Tremulous Forum
		Mods => Modding Center => Topic started by: lizards160 on March 08, 2008, 02:23:10 pm
		
			
			- 
				well i got my mod made and everything working... until i try to start a server
 
 vm_create on ui failed
 
 what is this error??????
- 
				Whats the mod and how did you make it?
			
- 
				well since this is the first mod i designed it is just insta s3 and unlimited bp but when i get this working im going to work on weapons and new aliens
			
- 
				That isn't a mod, that is a command.
			
- 
				no, he compiled a qvm... amirite?
 i had the same troubles when trying to make everything permanently at s3.
 i don't think u edit the tremulous.h file only to get everything at s3, i am not a coder, so i don't know how to get that to work....
- 
				I would think in the server.cfg you would put 
 /g_humanStage 2
 /g_alienStage 2
 Am I right?
- 
				yeah but i also got the client and it got the error when i did this
 
 so how do you get a dedicated server up then??
 
 and what program do you use to make the models
- 
				would this work?
 
 void blasterFire( gentity_t *ent )
 {
 if (secondary)
 {
 gentity_t *m;
 
 m = launch_grenade( ent, muzzle, forward );
 else
 (
 gentity_t *m;
 
 m = fire_blaster( ent, muzzle, forward );
 //  VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta );  // "real" physics
 }))
 
- 
				nvm it wont work i got it working
 
 but i still get the vm create on ui failed error please explain
- 
				ok ok i got everything working fine but...
 
 werre are the .pk3s?
 
 i mad the blaster shoot nades but i cant find the pk3s so i can play with it
- 
				Look at my signature.
			
- 
				pk3s? , make it your self
 
 go open data-1.1.0.pk3
 create a new folder
 inside the new folder:
 create models folder
 create weapons folder
 create blaster folder
 go to models/weapons/blaster ( in ur default data )
 then open weapon.cfg
 type below primary or something
 type secondary  with the same bracking or something
 then open models/weapons/grenade (default )
 copy the part below primary and paste it on ur blaster's secondary
 then save the text on blaster
 then move ur weapon.cfg to the new blaster folder in the new folder
 then zip the new folder named models (.zip )
 then rename the extension to .pk3
 then put it to your base folder (server) ( not client )
 if you wanna let people download the .pk3 , duplicate the server base folder and rename it
 just that when u wanna start a server , remember to put +set fs_game
- 
				ok i got the weapon.c file made the edits so that it MIGHT work
 
 heres the code just for the blaster
 
 */
 
 void blasterFire( gentity_t *ent )
 {
 gentity_t *m;
 if ( secondary );
 (
 m = launch_grenade( ent, muzzle, forward );
 )
 else;
 (
 m = fire_blaster( ent, muzzle, forward );
 )
 
 
 //  VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta );  // "real" physics
 }
 
 /*
 
 
 is this the way??
 
 well if it is i put it in the models/weapons/blaster and zipped the models folder renamed it pk3 and put it in my mod folder. it doesn't work. i also put the pk3 in my base folder still not working.
- 
				anyways , you might want to do something more , harder , cause that might not work , and u did not even shot a grenade at all?
 
 1st , you need to declare that there's a alt shot in g_misc.c
 
 {
 WP_BLASTER,           //int       weaponNum;
 0,                    //int       price;
 ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int  stages
 0,                    //int       slots;
 "blaster",            //char      *weaponName;
 "Blaster",            //char      *weaponHumanName;
 0,                    //int       maxAmmo;
 0,                    //int       maxClips;
 qtrue,                //int       infiniteAmmo;
 qfalse,               //int       usesEnergy;
 BLASTER_REPEAT,       //int       repeatRate1;
 GBLASTER_REPEAT     //int       repeatRate2;  //define alt shot repeat rate
 0,                    //int       repeatRate3;
 0,                    //int       reloadTime;
 BLASTER_K_SCALE,      //float     knockbackScale;
 qtrue,               //qboolean  hasAltMode;    // qtrue if to 2nd shot activated
 qfalse,               //qboolean  hasThirdMode;
 qfalse,               //qboolean  canZoom;
 90.0f,                //float     zoomFov;
 qfalse,               //qboolean  purchasable;
 qtrue,                //qboolean  longRanged;
 0,                    //int       buildDelay;
 WUT_HUMANS            //WUTeam_t  team;
 },
 then , you need to say that the 2nd shot works , which is on g_weapon.c
 g_weapon.c
 
 when u came to somewhere around here
 
 /*
 ======================================================================
 
 BLASTER PISTOL
 
 ======================================================================
 */
 
 void blasterFire( gentity_t *ent )
 {
 gentity_t *m;
 
 m = fire_blaster( ent, muzzle, forward );
 
 //  VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta );  // "real" physics
 }
 
 add this below blaster
 
 /*
 ======================================================================
 
 BLASTER GRENADE
 
 ======================================================================
 */
 
 void blasterNadeFire( gentity_t *ent )
 {
 gentity_t *m;
 
 m = fire_blasterNade( ent, muzzle, forward );
 
 //  VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta );  // "real" physics
 }
 
 after that , search for FireWeapon2 on g_weapon.c
 you will be able to see this
 
 /*
 ===============
 FireWeapon2
 ===============
 */
 void FireWeapon2( gentity_t *ent )
 {
 if( ent->client )
 {
 // set aiming directions
 AngleVectors( ent->client->ps.viewangles, forward, right, up );
 CalcMuzzlePoint( ent, forward, right, up, muzzle );
 }
 else
 {
 AngleVectors( ent->s.angles2, forward, right, up );
 VectorCopy( ent->s.pos.trBase, muzzle );
 }
 
 // fire the specific weapon
 switch( ent->s.weapon )
 {
 case WP_ALEVEL1_UPG:
 poisonCloud( ent );
 break;
 case WP_ALEVEL2_UPG:
 areaZapFire( ent );
 break;
 
 case WP_LUCIFER_CANNON:
 LCChargeFire( ent, qtrue );
 break;
 
 
 case WP_ABUILD:
 case WP_ABUILD2:
 case WP_HBUILD:
 case WP_HBUILD2:
 cancelBuildFire( ent );
 break;
 default:
 break;
 }
 }
 
 then , change it to
 
 /*
 ===============
 FireWeapon2
 ===============
 */
 void FireWeapon2( gentity_t *ent )
 {
 if( ent->client )
 {
 // set aiming directions
 AngleVectors( ent->client->ps.viewangles, forward, right, up );
 CalcMuzzlePoint( ent, forward, right, up, muzzle );
 }
 else
 {
 AngleVectors( ent->s.angles2, forward, right, up );
 VectorCopy( ent->s.pos.trBase, muzzle );
 }
 
 // fire the specific weapon
 switch( ent->s.weapon )
 {
 case WP_ALEVEL1_UPG:
 poisonCloud( ent );
 break;
 case WP_ALEVEL2_UPG:
 areaZapFire( ent );
 break;
 
 case WP_LUCIFER_CANNON:
 LCChargeFire( ent, qtrue );
 break;
 case WP_BLASTER:
 blasterNadeFire( ent );
 break;
 
 
 case WP_ABUILD:
 case WP_ABUILD2:
 case WP_HBUILD:
 case WP_HBUILD2:
 cancelBuildFire( ent );
 break;
 default:
 break;
 }
 }
 then , you need to tell the qvm that there's a project tile for the weapon , as you did not say anything damage on here , you need to put it on
 g_missle.c
 scroll until you see
 
