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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  • This is how I finally got it to work on WinXP. Some of this might be superfluous (I installed stuff to be able to compile CPAN modules for Perl at the same time, so the Nexuiz client might not need everything here, but none of it hurts (or takes up much space)).

    First, you need to install MinGW and MSYS to be able to compile the code. Download the following:


    Run the MinGW Installer first and run the MSYS: Base System Installer last. DO NOT INSTALL ANYTHING TO A DIRECTORY WITH A SPACE IN ITS NAME! (e.g. "Program Files" or "Documents and Settings"). By default I think they both try to create directories in C:\. I hate clutter so I have a directory, C:\X\ for anything that might be sensitive to path names. My MinGW installation directory is thus C:\X\MinGW and my MSYS directory is C:\X\MSYS. To install the other stuff, you should be able to extract them directly into the MinGW directory. You'll be prompted to overwrite stuff. You should be able to overwrite everything (mostly just overlapping files, shouldn't make a difference which one you keep). If you're unsure, check the READMEs or the download sites for instructions.

    When you install MinGW, make sure that you select the C and C++ compilers during the dialogue. When you install MSYS, make sure that you follow the command line dialogue that pops up and that you give it the correct path to your MinGW directory, using FORWARD slashes (/)... thus I had to enter it as C:/X/MinGW.



    Ok, now download the quake 1 source code files at ftp://ftp.idsoftware.com/idstuff/source/q1source.zip. You need the following files from the quake 1 source (look in q1source.zip\WinQuake\dxsdk\SDK\INC):
      ddraw.h
      dinput.h
      dsound.h


    Create a new folder in MinGW\include\ and name it "darkplaces". Move the three files here.

    Finally, go to Nexuiz\sources\ and extract the enginesource.zip (the file will contain a date in it's name, e.g. enginesource20070531.zip) file to a folder somewhere (in you created the directory C:\X\, extract the folder there... avoid placing it somewhere with a name in the path (it might work, I didn't bother to try... I was frustrated enough). Note that the desktop has a space in its path (it's in "Documents and Settings"). This folder will contain another folder, "darkplaces".

    Now, open a command prompt (press the windows key and R, then type "cmd" and hit enter). (yeah, I realize that anyone who wants to compile the client from source probably knows how to open the command prompt).

    Enter "cd" followed by a space and the full path name to the darkplaces directory in the folder to which you extracted the enginesource.zip file. (e.g. "cd C:\X\enginesource20070531\darkplaces").

    Now you need to set the path variabe to contain the paths to the MinGW and MSYS files (so that the command prompt can find them). If you installed everything to its default locations (C:\), then enter this (provided that you have the same versions listed above):

    Code: Select all
    PATH=C:\msys\1.0\bin;C:\MinGW\bin;C:\MinGW\mingw32\bin;%PATH%


    If you installed everything to C:\X\ as I did, enter this.:

    Code: Select all
    PATH=C:\X\msys\1.0\bin;C:\X\MinGW\bin;C:\X\MinGW\mingw32\bin;%PATH%


    If you installed everything somewhere else, just replace the three paths with the correct ones. If you don't want to have to type that every time that you start a new command prompt session, you could add them to the path variable permanently (Control Panel -> System -> Advanced -> Environment Variables -> System Variables -> Path).



    Now, if you placed the ddraw.h, dinput.h, and dsound.h in MinGW\include\darkplaces, and MinGW is in it's default location (C:\MinGW), enter this:
    Code: Select all
    make DP_MAKE_TARGET=mingw CC="gcc -I/c/MinGW/include/darkplaces" cl-release


    If you placed the files somewhere else, replace "c/MinGW/include/darkplaces" with the full path, using FORWARD SLASHES and without a colon after "c". E.g. I used this:

    Code: Select all
    make DP_MAKE_TARGET=mingw CC="gcc -I/c/x/MinGW/include/darkplaces" cl-release


    That should be it.



    Thanks to div and esteel for their help.


    If there are any mistakes, let me know right away so that I can fix them.

