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 Post subject: Looking for RuneQuake Plus
PostPosted: Mon Dec 26, 2005 7:39 pm 
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Apologies if this has been answered in another thread but I couldn't find it, and have been scouring the net, albeit with my limited knowldge of quake, for quite some time trying to find an addy for the version runequake plus similar to that used on the Fear.lokinetworks.com server minus any unique customizations they may have made. If Baker (with his compendius knowledge of Quake) or anyone else could help I would be grateful. :D

Kind regards

Mr.Burns


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 Post subject:
PostPosted: Tue Dec 27, 2005 3:56 am 
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Location: Ohio
RuneQuake Plus 0.5.4 source code


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PostPosted: Tue Dec 27, 2005 5:35 pm 
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Thanks for taking the time to get back to me Baker.

And now the obvious newbie question (sorry)... the closest I have come to compiling something into a progs.dat in quake was using crmake to produce the CRMod progs.dat I used on my quake CRMod servers in the UK. How do I do the same for this source? A quick google suggests there are compilers out there such as FastQCC or Pro QuakeC Compiler but what would you recommend and how is it done? Is it, for example, from a command line (e.g. compilername.exe [option] sourcecodedirectory outputfilename ) ? I appreciate you must have better things to do but any assistance you could provide would be much appreciated. :D

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Monty


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PostPosted: Tue Dec 27, 2005 9:48 pm 
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I would use either qccx or frikqcc v2.5.

qccx

frikqcc v2.5

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 Post subject: Q
PostPosted: Tue Dec 27, 2005 11:03 pm 
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Bam wrote:
I would use either qccx or frikqcc v2.5.

qccx

frikqcc v2.5


Yes, what Bam said. Just put qccx in the same folder as the source code and execute it from the command line ...

c:\quake\rqp054\source> qccx (press Enter)

Then it compiles the progs.dat in the parent folder

Then run Quake like as in c:\quake\quake.exe -game rqp054


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 Post subject: Thanks guys. Much appreciated
PostPosted: Wed Dec 28, 2005 5:58 pm 
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When using qccx I'm getting ./weapons/w_attack.rqp:18:Fields and functions must be global . I have changed nothing in weapons and even done a refresh from the zip contents with the same result. Any ideas? :shock:

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Monty


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PostPosted: Thu Dec 29, 2005 12:43 am 
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Perhaps Mr. Wifi himself will see your post. I keep track of where stuff is, but I'm close to QuakeC illiterate myself.


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 Post subject: Compiling
PostPosted: Thu Dec 29, 2005 4:48 pm 
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Let's hope so.

Thanks anyway Baker, what would we do without you? :D Do I take it that there's a lot of stuff fragmented across several places rather than in one handy location?

Kind regards

Monty


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 Post subject: Re: Compiling
PostPosted: Thu Dec 29, 2005 5:23 pm 
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Mr.Burns wrote:
Do I take it that there's a lot of stuff fragmented across several places rather than in one handy location?


:shock:


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PostPosted: Thu Dec 29, 2005 6:08 pm 
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:)
Apoligies if this was a newbie question but being relatively new to rune quake (almost a newb), I'm not aware of that many download sites and wondered if as Baker very kindly 'keeps track of where stuff is', was this over a number of servers/sites or was there one major resource he looks after and, more importantly from my limited perspective, one he could recommend for all things quake/runequake that would stops keen newbs like me bothering the newsgroups :roll: . God knows, with the small number of quakers and the updated sites they produce left, we need one now more than ever.

:shock:


Hey, if I can manage to do this, albeit with a little help, anyone can :lol:


Kind regards
Monty


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PostPosted: Fri Dec 30, 2005 1:47 am 
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I wouldn't be worrying about whether someone thinks a question is a newbie question or not. It doesn't matter, questions need to be answered and I don't think any of the participants of the forum (or of any Quake forums, for that matter) care or spend anytime judging questions.

Here is something semi-helpful:

Quake Bookmarks page

That link is something I made a few months ago and it isn't done or finessed but it is largely a nice chart of the useful Quake sites in existence by category.

Information is scattered around and I know more than a few of us would like to see that problem fixed at some time.


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PostPosted: Fri Dec 30, 2005 8:14 am 
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Thanks again Baker. I might just be able to help with building a 'Quake Toolkit' site but I'll get back to you on that.

All I need now is some kind individual to take pity on me and point me in the right direction re the RQP compile error. :wink:

Kind regards

Monty


P.S If I don't hear from you before - Happy New Year!! and keep up the excellent work, I'm sure many of us should but don't say that it is really appreciated. 8)


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PostPosted: Sat Dec 31, 2005 2:37 am 
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Try using frikqcc instead of qccx. It's much more forgiving.

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PostPosted: Sat Dec 31, 2005 6:24 pm 
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Thanks Slot.

Well at least the error message has changed. Now I get...
"Warning LINK(0); numpr_globals exceeds SHRT_Max by 3268."

Thanks for trying though.
Kind regards

Monty


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PostPosted: Sat Dec 31, 2005 10:24 pm 
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Try using it with the command line options listed below.

frikqcc -allownest /O2

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PostPosted: Sun Jan 01, 2006 10:27 pm 
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Thanks for replying Slot.
Extracted and renamed the frikqcc_release.exe from the archive as frikqcc.exe, placed it in the rqp folder, executed
Code:
frikqcc -allownest /O2
from a shell and got the following :

Code:
<snip>...
misc.qc
light.qc
./monsters/nomonst.qc
./monsters/n_demon.qc
./monsters/n_shambler.qc
./monsters/n_zombie.qc
Warning LINK(0): numpr_globals exceeds SHRT_MAX by 3268
 
../progs.dat - 0 error(s), 1 warning(s)


Any further advice anyone could offer would be gratefully received.

Kind regards

Mr.Burns


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 Post subject:
PostPosted: Sun Jan 01, 2006 11:17 pm 
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Baker wrote:


These are add on missions for Quake single player?

I'll check 'em out.


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 Post subject: RuneQuake
PostPosted: Sun Jan 08, 2006 9:22 pm 
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To anyone that's interested, I managed to speak to IEEE on Gamefreak's server tonight and he very kindly advised me that the problem is I need to add certain parameters to the command line in order for RQP to compile properly. He also agreed to post the answers here so that (hopefully) everyone could benefit.

Kind regards

Mr.Burns


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PostPosted: Mon Jan 09, 2006 3:40 am 
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Quote:
All I need now is some kind individual to take pity on me and point me in the right direction re the RQP compile error.


What are you trying to do Burnsie? I take it, i guess, you want to set up a quake server on a linux machine? Lemme know how it goes


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 Post subject:
PostPosted: Mon Jan 09, 2006 8:09 am 
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Hi Spooks,

First thing is to get the mod to compile and run.
Next, configure it to the way I consider it to be most playable and fair to newbs as well as diva's like yourself :wink:
Finally compile it and put it on one of my servers (intially this would be a Win2k unit) in the UK and see if I can get any interest (traditionally I get the impression that RQ has not been as successfull here as it has in the US).

Trouble is after finally getting my hands on the darn thing it doesn't want to compile. :( After speaking to IEE it seems I'm missing some info which he kindly agreed to post here.
I'll post any useful bits of info here in case it might be of use to others.

Kind regards

Mr.Burns_tu


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