 /*
 =================
 launch_grenade
 
 =================
 */
 gentity_t *launch_grenade( gentity_t *self, vec3_t start, vec3_t dir )
 {
 gentity_t *bolt;
 
 VectorNormalize( dir );
 
 bolt = G_Spawn( );
 bolt->classname = "grenade";
 bolt->nextthink = level.time + 5000;
 bolt->think = G_ExplodeMissile;
 bolt->s.eType = ET_MISSILE;
 bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
 bolt->s.weapon = WP_GRENADE;
 bolt->s.eFlags = EF_BOUNCE_HALF;
 bolt->s.generic1 = WPM_PRIMARY; //weaponMode
 bolt->r.ownerNum = self->s.number;
 bolt->parent = self;
 bolt->damage = GRENADE_DAMAGE;
 bolt->splashDamage = GRENADE_DAMAGE;
 bolt->splashRadius = GRENADE_RANGE;
 bolt->methodOfDeath = MOD_GRENADE;
 bolt->splashMethodOfDeath = MOD_GRENADE;
 bolt->clipmask = MASK_SHOT;
 bolt->target_ent = NULL;
 bolt->r.mins[ 0 ] = bolt->r.mins[ 1 ] = bolt->r.mins[ 2 ] = -3.0f;
 bolt->r.maxs[ 0 ] = bolt->r.maxs[ 1 ] = bolt->r.maxs[ 2 ] = 3.0f;
 bolt->s.time = level.time;
 
 bolt->s.pos.trType = TR_GRAVITY;
 bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME;   // move a bit on the very first frame
 VectorCopy( start, bolt->s.pos.trBase );
 VectorScale( dir, GRENADE_SPEED, bolt->s.pos.trDelta );
 SnapVector( bolt->s.pos.trDelta );      // save net bandwidth
 
 VectorCopy( start, bolt->r.currentOrigin );
 
 return bolt;
 }
 
 
 below this , add
 
 /*
 =================
 fire_blasterNade
 
 =================
 */
 gentity_t *fire_blasterNade( gentity_t *self, vec3_t start, vec3_t dir )
 {
 gentity_t *bolt;
 
 VectorNormalize( dir );
 
 bolt = G_Spawn( );
 bolt->classname = "blasternade";
 bolt->nextthink = level.time + 5000;
 bolt->think = G_ExplodeMissile;
 bolt->s.eType = ET_MISSILE;
 bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
 bolt->s.weapon = WP_BLASTER;
 bolt->s.eFlags = EF_BOUNCE_HALF;
 bolt->s.generic1 = WPM_SECONDARY; //weaponMode
 bolt->r.ownerNum = self->s.number;
 bolt->parent = self;
 bolt->damage = BGRENADE_DAMAGE;
 bolt->splashDamage = BGRENADE_SDAMAGE;
 bolt->splashRadius = BGRENADE_RANGE;
 bolt->methodOfDeath = MOD_GRENADE;
 bolt->splashMethodOfDeath = MOD_GRENADE;
 bolt->clipmask = MASK_SHOT;
 bolt->target_ent = NULL;
 bolt->r.mins[ 0 ] = bolt->r.mins[ 1 ] = bolt->r.mins[ 2 ] = -3.0f;
 bolt->r.maxs[ 0 ] = bolt->r.maxs[ 1 ] = bolt->r.maxs[ 2 ] = 3.0f;
 bolt->s.time = level.time;
 
 bolt->s.pos.trType = TR_GRAVITY;
 bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME;   // move a bit on the very first frame
 VectorCopy( start, bolt->s.pos.trBase );
 VectorScale( dir, GRENADE_SPEED, bolt->s.pos.trDelta );
 SnapVector( bolt->s.pos.trDelta );      // save net bandwidth
 
 VectorCopy( start, bolt->r.currentOrigin );
 
 return bolt;
 }
 then , finally in tremulous.h
 
 add the following below BLASTER_DMG
 
 
 #define BGRENADE_REPEAT               500
 #define BGRENADE_DAMAGE              HDM(310)
 #define BGRENADE_RANGE                192.0f
 #define BGRENADE_SDAMAGE            HDM(150)
 
- 
				ok i followed the instructions (p.s. in g_misc.c can u place it anywhere?) and then compiled then into pk3s then i went to my server.cfg and changed the directory to the place where i had the pk3s and put the server up. blaster doesn't shoot nades please help!!! and if you think its a coding error i copied and pasted. ( im using devc++ to edit c do you think it might affect the game?)
			
- 
				ur using a c++ program to edit a C coded script? 
			
- 
				yeah i am.
 
 btw i messed up. i tried doing the blaster things in data.1.1.0.pk3 and this time it owrked only problem when i rezipped it i sais cant find default.cfg i never touched it or moved it or anything
- 
				i dun think using C++ programm will work , u using mac , linux or windows
			
- 
				windows and i never had a problem with it it still saves as the filetype .c or whatever and it makes it easir to edit
			
- 
				hmm , did u follow the instruction on the 1st 1?
 or did u juz use ur programm and edit it
- 
				C++ editors will work fine with C
			
- 
				hmm , then might be some script malfunction ><
 
 ill go see what i can do
- 
				no , g_misc U CANNOT put it anywhere
 u nidda override then 1 in as blaster -.-
- 
				umm how you do that???? can you copy whole code or show me where to place it????
 
 you might notice i dont get any of this but if you tell me i should be able to create new weapons as soon as this works
- 
				He meant bg_misc.c instead of g_misc.c.
			
- 
				btw darkenix in
 {
 WP_BLASTER,           //int       weaponNum;
 0,                    //int       price;
 ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int  stages
 0,                    //int       slots;
 "blaster",            //char      *weaponName;
 "Blaster",            //char      *weaponHumanName;
 0,                    //int       maxAmmo;
 0,                    //int       maxClips;
 qtrue,                //int       infiniteAmmo;
 qfalse,               //int       usesEnergy;
 BLASTER_REPEAT,       //int       repeatRate1;
 GBLASTER_REPEAT     //int       repeatRate2;  //define alt shot repeat rate
 0,                    //int       repeatRate3;
 0,                    //int       reloadTime;
 BLASTER_K_SCALE,      //float     knockbackScale;
 qtrue,               //qboolean  hasAltMode;    // qtrue if to 2nd shot activated
 qfalse,               //qboolean  hasThirdMode;
 qfalse,               //qboolean  canZoom;
 90.0f,                //float     zoomFov;
 qfalse,               //qboolean  purchasable;
 qtrue,                //qboolean  longRanged;
 0,                    //int       buildDelay;
 WUT_HUMANS            //WUTeam_t  team;
 },
 
you misspelled something
 
 GBLASTER_REPEAT     //int       repeatRate2;  //define alt shot repeat rate
 
 should be
 BGRENADE_REPEAT //int       repeatRate2;  //define alt shot repeat rate
 instead
- 
				X.X , soz >.>
 
 well , i noticed that after u said >.>
 lol , did u get to fix it?
- 
				yeah but i still get an error
 