    EDIT 08/03/29 - SDL
    erroneus wrote:double yay, i got sdl to compile, i uninstalled everything and started from scratch,
    the sdl libs are located here for any other people who are new to coding like me
    http://www.libsdl.org/release/SDL-devel ... w32.tar.gz
    all this gets copied to the mingw directory aswell as the other stuff.

    the only other thing that i did, i copied the .h files from Nexuiz\Nexuiz-SDL.app\Contents\Frameworks\SDL.framework\Versions\A\Headers (included in the game)
    i over wrote the files that i downloaded, i dunno if it was good or bad, but it worked on the first try.

    the difference i'm looking at is the way the sdl version handled joystick input. the cvars are totally different compared to the CL version.
    Last edited by Xeno on Sat Mar 29, 2008 3:45 am, edited 1 time in total.
    Xeno
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Sun Nov 04, 2007 12:32 am

  • If you use "cl-nexuiz" instead of "cl-release", it will make a nexuiz.exe instead of a darkplaces.exe, which gets the right icon. Other than the icon, the files are identical, so if you follow Xeno's description, just rename the file at the end to nexuiz.exe, or it won't detect Nexuiz (it uses its own file name to find out whether it should load Quake or Nexuiz).
    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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Sun Nov 04, 2007 1:52 am

  • I just got libvorbis-1.2.0 to create a dll using msys, had to use the patch here: http://fuppes-svn.ulrich-voelkel.de/pat ... msys.patch (solves the problem where the makefile wasn't linking to libogg properly), but with the dlls properly created they don't work in the game.
    Is there anything I can do in DP to see why the dlls aren't working?
    :)
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Sun Nov 04, 2007 8:28 am

  • Not really. What does it say when it can't load them? Did you rename DLLs in the process?
    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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Sun Nov 04, 2007 9:59 am

  • divVerent wrote:If you use "cl-nexuiz" instead of "cl-release", it will make a nexuiz.exe instead of a darkplaces.exe, which gets the right icon. Other than the icon, the files are identical, so if you follow Xeno's description, just rename the file at the end to nexuiz.exe, or it won't detect Nexuiz (it uses its own file name to find out whether it should load Quake or Nexuiz).


    Oh really? My patch binaries are named darkplaces.exe and nobody complained about them not detecting nexuiz O.o
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    Blµb
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Sun Nov 04, 2007 10:13 am

  • Maybe it's a difference on Windows... it does not do that here. Unless you specify the command line parameter "-nexuiz", of course...
    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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Sun Nov 04, 2007 12:13 pm

  • nice work there Xeno
    dfkgmasdfnasodrg
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Sun Nov 04, 2007 12:25 pm

  • i seem to remember on windows (or in general)? the engine also includes the current working directory name to deceide the game..

    On linux i also compile darkplaces but create links named nexuiz* to it. because that way its easier to create debug, normal, profiling binaries.
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    esteel
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Sun Nov 04, 2007 4:29 pm

  • divVerent wrote:Not really. What does it say when it can't load them? Did you rename DLLs in the process?

    The problem I didn't recognize before was that libvorbisfile.dll depends on libvorbis-0.dll, but the engine looks for libvorbis.dll
    I worked around that by using two copies of libvorbis.dll, with each name, to satisfy both requirements.
    Obviously, that is a suboptimal solution, but I did now get to the point where the new libraries work.
    :)
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Sun Nov 04, 2007 5:21 pm

  • And it's exactly what I want to avoid. Isn't there any way to change the name of a DLL a library depends on? Or to change the .a and .la file that links to it? Or to make libogg make a libogg.dll and not a libogg-0.dll?
    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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Tue Nov 06, 2007 9:49 am

  • Is there any chance of making this thread sticky? It's just going to get buried otherwise.

    EDIT: Thanks.
    Xeno
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Mon Dec 17, 2007 6:00 am

  • Stickies work, but there really should be an official WIKI for stuff like this. I know there is the unofficial Nexuiz WIKI, but that isn't good enough. It should be linked from the alientrap.org menu and a handful of volunteers could be assigned as moderators for it.
    Dokujisan
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Sat Jan 12, 2008 9:05 pm

  • this is great! thanks, i've been looking all day for this, (in the wrong places)
    but this doesn't mention anything about creating an sdl binary, or will i find out how to do that once i get going through the steps?
    erroneus
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Sat Jan 12, 2008 10:11 pm

  • if you got the SDL headers and libs installed for mingw, then you should be able to use the sdl-* targets from the makefile
    when you just type "make" instead of "make .... cl-release" then you get a list

    for sdl-release:
    Code: Select all
    make DP_MAKE_TARGET=mingw CC="gcc -I/c/x/MinGW/include/darkplaces" sdl-release


