Tremulous Forum

Mods => Modding Center => Topic started by: lizards160 on March 08, 2008, 02:23:10 pm

Title: HELP
Post 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??????
Title: Re: HELP
Post by: thirdstreettito on March 08, 2008, 02:55:17 pm
Whats the mod and how did you make it?
Title: Re: HELP
Post by: lizards160 on March 08, 2008, 04:08:50 pm
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
Title: Re: HELP
Post by: thirdstreettito on March 08, 2008, 11:39:37 pm
That isn't a mod, that is a command.
Title: Re: HELP
Post by: n.o.s.brain on March 09, 2008, 01:29:23 am
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....
Title: Re: HELP
Post by: thirdstreettito on March 09, 2008, 01:50:18 am
I would think in the server.cfg you would put
/g_humanStage 2
/g_alienStage 2
Am I right?
Title: Re: HELP
Post by: lizards160 on March 09, 2008, 09:19:24 pm
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
Title: Re: HELP
Post by: lizards160 on March 09, 2008, 09:31:11 pm
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
}))
Title: Re: HELP
Post by: lizards160 on March 10, 2008, 12:57:54 am
nvm it wont work i got it working

but i still get the vm create on ui failed error please explain
Title: Re: HELP
Post by: lizards160 on March 10, 2008, 02:49:16 am
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
Title: Re: HELP
Post by: TinMan on March 10, 2008, 03:10:37 am
Look at my signature.
Title: Re: HELP
Post by: DarkEnix on March 10, 2008, 03:56:46 am
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
Title: Re: HELP
Post by: lizards160 on March 10, 2008, 06:08:57 pm
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.
Title: Re: HELP
Post by: DarkEnix on March 11, 2008, 01:34:29 am
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

Code: [Select]
{
    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

Code: [Select]
/*
======================================================================

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

Code: [Select]
/*
======================================================================

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

Code: [Select]
/*
===============
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

Code: [Select]
/*
===============
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

Code: [Select]
/*
=================
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

Code: [Select]
/*
=================
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


Code: [Select]
#define BGRENADE_REPEAT               500
#define BGRENADE_DAMAGE              HDM(310)
#define BGRENADE_RANGE                192.0f
#define BGRENADE_SDAMAGE            HDM(150)
Title: Re: HELP
Post by: lizards160 on March 11, 2008, 02:33:20 am
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?)
Title: Re: HELP
Post by: DarkEnix on March 11, 2008, 05:09:19 am
ur using a c++ program to edit a C coded script?
Title: Re: HELP
Post by: lizards160 on March 11, 2008, 09:10:03 am
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
Title: Re: HELP
Post by: DarkEnix on March 11, 2008, 09:19:00 am
i dun think using C++ programm will work , u using mac , linux or windows
Title: Re: HELP
Post by: lizards160 on March 11, 2008, 05:25:20 pm
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
Title: Re: HELP
Post by: DarkEnix on March 12, 2008, 02:52:21 am
hmm , did u follow the instruction on the 1st 1?
or did u juz use ur programm and edit it
Title: Re: HELP
Post by: Amanieu on March 12, 2008, 04:50:29 am
C++ editors will work fine with C
Title: Re: HELP
Post by: DarkEnix on March 12, 2008, 05:00:15 am
hmm , then might be some script malfunction ><

ill go see what i can do
Title: Re: HELP
Post by: DarkEnix on March 12, 2008, 08:54:53 am
no , g_misc U CANNOT put it anywhere
u nidda override then 1 in as blaster -.-
Title: Re: HELP
Post by: lizards160 on March 15, 2008, 08:58:20 am
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
Title: Re: HELP
Post by: Thomsen on March 15, 2008, 01:09:53 pm
He meant bg_misc.c instead of g_misc.c.
Title: Re: HELP
Post by: lizards160 on March 16, 2008, 04:43:02 am
btw darkenix in
Code: [Select]
{
    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
Title: Re: HELP
Post by: DarkEnix on March 16, 2008, 08:58:37 am
X.X , soz >.>

well , i noticed that after u said >.>
lol , did u get to fix it?
Title: Re: HELP
Post by: lizards160 on March 16, 2008, 10:10:18 pm
yeah but i still get an error


Code: [Select]
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....
Title: Re: HELP
Post by: lizards160 on March 29, 2008, 04:45:13 pm
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

Code: [Select]
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
Title: Re: HELP
Post by: Rocinante on March 29, 2008, 04:56:12 pm
"Interrupt" I've only ever see happen when you type a Ctrl-C into the window where make is running.
Title: Re: HELP
Post by: lizards160 on March 29, 2008, 05:13:24 pm
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
Code: [Select]
$ 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
Code: [Select]
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?
Title: Re: HELP
Post by: benmachine on March 29, 2008, 06:16:59 pm
Missing a comma after BGRENADE_REPEAT :)
Title: Re: HELP
Post by: lizards160 on March 29, 2008, 06:31:39 pm
omg thanks

welli seem to be error newb but hey...
Code: [Select]
$ 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
Title: Re: HELP
Post by: benmachine on March 29, 2008, 09:59:52 pm
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
Code: [Select]
svn diff > patchfile.patchwhich will create patchfile.patch from the output of svn diff.
Title: Re: HELP
Post by: lizards160 on March 29, 2008, 11:46:13 pm
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
Title: Re: HELP
Post by: benmachine on March 30, 2008, 01:54:41 pm
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.
Title: Re: HELP
Post by: lizards160 on March 30, 2008, 06:43:39 pm
Code: [Select]
$ 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