 
 CC src/client/cl_main.c
 CC src/client/cl_net_chan.c
 CC src/client/cl_parse.c
 CC src/client/cl_scrn.c
 CC src/client/cl_ui.c
 CC src/client/cl_avi.c
 CC src/qcommon/cm_load.c
 CC src/qcommon/cm_patch.c
 CC src/qcommon/cm_polylib.c
 CC src/qcommon/cm_test.c
 CC src/qcommon/cm_trace.c
 CC src/qcommon/cmd.c
 CC src/qcommon/common.c
 CC src/qcommon/cvar.c
 CC src/qcommon/files.c
 CC src/qcommon/md4.c
 CC src/qcommon/md5.c
 CC src/qcommon/msg.c
 CC src/qcommon/net_chan.c
 CC src/qcommon/net_ip.c
 CC src/qcommon/huffman.c
 CC src/qcommon/parse.c
 CC src/client/snd_adpcm.c
 CC src/client/snd_dma.c
 CC src/client/snd_mem.c
 CC src/client/snd_mix.c
 CC src/client/snd_wavelet.c
 CC src/client/snd_main.c
 CC src/client/snd_codec.c
 CC src/client/snd_codec_wav.c
 CC src/client/snd_codec_ogg.c
 CC src/client/qal.c
 CC src/client/snd_openal.c
 src/client/snd_openal.c: In function `S_AL_SrcLoop':
 src/client/snd_openal.c:532: warning: `distance' might be used uninitialized in this function
 src/client/snd_openal.c: In function `S_AL_SrcUpdate':
 src/client/snd_openal.c:532: warning: `distance' might be used uninitialized in this function
 CC src/client/cl_curl.c
 CC src/server/sv_ccmds.c
 CC src/server/sv_client.c
 CC src/server/sv_game.c
 CC src/server/sv_init.c
 CC src/server/sv_main.c
 CC src/server/sv_net_chan.c
 CC src/server/sv_snapshot.c
 CC src/server/sv_world.c
 CC src/qcommon/q_math.c
 CC src/qcommon/q_shared.c
 CC src/qcommon/unzip.c
 CC src/qcommon/puff.c
 CC src/qcommon/vm.c
 CC src/qcommon/vm_interpreted.c
 CC src/jpeg-6/jcapimin.c
 CC src/jpeg-6/jchuff.c
 CC src/jpeg-6/jcinit.c
 CC src/jpeg-6/jccoefct.c
 CC src/jpeg-6/jccolor.c
 CC src/jpeg-6/jfdctflt.c
 CC src/jpeg-6/jcdctmgr.c
 CC src/jpeg-6/jcphuff.c
 CC src/jpeg-6/jcmainct.c
 CC src/jpeg-6/jcmarker.c
 CC src/jpeg-6/jcmaster.c
 CC src/jpeg-6/jcomapi.c
 CC src/jpeg-6/jcparam.c
 CC src/jpeg-6/jcprepct.c
 CC src/jpeg-6/jcsample.c
 CC src/jpeg-6/jdapimin.c
 CC src/jpeg-6/jdapistd.c
 CC src/jpeg-6/jdatasrc.c
 CC src/jpeg-6/jdcoefct.c
 CC src/jpeg-6/jdcolor.c
 CC src/jpeg-6/jddctmgr.c
 CC src/jpeg-6/jdhuff.c
 CC src/jpeg-6/jdinput.c
 CC src/jpeg-6/jdmainct.c
 CC src/jpeg-6/jdmarker.c
 CC src/jpeg-6/jdmaster.c
 CC src/jpeg-6/jdpostct.c
 CC src/jpeg-6/jdsample.c
 CC src/jpeg-6/jdtrans.c
 CC src/jpeg-6/jerror.c
 CC src/jpeg-6/jidctflt.c
 CC src/jpeg-6/jmemmgr.c
 CC src/jpeg-6/jmemnobs.c
 CC src/jpeg-6/jutils.c
 CC src/renderer/tr_animation.c
 CC src/renderer/tr_backend.c
 CC src/renderer/tr_bsp.c
 CC src/renderer/tr_cmds.c
 CC src/renderer/tr_curve.c
 CC src/renderer/tr_flares.c
 CC src/renderer/tr_font.c
 CC src/renderer/tr_image.c
 CC src/renderer/tr_init.c
 CC src/renderer/tr_light.c
 CC src/renderer/tr_main.c
 CC src/renderer/tr_marks.c
 CC src/renderer/tr_mesh.c
 CC src/renderer/tr_model.c
 CC src/renderer/tr_noise.c
 CC src/renderer/tr_scene.c
 CC src/renderer/tr_shade.c
 CC src/renderer/tr_shade_calc.c
 CC src/renderer/tr_shader.c
 CC src/renderer/tr_shadows.c
 CC src/renderer/tr_sky.c
 CC src/renderer/tr_surface.c
 CC src/renderer/tr_world.c
 CC src/sdl/sdl_gamma.c
 CC src/sdl/sdl_input.c
 CC src/sdl/sdl_snd.c
 CC src/sys/con_passive.c
 CC src/sys/con_log.c
 CC src/sys/sys_main.c
 AS src/asm/snd_mixa.s
 AS src/asm/matha.s
 AS src/asm/ftola.s
 AS src/asm/snapvectora.s
 CC src/qcommon/vm_x86.c
 WINDRES src/sys/win_resource.rc
 CC src/sys/sys_win32.c
 CC src/sdl/sdl_glimp.c
 LD build/release-mingw32-x86/tremulous.x86.exe
 SHLIB_CC src/cgame/cg_main.c
 SHLIB_CC src/game/bg_misc.c
 src/game/bg_misc.c:3163: `GBLASTER_REPEAT' undeclared here (not in a function)
 src/game/bg_misc.c:3163: initializer element is not constant
 src/game/bg_misc.c:3163: (near initialization for `bg_weapons[0].repeatRate2')
 src/game/bg_misc.c:3163: parse error before numeric constant
 src/game/bg_misc.c:3169: warning: overflow in implicit constant conversion
 src/game/bg_misc.c:3174: initializer element is not constant
 src/game/bg_misc.c:3174: (near initialization for `bg_weapons[0]')
 src/game/bg_misc.c:3201: initializer element is not constant
 src/game/bg_misc.c:3201: (near initialization for `bg_weapons[1]')
 src/game/bg_misc.c:3229: initializer element is not constant
 src/game/bg_misc.c:3229: (near initialization for `bg_weapons[2]')
 src/game/bg_misc.c:3257: initializer element is not constant
 src/game/bg_misc.c:3257: (near initialization for `bg_weapons[3]')
 src/game/bg_misc.c:3285: initializer element is not constant
 src/game/bg_misc.c:3285: (near initialization for `bg_weapons[4]')
 src/game/bg_misc.c:3313: initializer element is not constant
 src/game/bg_misc.c:3313: (near initialization for `bg_weapons[5]')
 src/game/bg_misc.c:3340: initializer element is not constant
 src/game/bg_misc.c:3340: (near initialization for `bg_weapons[6]')
 src/game/bg_misc.c:3368: initializer element is not constant
 src/game/bg_misc.c:3368: (near initialization for `bg_weapons[7]')
 src/game/bg_misc.c:3395: initializer element is not constant
 src/game/bg_misc.c:3395: (near initialization for `bg_weapons[8]')
 src/game/bg_misc.c:3423: initializer element is not constant
 src/game/bg_misc.c:3423: (near initialization for `bg_weapons[9]')
 src/game/bg_misc.c:3449: initializer element is not constant
 src/game/bg_misc.c:3449: (near initialization for `bg_weapons[10]')
 src/game/bg_misc.c:3476: initializer element is not constant
 src/game/bg_misc.c:3476: (near initialization for `bg_weapons[11]')
 src/game/bg_misc.c:3503: initializer element is not constant
 src/game/bg_misc.c:3503: (near initialization for `bg_weapons[12]')
 src/game/bg_misc.c:3529: initializer element is not constant
 src/game/bg_misc.c:3529: (near initialization for `bg_weapons[13]')
 src/game/bg_misc.c:3555: initializer element is not constant
 src/game/bg_misc.c:3555: (near initialization for `bg_weapons[14]')
 src/game/bg_misc.c:3581: initializer element is not constant
 src/game/bg_misc.c:3581: (near initialization for `bg_weapons[15]')
 src/game/bg_misc.c:3607: initializer element is not constant
 src/game/bg_misc.c:3607: (near initialization for `bg_weapons[16]')
 src/game/bg_misc.c:3633: initializer element is not constant
 src/game/bg_misc.c:3633: (near initialization for `bg_weapons[17]')
 src/game/bg_misc.c:3659: initializer element is not constant
 src/game/bg_misc.c:3659: (near initialization for `bg_weapons[18]')
 src/game/bg_misc.c:3685: initializer element is not constant
 src/game/bg_misc.c:3685: (near initialization for `bg_weapons[19]')
 src/game/bg_misc.c:3711: initializer element is not constant
 src/game/bg_misc.c:3711: (near initialization for `bg_weapons[20]')
 src/game/bg_misc.c:3737: initializer element is not constant
 src/game/bg_misc.c:3737: (near initialization for `bg_weapons[21]')
 src/game/bg_misc.c:3763: initializer element is not constant
 src/game/bg_misc.c:3763: (near initialization for `bg_weapons[22]')
 src/game/bg_misc.c:3789: initializer element is not constant
 src/game/bg_misc.c:3789: (near initialization for `bg_weapons[23]')
 src/game/bg_misc.c:3815: initializer element is not constant
 src/game/bg_misc.c:3815: (near initialization for `bg_weapons[24]')
 src/game/bg_misc.c:3841: initializer element is not constant
 src/game/bg_misc.c:3841: (near initialization for `bg_weapons[25]')
 src/game/bg_misc.c:3867: initializer element is not constant
 src/game/bg_misc.c:3867: (near initialization for `bg_weapons[26]')
 make[2]: *** [build/release-mingw32-x86/base/game/bg_misc.o] Error 1
 make[2]: Leaving directory `/c/editer'
 make[1]: *** [targets] Error 2
 make[1]: Leaving directory `/c/editer'
 make: *** [release] Error 2
 
