how to compile and Performance issues

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how to compile and Performance issues

Postby Audrais » Sun Jun 18, 2006 10:39 am

I was wondering how to set-up a compiler to compile the sorce code in windows. I have programming experence but I have never worked on a project as advanced as this. I have 3 compilers that I currently use, Dev-C++, Borland C++ Builder 6.0, and Microsoft's crappy visual C++ compiler from like 1996. I would like to try out some programming with this project but I need some help getting started.

Also, due to performance issues I have to run the game at 640x480 resolution to run decently. 800x600 is not supported on my moniter (and some new moniters too). I turned down every other graphics setting (on the menu) and it still fails to run smoothly (UT2004 runs better with medium graphics and on lowest setting this game runs with a split-second pause around every 2 seconds).

my PC specs:
-AMP XP 2000+ overclocked to 2.3 GHz
-512 MB DDR RAM (I don't remember the clock speed)
-MSI All-In-One MB (Micro-ATX)
-Nvidia FX 5200 with 128 MB of ram (FX version of this card runs much better than the origional)
-160 GB IDE HD
-350W PS


I pride myself in running the most efficent PC around, I have stripped XP down to the basics. My PC is Spyware and Virus-Free. I can run most apps at the same speed if not faster than my friends' much better PCs. This is a definate problem with the game\ game settings.

I would appreciate any help on either issue.
-Audrais
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Postby tChr » Sun Jun 18, 2006 11:02 am

About developing:
are you going to make changes to the gameplay (wich is written in quakec) or the engine, (wich is written in C iirc). If you are goin to make changes in gameplay you need a quakec compiler.

KadaverJack wrote:Yes you do... You'll need fteqcc (http://sourceforge.net/project/showfile ... _id=129507). Just download the compiler, place it inside Nexuiz/qcsrc-15/server and run it. If everything went well that will give you 2 files: Nexuiz/progs.dat & Nexuiz/progs.lno. Move them into Nexuiz/data, run Nexuiz and see how it works.
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Postby esteel » Mon Jun 19, 2006 11:15 am

Yeah there are two different things to compile. One is the engine DarkPlaces for which you will be able to use Dev-C++ as far as i know. When i was still using windows i used a MinGW/MSys installation to compile it. You will also need the DirectX SDK or copy the header files from the original quake sources as is mentioned in mingw.txt (or some simliar name..)

And finaly as tChr already told you will need fteqcc to compile the game logic which is written in quakeC. Thats easy like downloading, extracting and just calling it from the two directories qcsrc/menu and qcsrc/server. The client part is just an stub and does not yet work..
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