[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 112: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 112: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 112: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 112: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 112: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 112: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 112: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 112: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 112: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 112: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 112: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4787: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3922)
[phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4789: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3922)
[phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4790: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3922)
[phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4791: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3922)
InsideQC Forums • View topic - QuakeForge 0.7.2 released.

QuakeForge 0.7.2 released.

Discuss anything not covered by any of the other categories.

Moderator: InsideQC Admins

QuakeForge 0.7.2 released.

Postby taniwha » Wed Jan 23, 2013 4:00 am

Leave others their otherness.
http://quakeforge.net/
taniwha
 
Posts: 399
Joined: Thu Jan 14, 2010 7:11 am

Re: QuakeForge 0.7.2 released.

Postby szo » Wed Jan 23, 2013 9:20 am

One thing you should be careful about after adding w64 support is the
socket types and the relevant return codes: socket() returns SOCKET
type which is actually an uintptr_t, however the quake code assumes
signed int32 everywhere which does work for w32 but not necessarily
for w64. My solution to this mess was adding a sys_socket_t type and
several macros in uhexen2 and in quakespasm as an additional mess.
See my net_sys.h:
http://uhexen2.svn.sourceforge.net/view ... iew=markup

BTW, you still seem to be supporting svgalib: hail to all dinosours
like me out there:) There are a few gotchas in it though, I remember
that I sent some patches to you but can't find the original mail. If
you are interested, see uhexen2 svn revs. 4510, 4513 and 4514.



szo
 
Posts: 132
Joined: Mon Dec 06, 2010 4:42 pm

Re: QuakeForge 0.7.2 released.

Postby sock » Wed Jan 23, 2013 10:45 am

I think you should keep all of the QF release threads together, otherwise you are going to swamp this forum with new topics and lose feedback between different threads. Also if you want me to test without doing a big point release, then PM.

* Downloaded the 32bit client for windows
* Still confusing the website, I would prefer graphical buttons, a wall of text is difficult to see especially if you browse with 1920x1080 screen resolutions.
* Engine still missing a graphical icon, default is terrible and easy to lose in a list of directory items. This is a big thing on windows platforms.
* The menu being split into separate files is just annoying, I can't understand why you are doing this.
* Moved the engine to the root of my quake directory, started engine, missing menus :?
* Moved the menu files (menu.dat.gz, menu.plist) to ID1 directory, start engine, plays demos
* Menu now active, still got crazy tiny window. Can't resize window by edge of window.
* Go to the video menu and no option to set size of window, only full screen which does not work
* Try console commands for changing video mode, nothing works, try adding to shortcut, still no difference.
* setup shortcut for my MOD with command line parameter (-heapsize 64000 -game shadows)
* start engine, no menu and tiny window.
* Move menu files to the MOD directory and start engine, press escape for menu, fatal error 'bad con_keydest'
* Start engine again and press console key first and then press escape, got a menu!
* Start a new game with the start menu and spawn facing 0 angle, should be 45 angle.
* Difficult to do anymore tests because the window is too tiny

Things that are frustrating
* Lack of video controls, why are all the video modes removed on the menu?
* Full screen still produces an error on the console. The option of full or tiny window is not enough.
* Video console commands don't seem to do anything (vid_width, vid_height, vid_restart, vid_fullscreen)
* Put the menu files inside of the exe. Why would anyone want them separate? What feature is this?

Things that should be features
* Graphical icons for engine exe so it is easier to see where it is in the directory
* readme file with instructions of what to do, still guessing and sort of know from last time (not good for someone new)
* Why include a second large QW client? This download file is larger than the whole of the shareware game!

Unfortunately there is not much I can do without a large window to see what I am doing.
Also config file is still working for other engines which is awesome! :)
Well he was evil, but he did build a lot of roads. - Gogglor
User avatar
sock
 
Posts: 137
Joined: Thu Aug 23, 2012 7:16 pm
Location: Wandering Around

Re: QuakeForge 0.7.2 released.

Postby taniwha » Wed Jan 23, 2013 11:49 am

Leave others their otherness.
http://quakeforge.net/
taniwha
 
Posts: 399
Joined: Thu Jan 14, 2010 7:11 am

Re: QuakeForge 0.7.2 released.