    I cannot try it though, would be nice if you report back if it works :)
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    Blµb
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Sat Jan 12, 2008 10:59 pm

  • thanks for the quick reply,
    i followed xeno's instructions exactly... actually he forgot to add what to do with these files
    MinGW Runtime (I used mingw-runtime-3.13.tar.gz)
    MinGW API for MS-Windows (I used w32api-3.10.tar.gz)
    GNU Binutils (I used binutils-2.17.50-20060824-1.tar.gz)

    i assumed to extract them and overwrite files in the MinGW directory.

    after it failed the first time, i went back and did a full installation of MinGW, (there was no c or c++ options in the MinGW-5.1.3 installation dialoge, but there was g++... regardless, i installed it all to make sure)
    i also redid the msys installation to make sure it was set correctly

    i think i'm still missing something because when i run
    Code: Select all
    make DP_MAKE_TARGET=mingw CC="gcc -I/c/x/MinGW/include/darkplaces" cl-release

    i get a response of
    Code: Select all
    make: *** No rule to make target `cl-release'.  Stop.

    same with SDL
    Code: Select all
    make: *** No rule to make target `sdl-release'.  Stop.

    so yeah, clearly i'm missing both default and SDL headers and libs installed for mingw, any tips on how to fix that?
    thanks!
    erroneus
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Sat Jan 12, 2008 11:11 pm

  • erroneus wrote:so yeah, clearly i'm missing both default and SDL headers and libs installed for mingw, any tips on how to fix that?

    You're not missing headers, you either don't have the right makefile (or none at all) or you run make in a wrong directory. You have to call make from the darkplaces source directory.
    Last edited by KadaverJack on Mon Jan 14, 2008 9:23 am, edited 1 time in total.
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Mon Jan 14, 2008 3:53 am

  • cool, thanks! i got it the CL version to compile, a couple other things that should be fixed if this is to be made into a wiki.

    xeno neglected to say to put the source files in the darkplaces directory that was created in include. (i just had to assume to)
    he didn't say what to do with the .tar files that had to be downloaded, (again i assumed they had to be extracted into the WinGW directory, overwriting existing directories)

    the path C:\msys\1.0\bin does not exist (specificially, the 1.0 directory)
    it is actually C:\msys\bin; (well C:\x\msys\bin;)

    and lastly, i really want to create a binary executable of the SDL version, i found what seems to be the libs in an old thread
    http://www.libsdl.org/release/SDL-devel ... w32.tar.gz
    there are newer versions now, did the same with the rest of the .tar files and extracted it into the mingw directory, i tried the newest one first, got some erros, then i did this one and got different errors.

    any ideas to help me out? much appreciated!

    (also in the faq that comes with nexuiz, to compile the game, it only says to run fteqcc.exe in the menu and server directories of the gamesource, it spits out 4 files,
    menu.dat
    menu.lno
    progs.dat
    progs.lno
    needless to say, it isn't very helpfull, espcially since i want to modify bits in the engine, which is why i'm in this thread)
    erroneus
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Wed Jan 16, 2008 8:44 pm

  • double yay, i got sdl to compile, i uninstalled everything and started from scratch,
    the sdl libs are located here for any other people who are new to coding like me
    http://www.libsdl.org/release/SDL-devel ... w32.tar.gz
    all this gets copied to the mingw directory aswell as the other stuff.

    the only other thing that i did, i copied the .h files from Nexuiz\Nexuiz-SDL.app\Contents\Frameworks\SDL.framework\Versions\A\Headers (included in the game)
    i over wrote the files that i downloaded, i dunno if it was good or bad, but it worked on the first try.

    the difference i'm looking at is the way the sdl version handled joystick input. the cvars are totally different compared to the CL version.
    erroneus
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Fri Mar 28, 2008 8:33 am

  • This is how I finally got it to work on WinXP. Some of this might be superfluous (I installed stuff to be able to compile CPAN modules for Perl at the same time, so the Nexuiz client might not need everything here! :shock:
    Snow123
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Sat Mar 29, 2008 3:50 am

  • Updated the original post to include some of the "missing" instructions mentioned by erroneus (is that info not included in the READMEs?), and appended his instructions for compiling the SDL version.

    I like Doku's idea of creating an official, moderated wiki for things like this. I don't think that I'll be compiling the client again any time soon so I won't be able to maintain this (not even sure if this still works now... I think the instructions need to be updated to handle qc support).
    Xeno
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Tue Jul 29, 2008 4:07 pm

  • I did the exact process by following Xeno's guide but can't get past this...

    Code: Select all
    make DP_MAKE_TARGET=mingw CC="gcc -I/c/x/MinGW/include/darkplaces" cl-release


    Response:

    Code: Select all
    'make' is not recognised as an internal or external command, operable program or batch file.


    Any idea?
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    Oat
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Tue Jul 29, 2008 4:50 pm

  • Oat wrote:Response:

    Code: Select all
    'make' is not recognised as an internal or external command, operable program or batch file.


    Any idea?


    It's not on your path (the path is a list of directories that windows looks in to try to find the program). Here are some ideas of what you can do:

    1) Double check that you fully installed mingw and msys. There should be instructions including with the downloads (readme, etc) for adding the directories to the path.

    2) Make sure that the command is still called "make"... it might be "mingw-make", or some other variant. The easiest way is to open the folder where you installed mingw and do a search for "make" (it should be in one of the "bin" directories").

    3) If you find the make program but can't figure out how to add it to your path, go the the control panel, then to system, then on one of the tabs there you can set environment variables (lower tab all the way on the right I think)... choose advanced settings then look for path. Add the path to the folder that contains the make program . Make sure you separate it from the rest of the path line with a semi-colon.


    I'm not running windows at the moment so I can't check the exact name of the tab and I haven't updated mingw or msys since I wrote this tutorial. Also, if you're on Vista, I don't know if you have to do this differently.
    Xeno
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Tue Jul 29, 2008 7:26 pm

  • 1) Double check that you fully installed mingw and msys. There should be instructions including with the downloads (readme, etc) for adding the directories to the path.


    Already installed the full versions

    2) Make sure that the command is still called "make"... it might be "mingw-make", or some other variant. The easiest way is to open the folder where you installed mingw and do a search for "make" (it should be in one of the "bin" directories").


    make files are currently in the directories and I made sure the paths matched to the bin folders

    3) If you find the make program but can't figure out how to add it to your path, go the the control panel, then to system, then on one of the tabs there you can set environment variables (lower tab all the way on the right I think)... choose advanced settings then look for path. Add the path to the folder that contains the make program . Make sure you separate it from the rest of the path line with a semi-colon.


    Already done. But still same command output.

    I'm currently running Windows XP
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    Oat
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Tue Jul 29, 2008 11:38 pm

  • the "just works way" get code::blocks http://www.codeblocks.org/ (use the nightly's). import the msvc solution and build.
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
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Wed Jul 30, 2008 12:59 am

  • If it says that the command make isn't recognized, it absolutely has to be that the program is not on your path (i.e. it's not a compile error). There's a chance that there are several bin directories depending on how you installed everything (mingw has its own, so does msys, etc). CD into each one until you find the make program, try running it in the directory, then make sure that particular bin dir is on your path.

    Check the path variable thoroughly too... it's easy to make make a small syntax error when changing it.

    Even if you've double-checked, check again. It might seem like I'm just telling you to do the same thing again and you know that you have, but try to forget that you have and approach it as if you'd never tried. It's happened to me so many time that I've been sure I'd done everything correctly only to realize that having gone over it so many times had actually blinded me to it (pun not intended :P ).

    I'm about 90% sure that you're going to have one of those "aaaaaaaaah..... fuck, how did I miss that" epiphanies.
    Xeno
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Wed Jul 30, 2008 6:42 pm

  • I used those lines in a cmd shell to make sure i had the right paths..

    PATH=c:\msys\1.0\bin;c:\MinGW\bin;c:\MinGW\mingw32\bin;%PATH%

    well obviously you might have to change that line if you have them installed in an other path..
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    esteel
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Wed Jul 30, 2008 7:30 pm

  • I decided to uninstall everything and try again in step by step.. somehow it worked :D

    Thanks guys
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    Oat
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Thu Sep 25, 2008 6:00 pm

  • Hope it's OK to make a later revive of this topic. I have also been trying to compile the SVN under Windows XP SP3 but the tutorial in the first post here was way too complicated so I asked on IRC if any easier method existed. Someone there showed me an easy way to compile the Nexuiz SVN and to get it working under Windows without needing MinGW and MSYS at all (credits go to esteel for this tutorial).

