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IoQuake Compile
Posted: Sun Feb 22, 2009 3:24 pm
by TheSte
Hi all....
I'm too confused cause I ve compiled successfully the source but now I don't know how to use them to play my standalone....I ve got the 3 dll's and the exe
Re: IoQuake Compile
Posted: Sun Feb 22, 2009 4:36 pm
by ^misantropia^
Be a bit more specific. Do you get errors and if so, what?
Re: IoQuake Compile
Posted: Sun Feb 22, 2009 4:50 pm
by TheSte
I don't get errors....I m only a bit confused cause....I want to change some strings in the UI and I did it....I compiled all projects and finally I get the dlls (uix86, gamex86, cgamex86, qagamex86) and the ioquake3.exe...I want to try my game....what must I do?
Re: IoQuake Compile
Posted: Sun Feb 22, 2009 7:04 pm
by ^misantropia^
Ah, I see. Q3 (and ioquake3) by default loads QVMs, not DLLs, but start the game with '+set sv_pure 0 +set vm_game 0 +set vm_cgame 0 +set vm_ui 0' and you should see your changes.
Re: IoQuake Compile
Posted: Sun Feb 22, 2009 8:04 pm
by TheSte
ok I got it....but I ve read that I must copy the dlls in the baseq folder of QUAKE 3 (not ioquake) and swap the quake3.exe with my ioquake.exe and put the sdl.dll in it.....sorry but I try to explain u...I m desperate xD
edit: i'll try to explain the order of files:
>Quake 3
>ioquake.exe
>sdl.dll
>>baseq
>>pak0.pk3
>>gamex86.dll
>>.....dll
Re: IoQuake Compile
Posted: Sun Feb 22, 2009 8:24 pm
by ^misantropia^
Yep, the DLLs go into your baseq3 folder. No need to swap quake3.exe, just drop ioquake3.exe and sdl.dll in the 'Quake III Arena' folder, then run the IOQ3 executable.
Re: IoQuake Compile
Posted: Sun Feb 22, 2009 8:32 pm
by TheSte
ok...it work...but the UI is the same as the old quake 3...I ve changed the string THE CD KEY APPEARS VALID THANK U....in another string....but the changes hasn't been applied
Re: IoQuake Compile
Posted: Sun Feb 22, 2009 9:22 pm
by ^misantropia^
Post a dump of the console here (/condump condump.txt)
Re: IoQuake Compile
Posted: Sun Feb 22, 2009 10:19 pm
by TheSte
sorry 4 the idiot question but never use this command before...where does it save the log?
Re: IoQuake Compile
Posted: Tue Feb 24, 2009 1:49 pm
by TheSte
I make a photo of the piece of code about UI...

Re: IoQuake Compile
Posted: Tue Feb 24, 2009 4:04 pm
by ^misantropia^
The dump is written to your baseq3 or mod folder. It appears your DLL loaded okay. Which file did you edit, ui/main.c or q3_ui/ui_cdkey.c? In most cases it's the latter you want.
Re: IoQuake Compile
Posted: Tue Feb 24, 2009 4:40 pm
by TheSte
UI_CDKEY.c
i've searched but the dump doesn't exist...
ther is a piece of dump that o's interesting... it says
WARNING: pak1.pk3 is present but its checksum (1260931041) is not correct. please re install the point release....but which point release?
Re: IoQuake Compile
Posted: Tue Feb 24, 2009 6:40 pm
by ^misantropia^
PR 1.32. On a side note: are you sure your Q3A directory (and subdirectories) are writable?
Re: IoQuake Compile
Posted: Tue Feb 24, 2009 7:35 pm
by TheSte
Yep, I'm the only user in this PC....I m the admin...the pak1.pk3 contains a model I ve made....I tryes to re install the PR but it doesn't change....
Re: IoQuake Compile
Posted: Wed Feb 25, 2009 9:09 am
by ^misantropia^
Ah, I see. Rule #1 of Q3 modding: don't alter the original PK3 files. Delete pak1.pk3 and reinstall the 1.32 PR.
Re: IoQuake Compile
Posted: Wed Feb 25, 2009 3:17 pm
by TheSte
kk it disappeared....but the main problem doesn't change.....is possible that another ui file has OVERWRITTED my uix86.dll?
does overwritted exist in english vocabulary xD ?
Re: IoQuake Compile
Posted: Wed Feb 25, 2009 5:47 pm
by ^misantropia^
No, but 'overwritten' is. Are you compiling with mingw or Visual Studio? And the latter case, what's the name of the project you are building?
Re: IoQuake Compile
Posted: Wed Feb 25, 2009 6:10 pm
by TheSte
is Visual Studio (VC++ express ed) and the solution's name is ioq3 with 5 projects...
cgame
game
q3_ui
quake3
ui (NOT compiled)
Re: IoQuake Compile
Posted: Wed Feb 25, 2009 8:09 pm
by ^misantropia^
Hmm, things ought to work then. Quick sanity check: add the below code at the top of G_RunFrame() in code/game/g_main.c:
Compile and run. Does it spam the console with that message?
Re: IoQuake Compile
Posted: Wed Feb 25, 2009 10:42 pm
by TheSte
NO IT DOESN'T WORKS....I think that's a "good" news...I'm going sleep now...see u tomorrow....
ps: thanks man...U re very kind and patient with me... Very nice person...Thx another time
sorry I ve just seen a thing...in the src of IoQuake in UI_GameInfo I read the game type ONEFLAG OVERLOAD HARVESTER...but in the release of IoQuake it don't exist!! why that? (it exist in openarena)
Re: IoQuake Compile
Posted: Fri Feb 27, 2009 7:17 pm
by TheSte
xD xD xD xD I DID IT!!!! but please don't kill me...xD....I put the ioquake.exe and the dlls in the quake 3 arena folder not in the ioquake3 folder xD....but can u answer at my question of the gametypes?...xD I m happy!!!
Re: IoQuake Compile
Posted: Sat Feb 28, 2009 3:32 am
by ^misantropia^
Something must've slipped me by. Game types?
Re: IoQuake Compile
Posted: Sat Feb 28, 2009 12:12 pm
by AnthonyJ
Harvester, One Flag CTF etc are the Team Arena (missionpack) gametypes. You cannot play them with standard Q3 data, but if you have TA then you can play them. IOQ3 presumably should load the missionpack without problem.
Be careful not to get confused by the fact that there are 2 very different UI projects - one is from TA, and the other is from baseq3. The game/cgame projects are shared between TA/baseq3, but are just built with different options (MISSIONPACK is defined in the TA configs).
Re: IoQuake Compile
Posted: Sun Mar 01, 2009 12:56 pm
by TheSte
thank you for the informazion...i'll write here if there will any problems...