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August 21st, 2003, 09:51 PM
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(OT): Blugeoning C++ 6.0 into working with quake 2 open source.
so, anyway, i'm trying to bludgeon c++ 6.0 into compiling the source code, except all of the compilation options are grayed. if the forum will let me upload it, i'll stick it on here. it's a 1.49 mb zip. maybe it needs graphics and model files? but why, then, would it come with none?? does anybody know where to get the official? i think i have it, but like i said...
now i'm getting kind of sure i don't have it. ok, never mind. what are they doing, putting the official Version under 'downloads', anyway??
[ August 21, 2003, 21:07: Message edited by: narf poit chez BOOM ]
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
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August 25th, 2003, 03:56 PM
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Sergeant
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Re: (OT): Blugeoning C++ 6.0 into working with quake 2 open source.
lol, you find the se4 crowd to better programmers than the quake 2 open source community?
just outa curiosity, have you checked on any quake 2 type forums? does the source list any newGroups or faq's or anything? (often, with larger open source type projects, they'll have files specific to some of the bigger compilers, ie, like ms c++ 6.0, or the gnu (gcc etc)
i'm assuming you know all about that sort of thing since you're trying to compile your own? 
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August 26th, 2003, 06:15 AM
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Re: (OT): Blugeoning C++ 6.0 into working with quake 2 open source.
aah...no. my using c++ can be compared to jumping headfirst of a cliff with very blurry glasses...or in this case, not much of a clue, since the C++ 6.0 manuals SUCK and well, i didn't even think of other forums. my experience with most forum's is that they tend not to answer your questions until you answer a few other peoples. i dunno. but the people here are friendly and their's generally someone who knows something.
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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August 26th, 2003, 09:32 AM
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Re: (OT): Blugeoning C++ 6.0 into working with quake 2 open source.
Quote:
Originally posted by narf poit chez BOOM:
so, anyway, i'm trying to bludgeon c++ 6.0 into compiling the source code, except all of the compilation options are grayed. if the forum will let me upload it, i'll stick it on here. it's a 1.49 mb zip. maybe it needs graphics and model files? but why, then, would it come with none?? does anybody know where to get the official? i think i have it, but like i said...
now i'm getting kind of sure i don't have it. ok, never mind. what are they doing, putting the official Version under 'downloads', anyway??
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Narf, you really need to stay out of the cat's nip ball. Sure its fun to get in side and run around getting all dizzy and stuff, but in the end, all your going to end up with is a hang over and one really PO cat. 
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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August 26th, 2003, 10:24 AM
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Major General
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Re: (OT): Blugeoning C++ 6.0 into working with quake 2 open source.
narf -
From your statements I get the impression that you don't have experience programming in c++, and possibly not much experience programming at all. C++ pretty much assumes you know exactly what you are doing, and isn't very forgiving if you don't. That said, with time, patience, determination, something to experiment on (seldome an issue with programming, as the tools are all totally reuseable under most circumstances), and a good manual just about anyone can learn just about anything. This does include C++. Fortunately, C++ is a rather popular computer language, and so there are a great many tutorials out there, of varying quality but free of charge. Here is one index of some of them. Be prepared to do a lot of reading if you want to master the language.
That said, I suspect one problem is likely one of variable names. Different implementations of compilers will often have different names for the same variable types (e.g. one might call a 16 bit signed integer a "shortint" while another might call that an "int16"). If that is the problem, it can likely be taken care of with some simple define or typedef statements at the beginning of the code. What exactly those statements would need to be is dependant on the compiler you are using and the conventions used in the source you are working with.
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Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
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August 26th, 2003, 12:51 PM
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Shrapnel Fanatic
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Re: (OT): Blugeoning C++ 6.0 into working with quake 2 open source.
thanks. i'll look at that stuff tommorrow.
or watch lord of the rings 2.
[ August 27, 2003, 08:25: Message edited by: narf poit chez BOOM ]
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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