 
 
 
 im stumped i put in everything you said to but it wont work
 
 (edit)dont belive it.. right after i declared you made the mistake i went right ahead and remade it....
- 
				ok sorry about how long it has been but i got a new pc and retyped everything exactly as before. now as i go through i get a error
 
 going fine....
 going fine....
 CC src/client/cl_cin.c
 CC src/client/cl_console.c
 CC src/client/cl_input.c
 CC src/client/cl_keys.c
 CC src/client/cl_main.c
 CC src/client/cl_net_chan.c
 CC src/client/cl_parse.c
 CC src/client/cl_scrn.c
 CC src/client/cl_ui.c
 CC src/client/cl_avi.c
 CC src/qcommon/cm_load.c
 CC src/qcommon/cm_patch.c
 CC src/qcommon/cm_polylib.c
 CC src/qcommon/cm_test.c
 CC src/qcommon/cm_trace.c
 CC src/qcommon/cmd.c
 CC src/qcommon/common.c
 CC src/qcommon/cvar.c
 CC src/qcommon/files.c
 CC src/qcommon/md4.c
 CC src/qcommon/md5.c
 CC src/qcommon/msg.c
 CC src/qcommon/net_chan.c
 CC src/qcommon/net_ip.c
 CC src/qcommon/huffman.c
 CC src/qcommon/parse.c
 CC src/client/snd_adpcm.c
 CC src/client/snd_dma.c
 CC src/client/snd_mem.c
 CC src/client/snd_mix.c
 CC src/client/snd_wavelet.c
 CC src/client/snd_main.c
 CC src/client/snd_codec.c
 CC src/client/snd_codec_wav.c
 CC src/client/snd_codec_ogg.c
 CC src/client/qal.c
 CC src/client/snd_openal.c
 src/client/snd_openal.c: In function `S_AL_SrcLoop':
 src/client/snd_openal.c:532: warning: `distance' might be used uninitialized in this function
 src/client/snd_openal.c: In function `S_AL_SrcUpdate':
 src/client/snd_openal.c:532: warning: `distance' might be used uninitialized in this function
 CC src/client/cl_curl.c
 CC src/server/sv_ccmds.c
 CC src/server/sv_client.c
 CC src/server/sv_game.c
 CC src/server/sv_init.c
 CC src/server/sv_main.c
 CC src/server/sv_net_chan.c
 CC src/server/sv_snapshot.c
 CC src/server/sv_world.c
 CC src/qcommon/q_math.c
 CC src/qcommon/q_shared.c
 CC src/qcommon/unzip.c
 make[1]: *** [targets] Interrupt
 make: *** [release] Error 2
 
 
 i dont know what would cause this error
- 
				"Interrupt" I've only ever see happen when you type a Ctrl-C into the window where make is running.
			
- 
				oh lolz
 
 (edit) but thats not the problem i tried again not hitting ctrl-c and it got the same error
 
 (edit number 2)here is the code now i keep my code in my c drive under editable so i can have a spare copy of the code and there under code is the rest
 $ make
 make[1]: Entering directory `/c/Editable/code'
 
 Building Tremulous in build/release-mingw32-x86:
 PLATFORM: mingw32
 ARCH: x86
 COMPILE_PLATFORM: mingw32
 COMPILE_ARCH: x86
 CC: gcc
 
 CFLAGS:
 -MMD
 -Wall
 -fno-strict-aliasing
 -Wimplicit
 -Wstrict-prototypes
 -DUSE_ICON
 -Isrc/SDL12/include
 -DUSE_OPENAL=1
 -DUSE_OPENAL_DLOPEN
 -DUSE_CURL
 -DCURL_STATICLIB
 -m32
 -DUSE_LOCAL_HEADERS
 -DNDEBUG
 -O3
 -march=i586
 -fno-omit-frame-pointer
 -ffast-math
 -falign-loops=2
 -funroll-loops
 -falign-jumps=2
 -falign-functions=2
 -fstrength-reduce
 
