Tremulous Forum
General => Troubleshooting => Topic started by: Phenax on July 10, 2006, 11:33:53 pm
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Hello, I am having a problem. When starting up, Tremulous states that there are no bytecode compilers for my architecture (x86_64), and then it goes and uses interpreted (Slow, buggy).
I'm on Linux, x86_64. Icculus states that with GNU tools, you can compile the bytecode on x86_64. Help would be appreciated, from the laggy-ass warning-spammed playing I've had, it was pretty fun. :)
Loading vm file vm/ui.qvm...
...which has vmMagic VM_MAGIC_VER2
Loading 1075 jump table targets
Architecture doesn't have a bytecode compiler, using interpreter
ui loaded in 5790560 bytes on the hunk
I'm on your IRC Channel, if you'd like to help me thar. :D
*NOTE*
I'm compiling this myself.
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Hello, I am having a problem. When starting up, Tremulous states that there are no bytecode compilers for my architecture (x86_64), and then it goes and uses interpreted (Slow, buggy).
I'm on Linux, x86_64. Icculus states that with GNU tools, you can compile the bytecode on x86_64. Help would be appreciated, from the laggy-ass warning-spammed playing I've had, it was pretty fun. :)
Loading vm file vm/ui.qvm...
...which has vmMagic VM_MAGIC_VER2
Loading 1075 jump table targets
Architecture doesn't have a bytecode compiler, using interpreter
ui loaded in 5790560 bytes on the hunk
I'm on your IRC Channel, if you'd like to help me thar. :D
*NOTE*
I'm compiling this myself.
Well,... sigh. Ok well I am associate linux person so I help.
Here's to do:
First use /make sh ++i -u compile_all
Now prompt asks you quesitons like 'how does file want to be?'
you say '/sh conf^ shellscript activex component create IE7'
Once you have complied your new webs berowers you can now donloads real toolls like visual basics from Microsofts:
http://wwww.ww..visualstudios.com
Run virus checks!
Now, go to start -> programs files -> visual basics profesisional edition
now click file -<> open
now go file _> run all
Now it worsk let me know if itdesont'?
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I will just download x86 binary.. There are no x86_64 bytecode compilers.
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if you get it to work, please tell me. I tried it too and well..it compiled, but i couldn'T run nor install it...maybe i missed a step.
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Just get it from the main website. It works fine.
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Just get it from the main website. It works fine.
hehe...i meant the sources ;)
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Well, I just compile it with GCC. Ignore the German..
Anyway, my problem was that the game was being interpreted because x86_64 doesn't have a QC interpreter.
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mmh..yeah. I see i have to be more clear.
I could compile it (just execute "make"). Then i got an executable and some other files, and i had no idea what to do with them. There was no install script for a "make install" or s/t. I suppose i have to merge/copy the executables to the datafiles, but i couldnt get it to work. Any help where i have to copy which files would be helpful...or a link to a howto.
Normally i'm not too dumb to compile and install a software...this seems to be a special case ;)
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mmh..yeah. I see i have to be more clear.
I could compile it (just execute "make"). Then i got an executable and some other files, and i had no idea what to do with them. There was no install script for a "make install" or s/t. I suppose i have to merge/copy the executables to the datafiles, but i couldnt get it to work. Any help where i have to copy which files would be helpful...or a link to a howto.
Normally i'm not too dumb to compile and install a software...this seems to be a special case ;)
seems that you can move the tremulous.x86 executable to your game folder, manually, also you can move the cgame and other .so/.qvm files yo the base folder on your game, then create a vm folder, move the filere there, and zip that folder, rename that zip file whatever.pk3 will be loaded. Then rename the old vms.pk3 file to something else withouth pk3 extension vms.pk3_old so only your new stuff is loaded.
I am newbie on Quake3 stuff, and have just learned that this week-end :D
maybe theres a better way (editing script so make will place your files on the correct folder, who know?).
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mmh, ok, i'll try that. Maybe i can come up with an installscript if there isn't any better solution to do this.
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mmh, ok, i'll try that. Maybe i can come up with an installscript if there isn't any better solution to do this.
Theres a Quake3 forum for enginecoders here (http://www.quakesrc.org/forums/viewforum.php?f=20)