HOWTO: Compile Nexuiz on Windows using MinGW and MSYS

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Wed Oct 29, 2008 11:57 am

  • Yesterday I finally found the answers to everything concerning this and decided to share it all here now that I got the SVN fully running under XP.

    One thing everyone should know is that nexuiz.exe is the engine itsself. The entire engine is stored in that file and no other... the other files are just the textures, models, sounds, gamecode and other things. So the only thing you need from the compiled Darkplaces is the resulting nexuiz.exe and nothing else (don't be fooled by its small file size :) ). So once you finish compiling darkplaces using Xeno's tutorial in the first post, simply take the nexuiz.exe / darkplaces.exe created there and put it in the root folder of the SVN installation of Nexuiz (that after you compiled the three parts of the gamecode using fteqcc.exe, read my tutorial 3 posts above).

    However there is something else everyone must know; the libs and .dll's are needed separately otherwise the SVN game will run without sounds and textures! Just go in the root folder of the 2.4.2 official release and copy all .dll files you find in the root folder there to the root folder in the SVN (such as libjpeg.dll, libogg.dll and all the others you find there). Then the SVN will fully work with music, textures, sounds and everything else. The dll's are not found under SVN at the current time so you need to take them from the official installation and have them there.

    A link which may be very important is svn://svn.icculus.org/twilight/trunk/darkplaces which is the SVN link to darkplaces itself. Run that SVN in a separate folder from the Nexuiz SVN and use mingw and msys to compile it from there after each update. That way you'll be sure you have both the gamecode and engine updated all the time.

    Lastly, this is a very important tip which will spare you of a lot of torture during compiling; Use .bat files to do the compiling for both the gamecode and the engine. These are my own .bat files, and using these I only have to click them twice for the compiling to take place;

    - .bat file for gamecode / fteqcc compiling: This file goes in the root folder of the Nexuiz SVN right next to nexuiz.exe (make sure you placed fteqcc.exe in the 3 folders indicated in my tutorial 3 posts above before running this):

    Code: Select all
    cd data\qcsrc
    cd client
    fteqcc.exe
    cd ..
    cd menu
    fteqcc.exe
    cd ..
    cd server
    fteqcc.exe
    exit


    - .bat file for compiling drakplaces / game engine compiling: This file goes in the root folder of the Darkplaces engine, and is just the .bad version of what Xeno mentioned in his first post. Don't forget you need to change the paths depending on where you have msys and mingw installed:

    Code: Select all
    PATH=D:\Tools\msys\1.0\bin;D:\Tools\MinGW\bin;D:\Tools\MinGW\mingw32\bin;%PATH%
    make DP_MAKE_TARGET=mingw CC="gcc -I/d/Tools/MinGW/include/darkplaces" cl-nexuiz


    So this should be all there is to know and should make your compiling much more easy and spare people of having to go through all the trouble to compile this easily and correctly. Have fun :D
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    MirceaKitsune
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Tue Dec 09, 2008 1:34 am

  • Important note for everyone using fteqcc.exe to compile!

    The latest SVN revision of Nexuiz requires a fteqcc.exe update not yet posted on sourceforge, otherwise compiling with fteqcc.exe will fail. If you are getting compiling errors when compiling with fteqcc but it's not something you modified, that's most likely the reason. You must use the fteqcc available here instead of the previous one.[/b]
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    MirceaKitsune
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Tue Dec 09, 2008 6:21 am

  • I just committed a change to remove some warnings, and it now requires a svn build of fteqcc.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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