 LDFLAGS:
 -lwsock32
 -lwinmm
 -m32
 
 Output:
 build/release-mingw32-x86/tremded.x86.exe
 build/release-mingw32-x86/tremulous.x86.exe
 build/release-mingw32-x86/base/vm/cgame.qvm
 build/release-mingw32-x86/base/vm/game.qvm
 build/release-mingw32-x86/base/vm/ui.qvm
 
 make[2]: Entering directory `/c/Editable/code'
 DED_CC src/server/sv_client.c
 DED_CC src/server/sv_ccmds.c
 DED_CC src/server/sv_game.c
 DED_CC src/server/sv_init.c
 DED_CC src/server/sv_main.c
 DED_CC src/server/sv_net_chan.c
 DED_CC src/server/sv_snapshot.c
 DED_CC src/server/sv_world.c
 DED_CC src/qcommon/cm_load.c
 DED_CC src/qcommon/cm_patch.c
 DED_CC src/qcommon/cm_polylib.c
 DED_CC src/qcommon/cm_test.c
 DED_CC src/qcommon/cm_trace.c
 DED_CC src/qcommon/cmd.c
 DED_CC src/qcommon/common.c
 DED_CC src/qcommon/cvar.c
 DED_CC src/qcommon/files.c
 DED_CC src/qcommon/md4.c
 DED_CC src/qcommon/msg.c
 DED_CC src/qcommon/net_chan.c
 DED_CC src/qcommon/net_ip.c
 DED_CC src/qcommon/huffman.c
 DED_CC src/qcommon/parse.c
 DED_CC src/qcommon/q_math.c
 DED_CC src/qcommon/q_shared.c
 DED_CC src/qcommon/unzip.c
 DED_CC src/qcommon/vm.c
 DED_CC src/qcommon/vm_interpreted.c
 DED_CC src/null/null_client.c
 DED_CC src/null/null_input.c
 DED_CC src/null/null_snddma.c
 DED_CC src/sys/con_log.c
 DED_CC src/sys/sys_main.c
 AS src/asm/ftola.s
 AS src/asm/snapvectora.s
 AS src/asm/matha.s
 DED_CC src/qcommon/vm_x86.c
 WINDRES src/sys/win_resource.rc
 DED_CC src/sys/sys_win32.c
 DED_CC src/sys/con_win32.c
 LD build/release-mingw32-x86/tremded.x86.exe
 CC src/client/cl_cgame.c
 CC src/client/cl_cin.c
 CC src/client/cl_console.c
 CC src/client/cl_input.c
 CC src/client/cl_keys.c
 CC src/client/cl_main.c
 CC src/client/cl_net_chan.c
 CC src/client/cl_parse.c
 CC src/client/cl_scrn.c
 CC src/client/cl_ui.c
 CC src/client/cl_avi.c
 CC src/qcommon/cm_load.c
 CC src/qcommon/cm_patch.c
 CC src/qcommon/cm_polylib.c
 CC src/qcommon/cm_test.c
 CC src/qcommon/cm_trace.c
 CC src/qcommon/cmd.c
 CC src/qcommon/common.c
 CC src/qcommon/cvar.c
 CC src/qcommon/files.c
 CC src/qcommon/md4.c
 CC src/qcommon/md5.c
 CC src/qcommon/msg.c
 CC src/qcommon/net_chan.c
 CC src/qcommon/net_ip.c
 CC src/qcommon/huffman.c
 CC src/qcommon/parse.c
 CC src/client/snd_adpcm.c
 CC src/client/snd_dma.c
 CC src/client/snd_mem.c
 CC src/client/snd_mix.c
 CC src/client/snd_wavelet.c
 CC src/client/snd_main.c
 CC src/client/snd_codec.c
 CC src/client/snd_codec_wav.c
 CC src/client/snd_codec_ogg.c
 CC src/client/qal.c
 CC src/client/snd_openal.c
 src/client/snd_openal.c: In function `S_AL_SrcLoop':
 src/client/snd_openal.c:532: warning: `distance' might be used uninitialized in this function
 src/client/snd_openal.c: In function `S_AL_SrcUpdate':
 src/client/snd_openal.c:532: warning: `distance' might be used uninitialized in this function
 CC src/client/cl_curl.c
 CC src/server/sv_ccmds.c
 CC src/server/sv_client.c
 CC src/server/sv_game.c
 CC src/server/sv_init.c
 CC src/server/sv_main.c
 CC src/server/sv_net_chan.c
 CC src/server/sv_snapshot.c
 CC src/server/sv_world.c
 CC src/qcommon/q_math.c
 CC src/qcommon/q_shared.c
 CC src/qcommon/unzip.c
 CC src/qcommon/puff.c
 CC src/qcommon/vm.c
 CC src/qcommon/vm_interpreted.c
 CC src/jpeg-6/jcapimin.c
 CC src/jpeg-6/jcapistd.c
 CC src/jpeg-6/jchuff.c
 CC src/jpeg-6/jcinit.c
 CC src/jpeg-6/jccoefct.c
 CC src/jpeg-6/jccolor.c
 CC src/jpeg-6/jfdctflt.c
 CC src/jpeg-6/jcdctmgr.c
 CC src/jpeg-6/jcphuff.c
 CC src/jpeg-6/jcmainct.c
 CC src/jpeg-6/jcmarker.c
 CC src/jpeg-6/jcmaster.c
 CC src/jpeg-6/jcomapi.c
 CC src/jpeg-6/jcparam.c
 CC src/jpeg-6/jcprepct.c
 CC src/jpeg-6/jcsample.c
 CC src/jpeg-6/jdapimin.c
 CC src/jpeg-6/jdapistd.c
 CC src/jpeg-6/jdatasrc.c
 CC src/jpeg-6/jdcoefct.c
 CC src/jpeg-6/jdcolor.c
 CC src/jpeg-6/jddctmgr.c
 CC src/jpeg-6/jdhuff.c
 CC src/jpeg-6/jdinput.c
 CC src/jpeg-6/jdmainct.c
 CC src/jpeg-6/jdmarker.c
 CC src/jpeg-6/jdmaster.c
 CC src/jpeg-6/jdpostct.c
 CC src/jpeg-6/jdsample.c
 CC src/jpeg-6/jdtrans.c
 CC src/jpeg-6/jerror.c
 CC src/jpeg-6/jidctflt.c
 CC src/jpeg-6/jmemmgr.c
 CC src/jpeg-6/jmemnobs.c
 CC src/jpeg-6/jutils.c
 CC src/renderer/tr_animation.c
 CC src/renderer/tr_backend.c
 CC src/renderer/tr_bsp.c
 CC src/renderer/tr_cmds.c
 CC src/renderer/tr_curve.c
 CC src/renderer/tr_flares.c
 CC src/renderer/tr_font.c
 CC src/renderer/tr_image.c
 CC src/renderer/tr_image_png.c
 CC src/renderer/tr_image_jpg.c
 CC src/renderer/tr_image_bmp.c
 CC src/renderer/tr_image_tga.c
 CC src/renderer/tr_image_pcx.c
 CC src/renderer/tr_init.c
 CC src/renderer/tr_light.c
 CC src/renderer/tr_main.c
 CC src/renderer/tr_marks.c
 CC src/renderer/tr_mesh.c
 CC src/renderer/tr_model.c
 CC src/renderer/tr_noise.c
 CC src/renderer/tr_scene.c
 CC src/renderer/tr_shade.c
 CC src/renderer/tr_shade_calc.c
 CC src/renderer/tr_shader.c
 CC src/renderer/tr_shadows.c
 CC src/renderer/tr_sky.c
 CC src/renderer/tr_surface.c
 CC src/renderer/tr_world.c
 CC src/sdl/sdl_gamma.c
 CC src/sdl/sdl_input.c
 CC src/sdl/sdl_snd.c
 CC src/sys/con_passive.c
 CC src/sys/con_log.c
 CC src/sys/sys_main.c
 AS src/asm/snd_mixa.s
 AS src/asm/matha.s
 AS src/asm/ftola.s
 AS src/asm/snapvectora.s
 CC src/qcommon/vm_x86.c
 WINDRES src/sys/win_resource.rc
 CC src/sys/sys_win32.c
 CC src/sdl/sdl_glimp.c
 LD build/release-mingw32-x86/tremulous.x86.exe
 TOOLS_CC src/tools/lcc/etc/lcc.c
 TOOLS_CC src/tools/lcc/etc/bytecode.c
 TOOLS_CC src/tools/lcc/src/alloc.c
 TOOLS_CC src/tools/lcc/src/bind.c
 TOOLS_CC src/tools/lcc/src/bytecode.c
 TOOLS_CC src/tools/lcc/src/dag.c
 TOOLS_CC src/tools/lcc/lburg/lburg.c
 TOOLS_CC src/tools/lcc/lburg/gram.c
 LD build/release-mingw32-x86/tools/lburg/lburg.exe
 LBURG src/tools/lcc/src/dagcheck.md
 TOOLS_CC_DAGCHECK build/release-mingw32-x86/tools/rcc/dagcheck.c
 TOOLS_CC src/tools/lcc/src/decl.c
 TOOLS_CC src/tools/lcc/src/enode.c
 TOOLS_CC src/tools/lcc/src/error.c
 TOOLS_CC src/tools/lcc/src/event.c
 TOOLS_CC src/tools/lcc/src/expr.c
 TOOLS_CC src/tools/lcc/src/gen.c
 TOOLS_CC src/tools/lcc/src/init.c
 TOOLS_CC src/tools/lcc/src/inits.c
 TOOLS_CC src/tools/lcc/src/input.c
 TOOLS_CC src/tools/lcc/src/lex.c
 TOOLS_CC src/tools/lcc/src/list.c
 TOOLS_CC src/tools/lcc/src/main.c
 TOOLS_CC src/tools/lcc/src/null.c
 TOOLS_CC src/tools/lcc/src/output.c
 TOOLS_CC src/tools/lcc/src/prof.c
 TOOLS_CC src/tools/lcc/src/profio.c
 TOOLS_CC src/tools/lcc/src/simp.c
 TOOLS_CC src/tools/lcc/src/stmt.c
 TOOLS_CC src/tools/lcc/src/string.c
 TOOLS_CC src/tools/lcc/src/sym.c
 TOOLS_CC src/tools/lcc/src/symbolic.c
 TOOLS_CC src/tools/lcc/src/trace.c
 TOOLS_CC src/tools/lcc/src/tree.c
 TOOLS_CC src/tools/lcc/src/types.c
 LD build/release-mingw32-x86/tools/q3rcc.exe
 TOOLS_CC src/tools/lcc/cpp/cpp.c
 TOOLS_CC src/tools/lcc/cpp/lex.c
 TOOLS_CC src/tools/lcc/cpp/nlist.c
 TOOLS_CC src/tools/lcc/cpp/tokens.c
 TOOLS_CC src/tools/lcc/cpp/macro.c
 TOOLS_CC src/tools/lcc/cpp/eval.c
 TOOLS_CC src/tools/lcc/cpp/include.c
 TOOLS_CC src/tools/lcc/cpp/hideset.c
 TOOLS_CC src/tools/lcc/cpp/getopt.c
 TOOLS_CC src/tools/lcc/cpp/unix.c
 LD build/release-mingw32-x86/tools/q3cpp.exe
 LD build/release-mingw32-x86/tools/q3lcc.exe
 CGAME_Q3LCC src/cgame/cg_main.c
 CGAME_Q3LCC src/game/bg_misc.c
 src/game/bg_misc.c:3158: syntax error; found `0' expecting `}'
 src/game/bg_misc.c:3158: skipping `0' `,' `0' `,' `1.0f' `,' `qtrue' `,' ... up to `}'
 make[2]: *** [build/release-mingw32-x86/base/cgame/bg_misc.asm] Error 1
 make[2]: Leaving directory `/c/Editable/code'
 make[1]: *** [targets] Error 2
 make[1]: Leaving directory `/c/Editable/code'
 make: *** [release] Error 2
 
