mem.c: In function 'FindNextChunk':
../../WinQuake/snd_mem.c:215: warning: pointer targets in passing argument 1 of
'Q_strncmp' differ in signedness
../../WinQuake/snd_mem.c: In function 'GetWavinfo':
../../WinQuake/snd_mem.c:265: warning: pointer targets in passing argument 1 of
'Q_strncmp' differ in signedness
../../WinQuake/snd_mem.c:306: warning: pointer targets in passing argument 1 of
'strncmp' differ in signedness
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O
3 -c ../../WinQuake/net_none.c -o net_none.o
export ACHACKS_TMPS=0; cd Release; gcc nonintel.o net_vcr.o net_main.o net_loop.
o net_dgrm.o model.o menu.o mathlib.o keys.o host_cmd.o host.o draw.o d_zpoint.o
d_vars.o d_surf.o d_sprite.o d_sky.o d_scan.o d_polyse.o d_part.o d_modech.o d_
init.o d_fill.o d_edge.o cvar.o crc.o console.o common.o cmd.o cl_tent.o cl_pars
e.o cl_main.o cl_input.o cl_demo.o chase.o zone.o world.o wad.o view.o sv_user.o
sv_phys.o sv_move.o sv_main.o screen.o sbar.o r_vars.o r_surf.o r_sprite.o r_sk
y.o r_part.o r_misc.o r_main.o r_light.o r_efrag.o r_edge.o r_draw.o r_bsp.o r_a
lias.o r_aclip.o pr_exec.o pr_edict.o pr_cmds.o sys_null.o vid_null.o cd_null.o
in_null.o snd_dma.o snd_mix.o snd_mem.o net_none.o -O3 -swc -o quake.swc
WARNING: While resolving call to function 'main' arguments were dropped!

2296.achacks.swf, 1972726 bytes written
frame rate: 60
frame count: 1
69 : 4
72 : 1972661
76 : 28
1 : 0
0 : 0
frame rate: 24
frame count: 1
69 : 4
77 : 506
64 : 31
63 : 16
65 : 4
9 : 3
41 : 26
82 : 471
1 : 0
0 : 0
converting to DOS line endings
catalog.xml: done.
adding: catalog.xml (deflated 76%)
adding: library.swf (deflated 76%)
cp Release/quake.swc lib/quake.swc

Main@Main-PC /cygdrive/c/alchemy/samples/mkr3142-QuakeFlash-774702f/mkr3142-Quak
eFlash-774702f/quakeswf


21. Install FlashDevelop. Configure it (Instructions). Copy Quake pak0.pak to the embed folder under quakeswf (C:\alchemy\samples\mkr3142-QuakeFlash-774702f\mkr3142-QuakeFlash-774702f\quakeswf\embed). Recommended to copy the c:\flex_sdk_3.2.0.3958 folder to "c:\Program Files\FlashDevelop\Tools\flexsdk" for FlashDevelop Setup. Then build!

22. My compiled Quake.swf goes through the loading process and then crashes. Hmmmm. I suspect it's the quake.swc.


Last edited by Baker on Thu Dec 03, 2009 7:19 pm; edited 29 times in total
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Spirit



Joined: 20 Nov 2004
Posts: 476

PostPosted: Wed Dec 02, 2009 11:45 am    Post subject: Reply with quote

There is no harm in installing .NET. If you are fine using Flash I do not see any reason to "have feelings against it" either.
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Wed Dec 02, 2009 11:53 am    Post subject: Reply with quote

Spirit wrote:
There is no harm in installing .NET. If you are fine using Flash I do not see any reason to "have feelings against it" either.


My "favorite" machine is a 2002 Dell 2.0 Ghz with a 30 GB hard drive [and 2nd 80 GB hard drive, but .NET will want to be on CSmile. Methinks .NET 2.0 is a huge fatty (1 GB or more?).

I think .NET is a dinosaur of an idea, is almost exclusively used to write kludgy business applications and has no true future in a world where phones and multiplatform applications and smaller devices will dominate. Although I hate online web applications, their slimmer and higher performance descendents will be a large part of the future and .NET isn't going there either.

It is slow and interpreted, runs only on Windows and apps using it take forever to load. That's a future that isn't what I want.

I don't want it on my hard drive Wink

re: Flash

I agree with your anti-flash sentiments to some extent.

At the same time, why have the capability to compile and mod on as many platforms as possible and let a modder decide and test ideas.

You can't rule out the idea that someone will find an excellent use for it. At worst, it may be an easy way for someone to showcase their work.
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Spirit



Joined: 20 Nov 2004
Posts: 476

PostPosted: Wed Dec 02, 2009 1:09 pm    Post subject: Reply with quote

According to http://www.microsoft.com/downloads/details.aspx?familyid=0856eacb-4362-4b0d-8edd-aab15c5e04f5&displaylang=en it is "just" 300MB. I use several apps built with it on Windows so I need it. I always liked those apps so I cannot say bad things. I am very much against it generally because of the patent issues (as in Mono) of course.

If this really is the only thing keeping you from having fun with Flash Quake, I'd say "bite into the foul apple". Smile
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