Postby sock » Wed Jan 23, 2013 12:29 pm

Well he was evil, but he did build a lot of roads. - Gogglor
User avatar
sock
 
Posts: 137
Joined: Thu Aug 23, 2012 7:16 pm
Location: Wandering Around

Re: QuakeForge 0.7.2 released.

Postby taniwha » Wed Jan 23, 2013 1:42 pm

Leave others their otherness.
http://quakeforge.net/
taniwha
 
Posts: 399
Joined: Thu Jan 14, 2010 7:11 am

Re: QuakeForge 0.7.2 released.

Postby sock » Wed Jan 23, 2013 2:26 pm

Well he was evil, but he did build a lot of roads. - Gogglor
User avatar
sock
 
Posts: 137
Joined: Thu Aug 23, 2012 7:16 pm
Location: Wandering Around

Re: QuakeForge 0.7.2 released.

Postby revelator » Wed Jan 23, 2013 5:56 pm

if you need code for making an iconized exe via makefiles i c an provide that :) its very easy.

in makefile.in drop something like this

vpath %.rc @top_builddir@res //resource file for the icon *.rc
resdir = @top_builddir@res // where its placed in the source

and the build rule

# Rule to make compiled resource (Windows)
%-rc.o: %.rc
windres --include-dir $(resdir) -i $< -o $@

repeat the above in the makefile.in for all exe's you want to have an icon

and heres an example rc resource file "from my realm engine" most msvc resource types work fine with windres ;)

// Microsoft Visual C++ generated resource script.
//
#include "resource.h"

#define APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 2 resource.
//
#include "afxres.h"

/////////////////////////////////////////////////////////////////////////////
#undef APSTUDIO_READONLY_SYMBOLS

/////////////////////////////////////////////////////////////////////////////
// English (U.S.) resources

#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
#if defined(_WIN32)
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
#pragma code_page(1252)
#endif //_WIN32

#ifdef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// TEXTINCLUDE
//

1 TEXTINCLUDE
BEGIN
"resource.h\0"
END

2 TEXTINCLUDE
BEGIN
"#include ""afxres.h""\r\n"
"\0"
END

3 TEXTINCLUDE
BEGIN
"\r\n"
"\0"
END

#endif // APSTUDIO_INVOKED


/////////////////////////////////////////////////////////////////////////////
//
// Icon
//

// Icon with lowest ID value placed first to ensure application icon
// remains consistent on all systems.
IDI_ICON2 ICON "Realm.ico"

/////////////////////////////////////////////////////////////////////////////
//
// Dialog
//

IDD_DIALOG1 DIALOGEX 0, 0, 113, 35
STYLE DS_SETFONT | DS_SETFOREGROUND | DS_3DLOOK | DS_CENTER | WS_POPUP |
WS_BORDER
EXSTYLE WS_EX_TOPMOST
FONT 10, "Arial", 400, 0, 0x0
BEGIN
CONTROL 111,IDC_STATIC,"Static",SS_BITMAP,0,0,113,35
END

IDD_PROGRESS DIALOGEX 0, 0, 333, 45
STYLE DS_SETFONT | DS_MODALFRAME | DS_SETFOREGROUND | DS_3DLOOK | DS_CENTER |
WS_POPUP | WS_VISIBLE
EXSTYLE WS_EX_TOOLWINDOW | WS_EX_CLIENTEDGE
FONT 8, "MS Sans Serif", 0, 0, 0x1
BEGIN
LTEXT "Creating 15 bit inverse palette. This is only done once, so just be patient for the next 30-60 seconds.",
IDC_STATIC,7,19,319,10
CONTROL "Progress1",IDC_PROGRESS,"msctls_progress32",0x0,7,29,
319,11
LTEXT "Starting Quake...",IDC_STATIC,7,4,54,8
END


/////////////////////////////////////////////////////////////////////////////
//
// DESIGNINFO
//

#ifdef APSTUDIO_INVOKED
GUIDELINES DESIGNINFO
BEGIN
IDD_DIALOG1, DIALOG
BEGIN
TOPMARGIN, 6
HORZGUIDE, 6
HORZGUIDE, 28
HORZGUIDE, 29
END
END
#endif // APSTUDIO_INVOKED


/////////////////////////////////////////////////////////////////////////////
//
// String Table
//

STRINGTABLE
BEGIN
IDS_STRING1 "WinQuake"
END

#endif // English (U.S.) resources
/////////////////////////////////////////////////////////////////////////////