 btw that lines
 0,                    //int       repeatRate3;
 
 it is in
 weaponAttributes_t bg_weapons[ ] =
 {
 {
 WP_BLASTER,           //int       weaponNum;
 0,                    //int       price;
 ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int  stages
 0,                    //int       slots;
 "blaster",            //char      *weaponName;
 "Blaster",            //char      *weaponHumanName;
 "",
 0,                    //int       maxAmmo;
 0,                    //int       maxClips;
 qtrue,                //int       infiniteAmmo;
 qfalse,               //int       usesEnergy;
 BLASTER_REPEAT,       //int       repeatRate1;
 BGRENADE_REPEAT     //int       repeatRate2;  //define alt shot repeat rate
 0,                    //int       repeatRate3;
 0,                    //int       reloadTime;
 BLASTER_K_SCALE,      //float     knockbackScale;
 qtrue,               //qboolean  hasAltMode;    // qtrue if to 2nd shot activated
 qfalse,               //qboolean  hasThirdMode;
 qtrue,               //qboolean  canZoom;
 90.0f,                //float     zoomFov;
 qfalse,               //qboolean  purchasable;
 qtrue,                //qboolean  longRanged;
 0,                    //int       buildDelay;
 WUT_HUMANS            //WUTeam_t  team;
 },
 
 will deleting the line work?
- 
				Missing a comma after BGRENADE_REPEAT :)
			
- 
				omg thanks
 
 welli seem to be error newb but hey...
 $ make
 make[1]: Entering directory `/c/Editable/code'
 
 Building Tremulous in build/release-mingw32-x86:
 PLATFORM: mingw32
 ARCH: x86
 COMPILE_PLATFORM: mingw32
 COMPILE_ARCH: x86
 CC: gcc
 
 CFLAGS:
 -MMD
 -Wall
 -fno-strict-aliasing
 -Wimplicit
 -Wstrict-prototypes
 -DUSE_ICON
 -Isrc/SDL12/include
 -DUSE_OPENAL=1
 -DUSE_OPENAL_DLOPEN
 -DUSE_CURL
 -DCURL_STATICLIB
 -m32
 -DUSE_LOCAL_HEADERS
 -DNDEBUG
 -O3
 -march=i586
 -fno-omit-frame-pointer
 -ffast-math
 -falign-loops=2
 -funroll-loops
 -falign-jumps=2
 -falign-functions=2
 -fstrength-reduce
 
