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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Tue Jan 05, 2010 11:10 am Post subject: |

If you have time and the bandwidth to do it, I wouldn't mind taking a look. That error 255 has me baffled. I've seen a lot of forum threads dealing with cygwin users that seem to get it but I've never seen an actual resolution. Also weird that the sample compiles but QuakeFlash doesn't.

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Tue Jan 05, 2010 11:58 am Post subject: |

FrikaC wrote:
If you have time and the bandwidth to do it, I wouldn't mind taking a look. That error 255 has me baffled. I've seen a lot of forum threads dealing with cygwin users that seem to get it but I've never seen an actual resolution. Also weird that the sample compiles but QuakeFlash doesn't.

Alrighty then, I hope you plan to make something awesome!
I'll create a unified cleanroom-tested easy setup for the swc [engine compiling] portion. That other part is simple.
/has so-called "unlimited" bandwidth with el cheapo 1and1.com hosting acct

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Tue Jan 05, 2010 4:36 pm Post subject: |

FrikaC wrote:
If you have time and the bandwidth to do it, I wouldn't mind taking a look. That error 255 has me baffled. I've seen a lot of forum threads dealing with cygwin users that seem to get it but I've never seen an actual resolution. Also weird that the sample compiles but QuakeFlash doesn't.

Ok ...
Huge Cygwin + Alchemy + Flex + FlashQuake compile and go file: Download 686 MB
I had to use upload resume on the file a couple of times, so I'm hoping the RAR is valid. FTP File resume has never failed me yet, but I don't completely trust it.
You should be able to compile with this very abbreviated process:

Quote:
0. Extract the 3 folders in the RAR to c:\ so that you have c:\alchemy and c:\cygwin and c:\flex_whatever (this RAR has the cygwin environmental variables setup so the folders need to be c:\alchemy and c:\cygwin and c:\flex_whatever_those_numbers_are)
1. Start Cygwin c:\cygwin\cygwin.bat
2. Type:

Quote:
alc-on cd $ALCHEMY_HOME cd samples cd FlashQuakeV2 cd quakeswf
make -f makeswc

Engine compile is complete (quake.swc is final engine compiled output file).

To build the FlashQuake.swf:
You might use the Flex Installer (yes, even though I included it in the zip, it might do registry entries that FlashDevelop needs, but I don't think it does ... I recall it being a straight unzip) and install the Flash 10 Debug Player and install FlashDevelop and then double click on the c:\alchemy\samples\FlashQuakeV2\quakeswf\QuakeFlash.as3proj and then press F8 to build.
To setup the FlashDevelop environment:

Quote:
21. Install FlashDevelop. Configure it (Instructions). Copy Quake pak0.pak to the embed folder under quakeswf (C:\alchemy\samples\FlashQuakeV2\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!

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qbism Joined: 04 Nov 2004 Posts: 82 |

Posted: Sat Jan 09, 2010 4:36 pm Post subject: |

...downloading dev kit... Tried http://www.quake-1.com/docs/flashquake/FlashProQuake400_v2.swf Nice to be able to use the mouse! Just have to get used to recentering it occasionally with a click, but much better than holding it down constantly.
tochris might be a port candidate- does great monster interpolation.
_________________
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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Sat Jan 09, 2010 9:51 pm Post subject: |

qbism wrote:
...downloading dev kit... Tried http://www.quake-1.com/docs/flashquake/FlashProQuake400_v2.swf Nice to be able to use the mouse! Just have to get used to recentering it occasionally with a click, but much better than holding it down constantly.
tochris might be a port candidate- does great monster interpolation.

Tochris interpolation, makaqu skybox, fte 24 bit color renderer, makaqu r_wateralpha and possible alpha transparency support ...
Yeah, I've been thinking it over obviously ...
In theory it might be possible to have Java recenter the mouse pointer in combination with FlashQuake for "full mouse support".
I don't feel like researching that and isn't on any imminent to-do list of mine, but I haven't given up on the idea.
http://www.java2s.com/Code/Java/Game/MouselookTest.htm

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qbism Joined: 04 Nov 2004 Posts: 82 |

Posted: Sun Jan 10, 2010 1:21 am Post subject: |

Baker, the download unzipped. Still had to install Cygwin from scratch, couldn't find paths. Followed your config instructions. All the compile steps worked after that (Proquake). But, got error when trying to run the swf: [object AlchemyExit]
at <anonymous>()
at <anonymous>()
at Main/init()[C:\alchemy\samples\FlashQuakeV2\quakeswf\src\Main.as:72]
at flash.display::DisplayObjectContainer/addChildAt()
at Preloader/startup()[C:\alchemy\samples\FlashQuakeV2\quakeswf\src\Preloader.as:112]
at Preloader/checkFrame()[C:\alchemy\samples\FlashQuakeV2\quakeswf\src\Preloader.as:96]
Error window pops up during loading window "8.44 out of 8.45 Mb"
hmmm, I'm using the registered pak0. Maybe need the shareware one...
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Teiman Joined: 03 Jun 2007 Posts: 309 |

