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Mail Archives: djgpp/2002/08/23/17:45:06

From: Necroscope <guln AT rogers DOT com>
Newsgroups: comp.os.msdos.djgpp
Subject: Re: dos quake compiling, help!! typos.. re-read
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Date: Fri, 23 Aug 2002 21:39:57 GMT
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To: djgpp AT delorie DOT com
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Reply-To: djgpp AT delorie DOT com

On Sun, 18 Aug 2002 23:12:07 -0700 (PDT), a b
<alex_starwalker AT yahoo DOT com> wrote:

[ Quite a bit of off-topic replies here, my apologies.  I've also cut
'n pasted from other posts and replies made by the original poster. ]

> I got dosquake.exe to compile, but the free sector counts
> are off by 200 megs+ when I run it.  I have to use system file checker to
> fix the sector counts.

What exactly do you mean "sector counts"?  You're being pretty vague
here.  Clarify!
 
> Does anyone know how to fix that??

Nope.

[ the following are from your original posts scattered throughout the
group ]

>   Hello all... I'm unable to use dos quake, it's crashes
>my system on shutdown and GLquake is too fast for my
>computer.  So, I need to be able to compile winquake.  

Have you updated Quake to the latest version released for DOS (v1.08)?
You can find it, with a whole lot of patience, on the File Planet
servers.  If you haven't updated Quake at all, you'll also want the
v1.01 to v1.06 update, which does more than just patch the executable,
it also does something to the PAK files.

I fail to see how GLQuake can be "too fast" for your system.  Quake is
timed, that is, it runs at a consistent pace regardless of hardware.
For example, it will run at the same speed (game time, not frames per
second) on both a 2.4GHz Pentium 4 and a Pentium 200.  If you're
having timing problems, perhaps you have some buggy drivers or there
is software running in the background that is interfering with Quake's
operation.

>(The dos version gives me conflicting types for va_list. I
>tried it anyway, just get a feel for how to work this.)

Here is a link to a WWW page belonging to one Laurence Withers.  He
has links to download DJGPP ready Quake 1 source code.  I have
downloaded and tested it with no problems on my old P200.

http://www.lwithers.demon.co.uk/djgpp/quake/index.html

I do not know about the va_list problem, but there are other threads
in here that answer that problem.

>   I'm a pro at programing, but I'm been stuck for months
>trying to compile it.  I understand Compile source files to
>object code.

Ignore my snicker.  You really should go around making claims like
this.  I know a bit about programming, in a small number of languages,
but I would never, ever claim to be a pro at it.  Knowing how to
compile, and about object files does not a pro make.

> Makefiles baffle me. I'm all new this style
>of compiling. I need this explained step by how get a
>winquake.exe  file from the q1 source code.  I'v read info
>makefile, and they still don't make any sense.

Makefiles are a simple enough concept.  You have a list of items that
are either up-to-date, or need to be updated, depending on certain
conditions.  If you've got a proper DJGPP installation, try "info
make".  Read that in its entirety and you'll know more about makefiles
than you ever wanted to.

>DJGPP offers support for windows GUI. Its on the main page.

No, DJGPP by itself doesn't.  DJGPP is a DOS port of the GNU Compiler
Collection to 32-bit protected mode DOS.  By itself DJGPP cannot
generate Windows programs.

>extra toolkits... windows GUI RSX

RSXNTDJ is an add-on for DJGPP.  From what I've read, people have had
mixed success with using it.  If you need to compile Windows
applications, there are many other free (and recent) Windows compilers
out there.  CygWin is just one of them (which is a port of GCC to
Windows on top of a UNIX emulation layer).

>This is frying my brain.  Someone else told me I needed
>gsasm to compile it?  ??      

What, pray tell, is "gsasm"?  There's GAS, the GNU assembler, but I've
never heard of gsasm.  The assembly routings in the Quake source code
are indeed in GAS format (AT&T syntax, IIRC, as opposed to Intel
syntax).

>   There very little difference
>between winquake and msdos quake, only the fact that you
>have small window on screen with winquake.  

Actually, there's quite a bit of difference between DOS and Windows
Quake, just as there's a considerable difference between DOS and
Windows.  It takes a lot of setup just to get that window on the
screen in the first place.  They also use two very different ways of
putting stuff on the screen, playing sounds, and getting input from
the keyboard/mouse/joystick.  They're two different worlds.

>    They pak'ed 3
>different sources together into one.  Don't tell you what
>the exact command line is to compile it. Or what files go
>with it.

I guess they expect us to be capable of figuring it out?  They're not
really under any obligation to hold our hand and lead us through the
code anyway. :P

On top of that, I think they didn't really expect anyone to want to
compile the DOS version anyway.  They used Visual Studio to compile
the Windows ports, it wasn't their problem to worry about what
compilers we'll use.

Oh, and technically they didn't pack 3 different sources into one.
They made the DOS version first.  Michael Abrash then went and made
WinQuake, a Windows GUI port of Quake (something he described as a
terrible experience), which I believe just uses DirectDraw.  Then they
ported Quake to Windows using OpenGL, and finally they branched that
and improved the networking code, in QuakeWorld.  There's two
directory trees in the source package, QW (for QuakeWorld) and
WinQuake.  But it's all (mostly) the same source code.

>I have 200 MZ processor, enough said. And no money for
>more.

Runs fine on my Pentium 200MMX under DOS as well as Windows  98SE with
a Voodoo3 2000, no timing issues or anything.  I even get a fairly
decent frame rate with the OpenGL version.

>   MSDOS quake and winquake run fast at 320X200. If I want
>to slow down the action, I set it to about 640X200. 

Uhm... there is no 640x200 resolution.  Perhaps you mean 640x400?  I'm
still not understanding this, though.  Sure, raising the resolution
slow things down, but no matter what, it always tries to run at a
steady and consistent rate.

>Someone told me some tricks to get to run faster. getting
>the colors down to 16bit and 320X200.  But, that res on
>glquake looks a lot worse then winquake.

I thought GLQuake defaulted to 16-bit colour anyway (at the time it
came out, 640x480x16 was the default resolution, as well as the
maximum resolution of the original Voodoo and Voodoo2 cards).

>   Can you please break compiling winquake down?  I'm
>totally new to make files and commands. Can I use the
>makefile.linixi386?   

No, you can't use the provided Makefiles.  They're for the Linux and
Solaris operating systems.

>Do I need the windows GUI package for DJPPP? I assume so.  

Quite possibly you could build it with RSXNTDJ, but I wouldn't
recommend it.  Like I said, there are other Windows compilers out
there.  Try CygWin or LCC-Win32.

>I don't need allegro. I'v been told. I
>could use rhide to build a winquake makefile?  Else, I'll
>take this to GCC's mailing list.

Correct, Quake doesn't use Allegro.  Although the software refresh
could probably be modified to use Allegro.  RHIDE could be used to
build the DOS binary, if you were so inclined.  And, if I'm not
mistaken, the mailing list just ends up in this group anyway.

>I tried cygwin. It was equally as baffling. I couldn't get
>anything to work. I wouldn't know to fix either if it had
>any compiler errors.

Cygwin's fairly easy.  If you could install DJGPP, you can install
Cygwin.  Heck, it even comes with an automated downloader/installer.
I managed to install it, and use it frequently enough, and I'm no pro.

>Yes.  I'm sure there are some windows GUI stuff. 

Not in DJGPP itself.  But I said that already.  :P

>Right now,
>I can't tell which files are used to make winquake.exe   
>Or what the make command is to make the .exe file.   I
>tried "make -f makefile.linixi386"   Got bad command
>filenames, many other errors

If you go through the WinQuake.DSP file, with a little effort you
should be able to figure out which files are required.

Also, if I might make a few suggestions for you:

Please don't post a new topic ever time you have something to say.
It's bad form.  If you don't understand the whole
post-reply-post-reply method of usenet conversation, I suggest that
you expand a particularily long thread and examine how the
conversation works.  Also, don't interject completely out of context
conversation into other threads, which I noticed you did in a thread
about the va_list problem.  If I hadn't read your original post about
problems compiling Quake, I wouldn't have had a clue what you were
talking about, and you probably would have gotten ignored.  :)

Also, it would seem you're using the djgpp mailing list address.  I
would recommend that you instead use a news reader, connect to your
local usenet server, and subscribe to comp.os.msdos.djgpp.  It should
make things easier.

-- 
Andrew Jones

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