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Quake 3 engine.... can't inport solution

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zieQ:
As I said, I'm working on a patch... Just as side note about prjconverter: it does not convert dependencies nor build configurations properly. So, if you use it, you will not have some parts of quake3 projects to compile! That said, I'm going back developing the patch ;)

zieQ:
I just commited the fix in CVS HEAD, now Quake3 solution imports fine ;) The problem was about build configurations that were not handled properly.

takeshimiya:
Imports fine... and compiles fine?

zieQ:

--- Quote from: takeshimiya ---Imports fine... and compiles fine?

--- End quote ---

I didn't try to compile yet :D ... I really wrote "imports fine" to mean no crash when loading and configurations read properly. If there's some compiler/linker options missing, please submit bug reports. I guess most of them are already in the importers, but I may have missed to implement some useful ones  :oops: . Anyway, I have planned to rework the option conversion since I found out a useful piece of code somewhere :lol: .

grv575:
Could you double-check the importing of the UI project?

Built splines, botlib, cgame, game, q3_ui, renderer, quake fine but ui...
it has all the source files there under properties->targets, but only two of them are checked for the Release build.  Compiling like this gives unresolved link errors, but checking all the source files for the Release target (all except bg_lib.c and menudef.h) lets it compile and link ok.  Wasn't able to figure out if this was an importing problem or not (maybe a dependency resolution problem?  does the .deps handling check/uncheck these automatically once they are built by another project?)

The only difficult thing was that each project used it's own Release subdirectory, so that it was necessary to copy .lib files to the quake project dir to get it to build.

compiler settings (vc++ toolkit)
 compiler
 
 linker
 
 resource compiler
 
 programs -> additional paths
 

had to add these to quake project build options -> linker
 
(msvs I think always links these by default)

then compile all the release builds, and do the quake one last (copy the libs it links to the toplevel Release directory first).  then open a cmd prompt
path=%path%;C:\quake3-1.32b\code\win32\mod-sdk-setup\bin
run .bat files in code/game code/cgame code/q3_ui code/ui
(see readme about building qvm files)

you should now have quake.exe and c:\quake3 ...
you will need files from the cd (pk3 files) to get it to run :\
see: http://64.233.187.104/search?q=cache:YeM9ENl6FEQJ:www.linuxquestions.org/questions/showthread.php%3Fs%3D%26goto%3Dlastpost%26forumid%3D33+quake3+pk3+compile&hl=en&client=firefox-a

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