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Go Back Home > Forums > Quake Talk > Quake Central > Trying to compile quake Search Forums

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Unread 05-18-2017, 12:30 AM   #1 (permalink)
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[solved]Trying to compile quake

I'll gather all my stupid questions about darkplaces here, until I'll be able to compile and maybe modify darkplaces engine. Or any other engine.

What's the purpose of crypto-keygen-standalone.c and crypto-keygen-standalone-brute.sh ?

In FTE, which folders mean what? I'm looking here Index of /moodles , not sure what any of those folders mean.

Last edited by vibok; 05-22-2017 at 09:56 AM..
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Unread 05-18-2017, 01:04 AM   #2 (permalink)
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Darkplaces, not quite understand how the very first line of makefile works:

Code:
# Win32 ifdef WINDIR DP_MAKE_TARGET=mingw else
I never knew that WINDIR is defined for mingw only. Strange that he didn't use __MINGW32__ instead.
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Unread 05-18-2017, 02:31 AM   #3 (permalink)
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I'll need to turn the makefile into the bat file, and throw away all linux stuff, sdl, bsd, darvin, sunos, etc. Just to simplify code.


Not sure what's those lines are for:

Code:
# Win32 configuration ifeq ($(WIN32RELEASE), 1)
Why is there WIN32RELEASE now instead of WINDIR? Is this even defined? I guess I could check it out by compiling... Is this in the docs somewhere?
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Unread 05-18-2017, 03:03 AM   #4 (permalink)
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Is it possible to compile Open Dynamics Engine with msys2 on windows?

Open Dynamics Engine - home

https://www.ode-wiki.org/wiki/index....&printable=yes

the second link only describes

sh autogen.sh
./configure
make
sudo make install

Is msys2 smart enough to compile those? Where will msys2 install it even, after "make install"?

I just recently installed msys2, have very little idea how it works.
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Unread 05-18-2017, 03:44 AM   #5 (permalink)
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officially, fte is cross-compiled from a linux box.

unofficially, the msvc2005 project is the one I personally use the most. unfortunately 2005 has some issues with more recent versions, and thanks to unofficial stuff I have lots of extra dependancies all over the place (the makefiles assume linux or cygwin where all that messy stuff is provided by debian/cygwin packages).

so yeah, screw batch files. spend you time trying to get the msvc projects working, whichever quake engine you're trying to compile (dp/fte/etc). gcc is great for lots of weird targets, but msvc is better for actually debugging (its just a shame that its only available on windows for windows).
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Unread 05-18-2017, 04:04 AM   #6 (permalink)
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Tried installing visual studio 2015, 2010 and 6.0, all failed. Too lazy to try again.

Here is a short summary of my tries, in case it matters to anyone https://forum.openmw.org/viewtopic.php?p=47324#p47324

I can more or less use only the mingw c compiler and bat files, but c++, makefiles, visual studio project files, cmake are black magic for me. Currently learning msys2, installed it only yesterday, after asking here https://forum.openmw.org/viewtopic.php?f=4&t=4330 (Learning is too strong of a word, more like annoying people with questions about)

Maybe I'll install msvs2005 next.
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Unread 05-18-2017, 04:15 AM   #7 (permalink)
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Btw, where to download FTE source code? The sourceforge said that all files there are outdated.
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Unread 05-18-2017, 05:18 AM   #8 (permalink)
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if you have cygwin installed, with svn+mingw(including gcc, binutils, zlib, etc)+make packages, then you should be able to use the following commands from a cygwin bash prompt:
svn checkout https://svn.code.sf.net/p/fteqw/code/trunk fteqw-code
cd fteqw-code/engine
make FTE_TARGET=win32 makelibs #this will actually download+compile zlib+libpng+libjpeg+libvorbis as static libraries. only needs to be done once, and can be skipped if you already have usable versions of everything from cygwin/whatever.
make FTE_TARGET=win32 gl-rel #builds the gl version, as a release build.
release/fteglqw -basedir c:\games\quake #runs the engine without bothering to copy it anywhere.

https://sourceforge.net/p/fteqw/code/HEAD/tarball if you want a snapshot.

there's some engine/dotnet20XX subdir that should contain a few msvc project files. probably you won't get them to work without lots of tweaks though - stuff like the android/emscripten targets will likely have system paths throughout them, while the native msvc2005 project probably has too many workarounds for stuff that doesn't come with msvc2005. the other solution files are not really maintained (the msvc6 one was the other one that was most recently updated, so you might find that updating the engine/ftequake/ftequake.dsw file+project to be the most successful, if you get linker errors then state them and I can figure out which files need to be added).
You're unlikely to find FTE any easier to compile than DP though, such is the problem with windows and external dependencies.

If you're in linux or cygwin then there's a build_setup.sh script that can be used to install compilers for the android and emscripten ports (the build_wip.sh script will rebuild EVERYTHING, and can take a while).


msys is like a poor-man's cygwin, essentially just a bash environment that you can use for (g)make. unfortunately its not identical (and thus some things only work with msys and some only with cygwin), but msys is probably used more often nowadays. personally I like cygwin's more extensive other stuff, not just for its ability to invoke gcc.
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Unread 05-18-2017, 08:12 AM   #9 (permalink)
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In FTE, where is the code for collision of player with walls? FTE doesn't use third party libraries for physics?
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Unread 05-18-2017, 08:35 AM   #10 (permalink)
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Kind of interesting thing, in map e1m1, above the entrance here:



you can get "stuck" on this edge:



This happens in darkplaces and quakespasm, but not in fteqw.
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