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problems in compiling quake
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i think in one of the main header files you can change a definition to not compile the .S files but use .c files instead. you can also download the Visual C++ Processor Pack which is needed to compile the assembler files, which are created from the .S files. The Processor Pack is available somewhere at Microsoft i think.
EDIT: doh, too late...
[edited by - sphinx23 on November 18, 2003 10:42:12 AM]
EDIT: doh, too late...
[edited by - sphinx23 on November 18, 2003 10:42:12 AM]
There are no major changes required.
What you need to do is set the active project to "gas2masm" - iirc, it''s a little pre-processor that just makes the assembly MSVC-friendly. After building gas2masm, you can then go back to compiling WinQuake/glQuake.
If you''re looking into working with glQuake, however, you are probably much better off working with one of the new engines like DarkPlaces (www.icculus.org/twilight/darkplaces). It''s a huge improvement over the original engine - it uses vertex arrays instead of glBegin-style commands, supports Quake 3 maps, has better netcode, skeletal animation, per-pixel lighting (optional, of course), all kinds of neat stuff. Don''t worry about the screenshots on the DP webpage, they''re ancient
Also, check out www.quakesrc.org for tutorials and such if my suggestion doesn''t help. Hell, have a look anyway, it''s a good way to learn how the engine works.
What you need to do is set the active project to "gas2masm" - iirc, it''s a little pre-processor that just makes the assembly MSVC-friendly. After building gas2masm, you can then go back to compiling WinQuake/glQuake.
If you''re looking into working with glQuake, however, you are probably much better off working with one of the new engines like DarkPlaces (www.icculus.org/twilight/darkplaces). It''s a huge improvement over the original engine - it uses vertex arrays instead of glBegin-style commands, supports Quake 3 maps, has better netcode, skeletal animation, per-pixel lighting (optional, of course), all kinds of neat stuff. Don''t worry about the screenshots on the DP webpage, they''re ancient
Also, check out www.quakesrc.org for tutorials and such if my suggestion doesn''t help. Hell, have a look anyway, it''s a good way to learn how the engine works.
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