 LDFLAGS:
 -lwsock32
 -lwinmm
 -m32
 
 Output:
 build/release-mingw32-x86/tremded.x86.exe
 build/release-mingw32-x86/tremulous.x86.exe
 build/release-mingw32-x86/base/vm/cgame.qvm
 build/release-mingw32-x86/base/vm/game.qvm
 build/release-mingw32-x86/base/vm/ui.qvm
 
 make[2]: Entering directory `/c/Editable/code'
 DED_CC src/server/sv_client.c
 DED_CC src/server/sv_ccmds.c
 DED_CC src/server/sv_game.c
 DED_CC src/server/sv_init.c
 DED_CC src/server/sv_main.c
 DED_CC src/server/sv_net_chan.c
 DED_CC src/server/sv_snapshot.c
 DED_CC src/server/sv_world.c
 DED_CC src/qcommon/cm_load.c
 DED_CC src/qcommon/cm_patch.c
 DED_CC src/qcommon/cm_polylib.c
 DED_CC src/qcommon/cm_test.c
 DED_CC src/qcommon/cm_trace.c
 DED_CC src/qcommon/cmd.c
 DED_CC src/qcommon/common.c
 DED_CC src/qcommon/cvar.c
 DED_CC src/qcommon/files.c
 DED_CC src/qcommon/md4.c
 DED_CC src/qcommon/msg.c
 DED_CC src/qcommon/net_chan.c
 DED_CC src/qcommon/net_ip.c
 DED_CC src/qcommon/huffman.c
 DED_CC src/qcommon/parse.c
 DED_CC src/qcommon/q_math.c
 DED_CC src/qcommon/q_shared.c
 DED_CC src/qcommon/unzip.c
 DED_CC src/qcommon/vm.c
 DED_CC src/qcommon/vm_interpreted.c
 DED_CC src/null/null_client.c
 DED_CC src/null/null_input.c
 DED_CC src/null/null_snddma.c
 DED_CC src/sys/con_log.c
 DED_CC src/sys/sys_main.c
 AS src/asm/ftola.s
 AS src/asm/snapvectora.s
 AS src/asm/matha.s
 DED_CC src/qcommon/vm_x86.c
 WINDRES src/sys/win_resource.rc
 DED_CC src/sys/sys_win32.c
 DED_CC src/sys/con_win32.c
 LD build/release-mingw32-x86/tremded.x86.exe
 CC src/client/cl_cgame.c
 CC src/client/cl_cin.c
 CC src/client/cl_console.c
 CC src/client/cl_input.c
 CC src/client/cl_keys.c
 CC src/client/cl_main.c
 CC src/client/cl_net_chan.c
 CC src/client/cl_parse.c
 CC src/client/cl_scrn.c
 CC src/client/cl_ui.c
 CC src/client/cl_avi.c
 CC src/qcommon/cm_load.c
 CC src/qcommon/cm_patch.c
 CC src/qcommon/cm_polylib.c
 CC src/qcommon/cm_test.c
 CC src/qcommon/cm_trace.c
 CC src/qcommon/cmd.c
 CC src/qcommon/common.c
 CC src/qcommon/cvar.c
 CC src/qcommon/files.c
 CC src/qcommon/md4.c
 CC src/qcommon/md5.c
 CC src/qcommon/msg.c
 CC src/qcommon/net_chan.c
 CC src/qcommon/net_ip.c
 CC src/qcommon/huffman.c
 CC src/qcommon/parse.c
 CC src/client/snd_adpcm.c
 CC src/client/snd_dma.c
 CC src/client/snd_mem.c
 CC src/client/snd_mix.c
 CC src/client/snd_wavelet.c
 CC src/client/snd_main.c
 CC src/client/snd_codec.c
 CC src/client/snd_codec_wav.c
 CC src/client/snd_codec_ogg.c
 CC src/client/qal.c
 CC src/client/snd_openal.c
 src/client/snd_openal.c: In function `S_AL_SrcLoop':
 src/client/snd_openal.c:532: warning: `distance' might be used uninitialized in this function
 src/client/snd_openal.c: In function `S_AL_SrcUpdate':
 src/client/snd_openal.c:532: warning: `distance' might be used uninitialized in this function
 CC src/client/cl_curl.c
 CC src/server/sv_ccmds.c
 CC src/server/sv_client.c
 CC src/server/sv_game.c
 CC src/server/sv_init.c
 CC src/server/sv_main.c
 CC src/server/sv_net_chan.c
 CC src/server/sv_snapshot.c
 CC src/server/sv_world.c
 CC src/qcommon/q_math.c
 CC src/qcommon/q_shared.c
 CC src/qcommon/unzip.c
 CC src/qcommon/puff.c
 CC src/qcommon/vm.c
 CC src/qcommon/vm_interpreted.c
 CC src/jpeg-6/jcapimin.c
 CC src/jpeg-6/jcapistd.c
 CC src/jpeg-6/jchuff.c
 CC src/jpeg-6/jcinit.c
 CC src/jpeg-6/jccoefct.c
 CC src/jpeg-6/jccolor.c
 CC src/jpeg-6/jfdctflt.c
 CC src/jpeg-6/jcdctmgr.c
 CC src/jpeg-6/jcphuff.c
 CC src/jpeg-6/jcmainct.c
 CC src/jpeg-6/jcmarker.c
 CC src/jpeg-6/jcmaster.c
 CC src/jpeg-6/jcomapi.c
 CC src/jpeg-6/jcparam.c
 CC src/jpeg-6/jcprepct.c
 CC src/jpeg-6/jcsample.c
 CC src/jpeg-6/jdapimin.c
 CC src/jpeg-6/jdapistd.c
 CC src/jpeg-6/jdatasrc.c
 CC src/jpeg-6/jdcoefct.c
 CC src/jpeg-6/jdcolor.c
 CC src/jpeg-6/jddctmgr.c
 CC src/jpeg-6/jdhuff.c
 CC src/jpeg-6/jdinput.c
 CC src/jpeg-6/jdmainct.c
 CC src/jpeg-6/jdmarker.c
 CC src/jpeg-6/jdmaster.c
 CC src/jpeg-6/jdpostct.c
 CC src/jpeg-6/jdsample.c
 CC src/jpeg-6/jdtrans.c
 CC src/jpeg-6/jerror.c
 CC src/jpeg-6/jidctflt.c
 CC src/jpeg-6/jmemmgr.c
 CC src/jpeg-6/jmemnobs.c
 CC src/jpeg-6/jutils.c
 CC src/renderer/tr_animation.c
 CC src/renderer/tr_backend.c
 CC src/renderer/tr_bsp.c
 CC src/renderer/tr_cmds.c
 CC src/renderer/tr_curve.c
 CC src/renderer/tr_flares.c
 CC src/renderer/tr_font.c
 CC src/renderer/tr_image.c
 CC src/renderer/tr_image_png.c
 CC src/renderer/tr_image_jpg.c
 CC src/renderer/tr_image_bmp.c
 CC src/renderer/tr_image_tga.c
 CC src/renderer/tr_image_pcx.c
 CC src/renderer/tr_init.c
 CC src/renderer/tr_light.c
 CC src/renderer/tr_main.c
 CC src/renderer/tr_marks.c
 CC src/renderer/tr_mesh.c
 CC src/renderer/tr_model.c
 CC src/renderer/tr_noise.c
 CC src/renderer/tr_scene.c
 CC src/renderer/tr_shade.c
 CC src/renderer/tr_shade_calc.c
 CC src/renderer/tr_shader.c
 CC src/renderer/tr_shadows.c
 CC src/renderer/tr_sky.c
 CC src/renderer/tr_surface.c
 CC src/renderer/tr_world.c
 CC src/sdl/sdl_gamma.c
 CC src/sdl/sdl_input.c
 CC src/sdl/sdl_snd.c
 CC src/sys/con_passive.c
 CC src/sys/con_log.c
 CC src/sys/sys_main.c
 AS src/asm/snd_mixa.s
 AS src/asm/matha.s
 AS src/asm/ftola.s
 AS src/asm/snapvectora.s
 CC src/qcommon/vm_x86.c
 WINDRES src/sys/win_resource.rc
 CC src/sys/sys_win32.c
 CC src/sdl/sdl_glimp.c
 LD build/release-mingw32-x86/tremulous.x86.exe
 TOOLS_CC src/tools/lcc/etc/lcc.c
 TOOLS_CC src/tools/lcc/etc/bytecode.c
 TOOLS_CC src/tools/lcc/src/alloc.c
 TOOLS_CC src/tools/lcc/src/bind.c
 TOOLS_CC src/tools/lcc/src/bytecode.c
 TOOLS_CC src/tools/lcc/src/dag.c
 TOOLS_CC src/tools/lcc/lburg/lburg.c
 TOOLS_CC src/tools/lcc/lburg/gram.c
 LD build/release-mingw32-x86/tools/lburg/lburg.exe
 LBURG src/tools/lcc/src/dagcheck.md
 TOOLS_CC_DAGCHECK build/release-mingw32-x86/tools/rcc/dagcheck.c
 TOOLS_CC src/tools/lcc/src/decl.c
 TOOLS_CC src/tools/lcc/src/enode.c
 TOOLS_CC src/tools/lcc/src/error.c
 TOOLS_CC src/tools/lcc/src/event.c
 TOOLS_CC src/tools/lcc/src/expr.c
 TOOLS_CC src/tools/lcc/src/gen.c
 TOOLS_CC src/tools/lcc/src/init.c
 TOOLS_CC src/tools/lcc/src/inits.c
 TOOLS_CC src/tools/lcc/src/input.c
 TOOLS_CC src/tools/lcc/src/lex.c
 TOOLS_CC src/tools/lcc/src/list.c
 TOOLS_CC src/tools/lcc/src/main.c
 TOOLS_CC src/tools/lcc/src/null.c
 TOOLS_CC src/tools/lcc/src/output.c
 TOOLS_CC src/tools/lcc/src/prof.c
 TOOLS_CC src/tools/lcc/src/profio.c
 TOOLS_CC src/tools/lcc/src/simp.c
 TOOLS_CC src/tools/lcc/src/stmt.c
 TOOLS_CC src/tools/lcc/src/string.c
 TOOLS_CC src/tools/lcc/src/sym.c
 TOOLS_CC src/tools/lcc/src/symbolic.c
 TOOLS_CC src/tools/lcc/src/trace.c
 TOOLS_CC src/tools/lcc/src/tree.c
 TOOLS_CC src/tools/lcc/src/types.c
 LD build/release-mingw32-x86/tools/q3rcc.exe
 TOOLS_CC src/tools/lcc/cpp/cpp.c
 TOOLS_CC src/tools/lcc/cpp/lex.c
 TOOLS_CC src/tools/lcc/cpp/nlist.c
 TOOLS_CC src/tools/lcc/cpp/tokens.c
 TOOLS_CC src/tools/lcc/cpp/macro.c
 TOOLS_CC src/tools/lcc/cpp/eval.c
 TOOLS_CC src/tools/lcc/cpp/include.c
 TOOLS_CC src/tools/lcc/cpp/hideset.c
 TOOLS_CC src/tools/lcc/cpp/getopt.c
 TOOLS_CC src/tools/lcc/cpp/unix.c
 LD build/release-mingw32-x86/tools/q3cpp.exe
 LD build/release-mingw32-x86/tools/q3lcc.exe
 CGAME_Q3LCC src/cgame/cg_main.c
 CGAME_Q3LCC src/game/bg_misc.c
 make[2]: *** [build/release-mingw32-x86/base/cgame/bg_misc.asm] Error 1
 make[2]: Leaving directory `/c/Editable/code'
 make[1]: *** [targets] Error 2
 make[1]: Leaving directory `/c/Editable/code'
 make: *** [release] Error 2
 