    Please note however that this is not a complete SVN building tutorial. I for one could startup the client but got an error when trying to startup a server so I cannot really use this (client dropped crash in the console). Sadly, so far this method is best for those who want to do menu updates and other things without entering the map with. fteqcc.exe (a file which will be used in compiling below) only compiles the half of SVN necessary for the game to run, but not the game engine. As I was explained, if any engine changes are made in SVN they cannot be compiled using this method. So for the other half (engine) to compile and work, you need to use the method in the first post here or another way. Try to see if you can get engine parts from another install or something to get that one working. Please feel free to complete this tutorial if anyone can get everything fully working however. Anyway these are the steps I followed in order to get what I have to work;

    1 - Download Tortoise SVN and install it.

    2 - Make a new folder where you want the SVN installed at, right click it and select SVN Checkout. Enter the "URL of repository" svn://svn.icculus.org/nexuiz/trunk/ click OK and wait for the SVN to finish downloading (around 600 MB).

    3 - Once the SVN is downloaded get fteqcc. fteqcc.exe is a small cmd application which is used to compile the necessary parts in the SVN.

    4 - In the SVN installation of Nexuiz, go in the folder data\qcsrc. There are 4 other folders there: client, common, menu and server. The folders client, menu and server each contain a file called progs.src, the file which fteqcc.exe is meant to compile. Go in each of these free folders, copy fteqcc.exe there and open it up. You can check if the compiling was successful in the fteqcc text document that gets generated in that folder. Once you compiled the progs.src file in all 3 folders, return to the main Nexuiz SVN folder.

    5 - For the last step you need to already have a Nexuiz prebuild installed. I recommend the NEWEST one from the precompiled builds list. What you need to do is to take all the files in the the nexuiz root folder from a normal Nexuiz installation (where nexuiz.exe is found) but without any folders, then put them in main folder of where you installed the SVN . Then just startup nexuiz.exe there and that's it, the game runs from that SVN.*

    *(the point above goes away, read my post below)

    So yeah... apart from the incompleteness issue the menu and system changes should compile correctly using this method. Have fun :)
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    MirceaKitsune
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Thu Oct 02, 2008 6:45 pm

  • Ok, I looked into this a little more and apparently the first tutorial that Xeno made is itself the engine-only compiling tutorial... at first I thought that MinGW and msys compiled both the engine and the game code. So what I posted above is actually the second compiling tutorial (the game code part) so in order to compile the SVN fully both things need to be done.

    Either way I have one question about the mingw and msys method Xeno posted; I managed to get that working and yes I compiled the darkplaces engine with mingw + msys. However, where do I put the engine in the nexuiz SVN once it compiles to run the game? The compiled darkplaces engine is full of .d , .o and .h files but i dont know where to put them all.

    I tried putting everything there in the Nexuiz root folder as it seemes best there (I used "make DP_MAKE_TARGET=mingw CC="gcc -I/c/x/MinGW/include/darkplaces" cl-nexuiz" to make sure the generated file was nexuiz.exe) but if I try to start it up I can enter the game menus but no music loads and all map preview textures are missing (skin and menu background images appear well though) and if I try to startup a map I get the error "...: most likely cause: outdated engine build" in the console.

    What did I do wrong? Also, the enginesourceXXXXXXXX file i used is the one with the latest precompiled build as the SVN version does not seem to come with its own enginesource.zip. The SVN is the one im trying to compile and get running under XP, so what's wrong with what I did? What must I do and what enginesource must I use with SVN to run it?
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    MirceaKitsune
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Wed Oct 29, 2008 7:05 am

  • i tried compiling it this way and it worked really good :D
    except...

    I moved the new nexuiz.exe to the nexuiz folder and played it from there, and it played, but everything was stuttery. I can't understand why because the compiled nexuiz.exe and the original are almost exactly the same size and everything... :?

    how do i fix this?

    oh and i remember compiling the darkplace engine using vc++ and the compiled nexuiz.exe was about twice as big as the original exe and the same wierd stuttery stuff.

    why does this happen to me??? :(
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