/////////////////////////////////////////////////////////////////////////////
// English (Ireland) resources

#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENI)
#if defined(_WIN32)
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_EIRE
#pragma code_page(1252)
#endif //_WIN32

/////////////////////////////////////////////////////////////////////////////
//
// Bitmap
//

IDB_BITMAP1 BITMAP "splash256.bmp"
IDB_BITMAP2 BITMAP "Res\\particlefont.bmp"
IDB_BITMAP3 BITMAP "Res\\crosshairfont.bmp"
IDB_BITMAP4 BITMAP "Res\\watercaustic.bmp"
IDB_BITMAP6 BITMAP "Res\\alphaskytexture.bmp"
IDB_BITMAP7 BITMAP "Res\\solidskytexture.bmp"
#endif // English (Ireland) resources
/////////////////////////////////////////////////////////////////////////////



#ifndef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 3 resource.
//


/////////////////////////////////////////////////////////////////////////////
#endif // not APSTUDIO_INVOKED

now include the compiled object from the above makefile.in rule to all the other objects and viola you now have an icon on the beats :)
Productivity is a state of mind.
User avatar
revelator
 
Posts: 2605
Joined: Thu Jan 24, 2008 12:04 pm
Location: inside tha debugger

Re: QuakeForge 0.7.2 released.

Postby revelator » Wed Jan 23, 2013 6:00 pm

Productivity is a state of mind.
User avatar
revelator
 
Posts: 2605
Joined: Thu Jan 24, 2008 12:04 pm
Location: inside tha debugger

Re: QuakeForge 0.7.2 released.

Postby mh » Wed Jan 23, 2013 6:58 pm

My experience is that people don't read readmes. You could write "I am a fish" in one over and over and nobody would know. The perfect place to store your confidential info is in a file named "readme", actually. Joke.

I personally wouldn't bother with a Win64 build. 64-bit Windows will run a 32-bit program perfectly fine (so long as it contains no 16-bit code; aside from that it's even happy with asm in a 32-bit program) and it's not as if Quake actually needs the extra address space that a 64-bit build would offer. So just providing a 32-bit Windows build is actually quite sufficient.
User avatar
mh
 
Posts: 2292
Joined: Sat Jan 12, 2008 1:38 am

Re: QuakeForge 0.7.2 released.

Postby taniwha » Thu Jan 24, 2013 12:53 am

Leave others their otherness.
http://quakeforge.net/
taniwha
 
Posts: 399
Joined: Thu Jan 14, 2010 7:11 am

Re: QuakeForge 0.7.2 released.

Postby Spike » Thu Jan 24, 2013 1:15 am

ditch the 'bin' directory. a windows user will likely think its literally rubbish and just delete it (at least if they're familiar with non-us-english dialects).
add a '64' or something to your 64bit build or users will get confused by being asked to overwrite. remember, your average windows user doesn't even know what a file is. and certainly doesn't know the difference between an exe and a zip...

a noticable portion of windows users will give up when they don't get icons magically appearing on their desktop, quicklaunch stuff, and start menu...
thankfully most quake players expect to have to figure out a few things first. its the potential new players that I despair about.
.
Spike
 
Posts: 2914
Joined: Fri Nov 05, 2004 3:12 am
Location: UK

Re: QuakeForge 0.7.2 released.

Postby taniwha » Thu Jan 24, 2013 1:24 am

That sounds like a strong argument in favor of writing an installer/front-end.
Leave others their otherness.
http://quakeforge.net/
taniwha
 
Posts: 399
Joined: Thu Jan 14, 2010 7:11 am

Re: QuakeForge 0.7.2 released.

Postby leileilol » Thu Jan 24, 2013 1:57 am

leileilol
 
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: QuakeForge 0.7.2 released.

Postby revelator » Thu Jan 24, 2013 9:41 am

Yup that would be better was just an example from a gnuwin32 source :)
the main thing is that resources are just handled the same as any other object compiled in the difference being that it uses a different compiler "windres" to create the object.
Productivity is a state of mind.
User avatar
revelator
 
Posts: 2605
Joined: Thu Jan 24, 2008 12:04 pm
Location: inside tha debugger

Next

Return to General Discussion

Who is online

Users browsing this forum: No registered users and 1 guest