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Topic Starter Topic: One day while porting a mod made in 2012...

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Joined: 16 Sep 2016
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PostPosted: 09-17-2016 08:16 PM           Profile Send private message  E-mail  Edit post Reply with quote


Hello, I've had a good start on the ioq3 website getting this mod compiled. It actually worked... sort of... and was making good progress porting a mod from 2012. I'd found things had changed in ioq3 from then till now... I've had a lot of success with my own mod, but experience with lcc in dos only.
So, here's the problem. I'm in cygwin and using gcc...
The final step was to add three new files, two to cgame, and one to game.
I got an error and found a similar problem in a post from this site back in 2012 -Topic: Merging baseq3 and missionpack builds into one...
My error '*** no rule to make target' was similar, and using the command the ^misantropia^ suggested, `find build/ -name cg_loop.d` indeed found no file, and showed me where these .d files are. Looking at them, I am mystified.
How does one go about constructing a new '.d' and '.o' files so the makefile will find the 'rule' for cg_loop.c and finish compiling?




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Joined: 16 Sep 2016
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PostPosted: 09-18-2016 01:26 PM           Profile Send private message  E-mail  Edit post Reply with quote


I've seen this type of question posted a few times... never an answer over the years. I assume it's either too simple or too hard to answer... or the right person isn't seeing the post. I found this, and plopped it in the makefile, but it didn't do what it said it would do, and make .o and .d files out of .c files...




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PostPosted: 09-18-2016 01:27 PM           Profile Send private message  E-mail  Edit post Reply with quote


%.d: %.c
@set -e; rm -f $@; \
$(CC) -M $(CPPFLAGS) $< > $@.$$$$; \
sed 's,\($*\)\.o[ :]*,\1.o $@ : ,g' < $@.$$$$ > $@; \
rm -f $@.$$$$

it was on the GNU website about 'pattern rules'




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Cool #9
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Joined: 01 Dec 2000
Posts: 41818
PostPosted: 09-18-2016 09:15 PM           Profile   Send private message  E-mail  Edit post Reply with quote


No one is really posting here anymore. Most people that have some experience with modding q3 have moved on and haven't returned. That's why you aren't getting any answers.




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Grunt
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Joined: 19 Sep 2012
Posts: 60
PostPosted: 09-19-2016 02:57 AM           Profile Send private message  E-mail  Edit post Reply with quote


To me it's not clear what your problem actually is! Probably because of my bad english.
If I do you get right, you want to add two new files to you code.
If this is the case, than you have to add them into your 'makefile' (assuming you are using ioquake3). If you are using vanilla Q3 codebase you need to add the files into your '.bat' files.
Hmm, maybe I do understand you wrong, because I have no idea what 'Merging baseq3 and missionpack builds into one' has to do with Cygwin?

Some links: Here is the (ioquake3) makefile where you must add your new code files: https://github.com/ioquake/ioq3/blob/ma ... file#L2250
You can use MSVC or any other text editor to add a line like so: $(B)/$(BASEGAME)/cgame/cg_loop.o \ to all the files that get compiled by Cygwin.
And here is the Cygwin guide: http://discourse.ioquake.org/t/how-to-b ... cygwin/223

The old method of compiling qvm (mods) for Q3a with ICC/.bat files is something completely different. I'm in doubt you will find the 'only-working-files-to-compile-qvms-for-noobs' anymore. The were made by LordHavoc iirc.
Thats was more than 10 years ago! Imho, thats the reason why you should switch to ioquake3...

Sorry if this doesn't help, my english is too bad to exactly understand what your problem is!




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PostPosted: 09-19-2016 11:34 AM           Profile Send private message  E-mail  Edit post Reply with quote


Thanks for the update. I posted to this site, because that's where the mod was originally discussed. I'll leave it for posterity since others have asked a similar question...




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Grunt
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Joined: 19 Sep 2012
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PostPosted: 09-19-2016 11:43 AM           Profile Send private message  E-mail  Edit post Reply with quote


Probably you'll receive more help if you don't keep it as a secret of which mod you are talking about? Name of the mod? Link to the code? Site where mod is discussed?




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PostPosted: 09-19-2016 11:53 AM           Profile Send private message  E-mail  Edit post Reply with quote


It's not a mod that has been released. But it was referenced here as 6dof... the author was working on 6 degrees of freedom movement like a plane or spaceship... a Descent kinda mod... using quaternion functions.
Appreciate the input, I was pulling my hair out through the weekend.
ToKu, your english is fine. Cygwin is what I've been using for about a week.
The answer may have been going back to MinGW... or the way I have it installed, (been having issues with just the plain install).
I did what you suggested...
$(B)/$(BASEGAME)/cgame/cg_loop.o \ to files in Cygwin, but it wouldn't create the .o and .d files automatically.
MinGW seems to have done this and it looks like were making progress.
I didn't need much help, just a nudge in the right direction. Thanks!




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PostPosted: 09-19-2016 11:55 AM           Profile Send private message  E-mail  Edit post Reply with quote


P.S. it was originally discussed here... the work is pure genious and I got it compiled to the point where I can move around a level and do loop the loops and tilt like I'm a plane. My hope is just to get this to work in spectator mode... just a touch to finish of Pwrgunsv4 :)

viewtopic.php?f=16&t=48636




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Joined: 16 Sep 2016
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PostPosted: 09-19-2016 07:00 PM           Profile Send private message  E-mail  Edit post Reply with quote


Almost forgot... since you asked, here's another post...

http://quake3world.com/forum/viewtopic. ... 6&p=951379

Looks like there was quite a bit of discussion, I can't tell if it ever went anywhere besides this guy achieving his goal.




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