Hi, I have a problem: When I recompile the Q1 arena's source code, it doesn't give me any errors with the compiler, but when I replace the previous progs.dat file with the newly recompiled one, it gives me an error in console.
The first time, it was "Must have registered version of quake to run mods" Well that's odd since the other progs.dat file didn't ask me to do that. I'm pretty sure the source code is of the same version as the one I'm using.
Is there something I'm missing? Did I need to comment something out in the source code? Or could it be an error with compiling, and it just didn't tell me?
If you want, here's the source I'm using: src - Download - 4shared
Thanks,
- Jastolze
Announcement
Collapse
No announcement yet.
Q1 Arena Mod Problems
Collapse
X
-
Yeah i should add my stuff to my sig and maybe this forum tooOriginally posted by R00k View Postdr you need to edit your signature,
i think ive lost track of you since the quakesource.org days...
I forget your project, but i know its a good one

Anyway i am currently working on 3 Quakemods:
- Cause of War 1944: A simple MP only game with ww2 weapons, classes
and frikbots.. Im doing this since the end of 2010, and most qc stuff
is coded from scratch (weaponsystem, reloading etc..) and some stuff
from other Quakeone/inside3d members liek Nauhels fantastic footstep
system...
This is my own mainproject and i learned alot about qc and optimizing
while coding this. (Currently my progs.dat is 240kb.. yay xD)
- Left 4 Quake: Name says it all, a Left 4 Dead clone for PC and PSP,
i jumped in some months ago for mapping and Engine Coding.
- Conscript: A game that takes place in an alternate HL2 universe....
I am helping with QC, Engine Coding and mapping.
Also this is one of my fav Quakemods, biodude and the other teammembers
did a good job with the game so far, the game has a really great atmosphere:
Conscript Gameplay
-
dr you need to edit your signature,
i think ive lost track of you since the quakesource.org days...
I forget your project, but i know its a good one
edit: iirc looking at both q1arena sources none change the actual internals its all models and sounds and maps.
for example q3 uses a diff splash damage...
Last edited by R00k; 04-09-2013, 05:54 PM.
Leave a comment:
-
Quake Arena Aracde on PSP uses a different / modifed source than the old Arenamod..
You need to ask that "Lupus" guy who did the PSP mod....
And Kurok cant load MD2 models....
Leave a comment:
-
no that q1arena mod you have seems to be a mod of a mod using quake2 models. Kurok's psp engine MIGHT support md2 files. but the psp engine u are using might not.
Leave a comment:
-
Originally posted by R00k View Postthe quakeC is only precaching that .md2 file. the engine is complaining about the version number. The older progs might not have precached/used that model so no error.
So, if I change that part in common.c like you said, it will bypass that error I'm receiving? If so, you're a life savior!
Leave a comment:
-
the quakeC is only precaching that .md2 file. the engine is complaining about the version number. The older progs might not have precached/used that model so no error.
i loooked at the q1arena on quake terminus, and it's not the same q1arena i originally got from the quakeExpo.
here's the version i have with source q1arenaLast edited by R00k; 04-09-2013, 12:21 PM.
Leave a comment:
-
Thanks, I'm still waiting for Cygwin to finish installing.Originally posted by R00k View Postchange this in common.c:
This just checks if there IS a file named pop.lmp; doesnt even check if it's valid
to this...Code:void COM_CheckRegistered (void) { FILE *h; COM_FOpenFile ("gfx/pop.lmp", &h); if (h) { fclose (h); Cvar_Set ("cmdline", com_cmdline); Cvar_Set ("registered", "1"); } }
OMG! we just cracked QuakeCode:void COM_CheckRegistered (void) { Cvar_Set ("cmdline", com_cmdline); Cvar_Set ("registered", "1"); }
I had a question go unanswered here though. My original problem didn't really lay with having it be registered, since I got past that problem.
No, my problem was about the "wrong a_nail.md2, should be version 29 thing". It said it was the wrong version.
The weird thing was, the progs.dat that came with the source code worked, yet the QC files itself gave me this error after I compiled it.
I also noticed an increase in the file size. (like 100KB greater) Maybe it has to do with the compiler I used?
Either way, I honestly don't think that the problem is with it not being a registered version, but the fact that the devs of this mod released a much older version of the source code. :/
Oh well, once I compile the engine again along with the changes, I'll find out soon enough if that was the whole problem.
Leave a comment:
-
change this in common.c:
This just checks if there IS a file named pop.lmp; doesnt even check if it's valid
to this...Code:void COM_CheckRegistered (void) { FILE *h; COM_FOpenFile ("gfx/pop.lmp", &h); if (h) { fclose (h); Cvar_Set ("cmdline", com_cmdline); Cvar_Set ("registered", "1"); } }
OMG! we just cracked QuakeCode:void COM_CheckRegistered (void) { Cvar_Set ("cmdline", com_cmdline); Cvar_Set ("registered", "1"); }
Last edited by R00k; 04-09-2013, 09:24 AM.
Leave a comment:
-
I have the engine for kurok, but isn't there one for GL Quake, too? I can't seem to find the source for it. :/Originally posted by R00k View Postits not in the Qc it's in the engine.
Well anyway, is this the command you're talking about? (in common.c)
cvar_t registered = {"registered","0"};
If I change the 0 to a 1, will that ignore the check for registered thing?
I apologize, I'm still kinda new to this, so bare with me.
Leave a comment:
-
Originally posted by dr_mabuse1981 View PostIf you using PSP (Kurok??) just remove the registered check from the engine and compile it new...
I do have the kurok source, but I'm not using it's eboot. I'm using The ported version of QAA for PSP's eboot which is why I'm stumped, since it's BASED off that version.
But, you're telling me it will remove the error if I remove the check for registered version thing?
The odd thing is, the Progs.dat that comes with the source of the non PSP version works, yet when I compile the QC, it gives me that damn error.
What QC file Can I remove the registered version thing in?
Leave a comment:
-
I'm guessing this was a reply to me wishing I still had that Sega Nomad. My PSP Slim has all the emulators/homebrew that is available as well. I wish I still had the Nomad because, even though it is dated and clunky it was still a really cool little device.Gyspy, I have a PSP fat loaded down with fokn SNES/SEGA/etc
One of the features that I loved about it is the ability to plug in a real controller. I actually have this functionality with my psp as well, but it's not as straight-forward.
psp with irshell USB'd to a computer running remotejoy with a game pad also USB'd to the computer....lotta bullshit just to use a real game pad. However, that also lets me use my computer monitor instead of the PSP screen...no lag.
Actually, with this setup you can port keyboard keys to be used as a controller as well. So, technically you could play quake with a keyboard on PSP, but I don't think the mouse is supported at all.Last edited by MadGypsy; 04-08-2013, 07:42 AM.
Leave a comment:
-
I was waiting this moment... answering with a video hehe!
[ame=http://www.youtube.com/watch?v=PnL0A-wKSQs&hd=1&t=7s]s6 introduction - YouTube[/ame]
Leave a comment:
-
I played Episodes 1 and 2 in SinglePlayer Quake1 yesterday on PSP while on the road, it was a PITA occaionally. I still have my PSP ProQuake setup to run Slide mod
thats needs some epic tweaking to be viable gaming on PSP, I tried tweaking settings to no avail.I guess its impossible to mimic Slide's mandatory Strafe+Turn with any degree of control thats acceptable.
Gyspy, I have a PSP fat loaded down with fokn SNES/SEGA/etc
Leave a comment:

Leave a comment: