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One day while porting a mod made in 2012...
https://www.quake3world.com/forum/viewtopic.php?f=16&t=52367
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Author:  tw1sted1 [ 09-17-2016 08:16 PM ]
Post subject:  One day while porting a mod made in 2012...

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?

Author:  tw1sted1 [ 09-18-2016 01:26 PM ]
Post subject:  Re: One day while porting a mod made in 2012...

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...

Author:  tw1sted1 [ 09-18-2016 01:27 PM ]
Post subject:  Re: One day while porting a mod made in 2012...

%.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'

Author:  Eraser [ 09-18-2016 09:15 PM ]
Post subject:  Re: One day while porting a mod made in 2012...

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.

Author:  tw1sted1 [ 09-19-2016 11:34 AM ]
Post subject:  Re: One day while porting a mod made in 2012...

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...

Author:  tw1sted1 [ 09-19-2016 11:53 AM ]
Post subject:  Re: One day while porting a mod made in 2012...

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!

Author:  tw1sted1 [ 09-19-2016 11:55 AM ]
Post subject:  Re: One day while porting a mod made in 2012...

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

Author:  tw1sted1 [ 09-19-2016 07:00 PM ]
Post subject:  Re: One day while porting a mod made in 2012...

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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