Author Topic: HELP  (Read 18781 times)

lizards160

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HELP
« 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??????

thirdstreettito

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Re: HELP
« Reply #1 on: March 08, 2008, 02:55:17 pm »
Whats the mod and how did you make it?

lizards160

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Re: HELP
« Reply #2 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

thirdstreettito

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Re: HELP
« Reply #3 on: March 08, 2008, 11:39:37 pm »
That isn't a mod, that is a command.

n.o.s.brain

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Re: HELP
« Reply #4 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....

thirdstreettito

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Re: HELP
« Reply #5 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?

lizards160

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Re: HELP
« Reply #6 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

lizards160

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Re: HELP
« Reply #7 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
}))

lizards160

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Re: HELP
« Reply #8 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

lizards160

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Re: HELP
« Reply #9 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

TinMan

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Re: HELP
« Reply #10 on: March 10, 2008, 03:10:37 am »
Look at my signature.
Code: [Select]
Linux: ~/.tremulous/base/
Mac: ~/Library/Application\ Support/Tremulous/base/
Windows: C:\Documents and Settings\username\Local Settings\Application Data\Tremulous\base\
NeonPulse
http://neonpulse.net/media/games/tremulous/base/autoexec.cfg

DarkEnix

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Re: HELP
« Reply #11 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

lizards160

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Re: HELP
« Reply #12 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.

DarkEnix

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Re: HELP
« Reply #13 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)
« Last Edit: March 11, 2008, 01:37:25 am by DarkEnix »

lizards160

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Re: HELP
« Reply #14 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?)

DarkEnix

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Re: HELP
« Reply #15 on: March 11, 2008, 05:09:19 am »
ur using a c++ program to edit a C coded script?

lizards160

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Re: HELP
« Reply #16 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

DarkEnix

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Re: HELP
« Reply #17 on: March 11, 2008, 09:19:00 am »
i dun think using C++ programm will work , u using mac , linux or windows

lizards160

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Re: HELP
« Reply #18 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

DarkEnix

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Re: HELP
« Reply #19 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

Amanieu

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    • Amanieu
Re: HELP
« Reply #20 on: March 12, 2008, 04:50:29 am »
C++ editors will work fine with C
Quote
< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P

DarkEnix

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Re: HELP
« Reply #21 on: March 12, 2008, 05:00:15 am »
hmm , then might be some script malfunction ><

ill go see what i can do

DarkEnix

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Re: HELP
« Reply #22 on: March 12, 2008, 08:54:53 am »
no , g_misc U CANNOT put it anywhere
u nidda override then 1 in as blaster -.-

lizards160

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Re: HELP
« Reply #23 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
« Last Edit: March 15, 2008, 09:11:05 am by lizards160 »

Thomsen

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Re: HELP
« Reply #24 on: March 15, 2008, 01:09:53 pm »
He meant bg_misc.c instead of g_misc.c.

lizards160

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Re: HELP
« Reply #25 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

DarkEnix

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Re: HELP
« Reply #26 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?

lizards160

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Re: HELP
« Reply #27 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....
« Last Edit: March 16, 2008, 11:33:32 pm by lizards160 »

lizards160

  • Posts: 62
  • Turrets: +1/-5
Re: HELP
« Reply #28 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

Rocinante

  • Posts: 642
  • Turrets: +252/-668
    • My Homepage
Re: HELP
« Reply #29 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.
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"On my ship, the Rocinante, wheeling through the galaxies, headed for the heart of Cygnus, headlong into mystery." -- Rush, "Cygnus X-1"