So I decided to play around with some engine code for shits and giggles.
I grabbed the most recent source release for QuakeSpasm and also Code::Blocks with the MinGW GCC compiler. After some dicking around and researching on the internet, I've managed to fully compile QuakeSpasm and it runs quite nicely.
However, as soon as I load a mod other than id1, it takes a shit and dumps me to the desktop. I tried compiling with both SDL and SDL2, both executables do the same thing. I might add that these are proven mods (like Arcane Dimensions), so I'm pretty sure it's not mod related.
I've made sure that all DLLs are correct and in the right place (wouldn't run period if they weren't). I know there is a lesson to be had in this, just not sure what it is. Theoretically, if the source code is indeed the exact code used to build the latest QuakeSpasm (which appears to integrate SDL2 based on the mouse fluidity), then my compilation should be exactly the same. Or is my IDE/compiler doing something weird? The QuakeSpasm manual states the released build was compiled through MinGW, but perhaps it was through a path to the command prompt, and not through Code::Blocks?
Just curious if anyone knows what I'm dealing with here.
I grabbed the most recent source release for QuakeSpasm and also Code::Blocks with the MinGW GCC compiler. After some dicking around and researching on the internet, I've managed to fully compile QuakeSpasm and it runs quite nicely.
However, as soon as I load a mod other than id1, it takes a shit and dumps me to the desktop. I tried compiling with both SDL and SDL2, both executables do the same thing. I might add that these are proven mods (like Arcane Dimensions), so I'm pretty sure it's not mod related.
I've made sure that all DLLs are correct and in the right place (wouldn't run period if they weren't). I know there is a lesson to be had in this, just not sure what it is. Theoretically, if the source code is indeed the exact code used to build the latest QuakeSpasm (which appears to integrate SDL2 based on the mouse fluidity), then my compilation should be exactly the same. Or is my IDE/compiler doing something weird? The QuakeSpasm manual states the released build was compiled through MinGW, but perhaps it was through a path to the command prompt, and not through Code::Blocks?
Just curious if anyone knows what I'm dealing with here.
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