- 
				welli seem to be error newb but hey...
 
 Don't worry about it, you wouldn't believe how long it took me to compile for the first time :P
 
 Your error log isn't helpful, I'm afraid, so I can't tell you what happened this time, except that it seemed to fail on bg_misc.c. My guess is, either your compilation tools are incorrectly set up in some obscure way, or you've done something strange that somehow doesn't print an error.
 
 Could you post a patchfile of your modifications here? Then at least we could check whether the problem was with the code.
 If you downloaded the code from SVN, you should be able to generate a patch with
 svn diff > patchfile.patchwhich will create patchfile.patch from the output of svn diff.
- 
				I have junt been trying to get nades working when i found out about the really cool things you can do with the bg_misc. all i really changed was make the rant in stage 1 and its free but make all the weapons on humans unlimited ammo and blaster shoots nades as well as making a few minor changes to aliens building.
 
 any way do i make the patch with minsys and mingw?
 
 and the bg_misc is to long to code otherwise i would post
 
 welli seem to be error newb but hey...
 
 Don't worry about it, you wouldn't believe how long it took me to compile for the first time :P
 
 and out of curiosity how long was it
 
 (edit) this might help
 
 when i tryied recompiling it i got this error
 q3rcc.exe has encountered a problem and needs to close. we are sorry for this inconveniance.
 windows problem window yada yada
 
 ok then i check on the compiler and it has frozen so i click send error report and msys shuts down
 
 any help?
 (edit again) well msys just ends the compiling
- 
				I'm afraid you're probably going to need advice from someone who knows more about mingw etc. than I do. I can only help with code problems, not with your compiler setup, because mine is different.
 
 Good luck with whatever you're trying though. You might have better luck if you tried asking on IRC - which you can get to with http://www.silverex.org - connect to chat.freenode.net and /join #tremulous
 If no-one seems to be around to answer your question, just be patient. Like the forum, it can take hours for people to read your question and respond, even if it appears that lots of people are there.
 
 I don't remember how long it took for my compiler to work, but it involved lots of annoying developer types via IRC. There really is no greater source of information.
- 
				$ make
 make[1]: Entering directory `/c/editable/code'
 
 Building Tremulous in build/release-mingw32-x86:
 PLATFORM: mingw32
 ARCH: x86
 COMPILE_PLATFORM: mingw32
 COMPILE_ARCH: x86
 CC: gcc
 
 CFLAGS:
 -MMD
 -Wall
 -fno-strict-aliasing
 -Wimplicit
 -Wstrict-prototypes
 -DUSE_ICON
 -Isrc/SDL12/include
 -DUSE_OPENAL=1
 -DUSE_OPENAL_DLOPEN
 -DUSE_CURL
 -DCURL_STATICLIB
 -m32
 -DUSE_LOCAL_HEADERS
 -DNDEBUG
 -O3
 -march=i586
 -fno-omit-frame-pointer
 -ffast-math
 -falign-loops=2
 -funroll-loops
 -falign-jumps=2
 -falign-functions=2
 -fstrength-reduce
 
 LDFLAGS:
 -lwsock32
 -lwinmm
 -m32
 
 Output:
 build/release-mingw32-x86/tremded.x86.exe
 build/release-mingw32-x86/tremulous.x86.exe
 build/release-mingw32-x86/base/vm/cgame.qvm
 build/release-mingw32-x86/base/vm/game.qvm
 build/release-mingw32-x86/base/vm/ui.qvm
 
 make[2]: Entering directory `/c/editable/code'
 DED_CC src/server/sv_client.c
 make[2]: gcc: Command not found
 make[2]: *** [build/release-mingw32-x86/ded/sv_client.o] Error 127
 make[2]: Leaving directory `/c/editable/code'
 make[1]: *** [targets] Error 2
 make[1]: Leaving directory `/c/editable/code'
 make: *** [release] Error 2