Posted: Sun Jan 10, 2010 2:12 am Post subject: |

Thats awesome. The mouse still lose "grip" sometimes, but is near perfection now

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qbism Joined: 04 Nov 2004 Posts: 82 |

Posted: Sun Jan 10, 2010 2:19 am Post subject: |

OK, made it through compiling Proquake flash V2 with the shareware pak. Thanks Baker! _________________ http://qbism.com

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JasonX Joined: 21 Apr 2009 Posts: 92 |

Posted: Mon Jan 11, 2010 2:08 am Post subject: |

Do you have plans of implementing WAD3 in Flash Quake?

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Mon Jan 11, 2010 2:13 am Post subject: |

JasonX wrote:
Do you have plans of implementing WAD3 in Flash Quake?

Yes. But I'll need to port the FTEQW software renderer to obtain this because the present single byte rendering supports all the colors available in a single byte = 8 bits = 256 colors = can't do WAD3. FTEQW's software render has 16 bit color and 32 bit color available.
I want Flash Quake to be able to run skyboxes, Half-Life map format and support alpha if I can pull it off --- for maps like Back2Forwards.
At least in functionality.
FlashQuake really is only ideal for total conversions since anything requiring registered Quake is a no go.

Quote:
I believe that getting a good mouse support would be essential. Shooting with mouse1 is not entirely necessary, WASD and CTRL can be used fine, the problem is the mouse getting out of the game window and having us to re-click to get it centered.

I have a version on my harddrive that I don't know if I posted in this thread that reattaches the mouse if it leaves the Flash window after the mouse reaches 20% of the center of the window again without clicking. It's better than nothing.
I'll be thinking about the mouse more in the future. But keep in mind I have other projects going on to so time frames are not precisely known.
(Other projects: Spike's CSQC porting to other clients, PSP projects like PSP ProQuake and my involvement with the Solitude guys, Kurok activities, Universal Server, a utility I have essentially done that I need to finish for Spirit, etc.)

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JasonX Joined: 21 Apr 2009 Posts: 92 |

Posted: Mon Jan 11, 2010 11:46 am Post subject: |

What about Quake 2 and 3? Can they be ported too?

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Mon Jan 11, 2010 11:58 am Post subject: |

JasonX wrote:
What about Quake 2 and 3? Can they be ported too?

Quake 2 has a software renderer. Technically I bet it is possible. Quake 3 I believe requires hardware acceleration to even exist and if so it's technically impossible.
I think there is probably someone out there attempting to port Quake 2, which wouldn't be surprising really. http://www.google.com/search?q=flash+quake+2
Quake 2 has modest system requirements, a software render so I bet it could be done. In fact, since Michael Rennie ported Quake to Flash, I'd be a little shocked if someone doesn't do this within 6-9 months or much sooner, unless there is something file system dependent or network dependent about Quake 2. (But I have no personal interest in Quake 2 or any non-"Quake 1" Quake except as a source of improved engine functionality).

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qbism Joined: 04 Nov 2004 Posts: 82 |

Posted: Tue Jan 12, 2010 12:08 am Post subject: |

Quote:
I have a version on my harddrive that I don't know if I posted in this thread that reattaches the mouse if it leaves the Flash window after the mouse reaches 20% of the center of the window again without clicking.

Could you please mention where that is or paste a code snip?
in index.html I set width="100%" height="100%" to fit the browser window. Bigger size, and more room for mouse to play.
_________________
http://qbism.com

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Tue Jan 12, 2010 12:29 am Post subject: |

qbism wrote:

Quote:
I have a version on my harddrive that I don't know if I posted in this thread that reattaches the mouse if it leaves the Flash window after the mouse reaches 20% of the center of the window again without clicking.

Could you please mention where that is or paste a code snip?
in index.html I set width="100%" height="100%" to fit the browser window. Bigger size, and more room for mouse to play.

Software renders have no hardware acceleration.
If 100% = 640 x 480, fine. If 100% = 1920 x 1200, a software renderer is going to be really SLOWED down.
Rendering speed of software renders is VERY sensitive to the pixel count, or so I have been led to believe.

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qbism Joined: 04 Nov 2004 Posts: 82 |

Posted: Tue Jan 12, 2010 3:25 am Post subject: |

Sorry two separate issues- 1. code snip for mouse reattach? 2. the scaling is in index.html, the web page. It scales up the flash player to fill the browser window, works well, at least on a decent computer! Replace index.html with the following:

Code:
<embed src="FlashProQuake400_v2.swf" type="application/x-shockwave-flash" allowfullscreen="true" width="100%" height="100%" style="border:3px solid #000;margin-right:5px;margin-bottom:5px; " /></embed>

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