Page 1 of 1
Quake Mod with Steam Version of Q3
Posted: Wed Nov 10, 2010 10:17 pm
by smatt454
I'm trying to make a Quake 3 mod.
I'm using Windows7 Home Premium 64 bit
I'm compiling with VS 2003.
Here is the tutorial I'm using:
http://gregs-blog.com/2008/01/24/how-to ... arena-mod/
When I change the output directories to "C:\Program Files (x86)\Steam\steamapps\common\quake 3 arena\baseq3", the dlls dont show up there.
However when the output director is .\Debug the dlls do compile. I tried just copying the files from .\Debug to my baseq3 folder but when I ran
Code: Select all
“quake3.exe +set sv_pure 0 +set vm_game 0 +set
vm_cgame 0 +set vm_ui 0″
(I ran this from"C:\Program Files(x86)\Steam\steamapps\common\quake 3 arena\baseq3)
the changes I made werent reflected in the game.
Can someone please help me figure this out?
Re: Quake Mod with Steam Version of Q3
Posted: Tue Dec 07, 2010 8:17 am
by smatt454
bump
Re: Quake Mod with Steam Version of Q3
Posted: Tue Dec 07, 2010 9:22 am
by Eraser
You need to put your dll files in a directory other than baseq3. For instance, create a directory named "mymod" (in your Quake 3 directory) and start Quake 3 like this:
quake3.exe +set fs_game mymod +set sv_pure 0 +set vm_game 0 +set vm_cgame 0 +set vm_ui 0
Re: Quake Mod with Steam Version of Q3
Posted: Sat Dec 11, 2010 4:09 pm
by AnthonyJ
smatt454 wrote:I'm using Windows7 Home Premium 64 bit
I'm compiling with VS 2003.
:
When I change the output directories to "C:\Program Files (x86)\Steam\steamapps\common\quake 3 arena\baseq3", the dlls dont show up there.
VS 2003 isn't Vista / Win7 aware, and so if it tries to write files into the "Program Files" directory then it's probably being virtualized (see
http://support.microsoft.com/kb/927387 ).
Try looking in C:\Users\User_name\AppData\Local\VirtualStore\
You might need to create a .manifest file to tell Windows not to virtualize VS, and run it with admin permissions so that it can write to the real program files folder.
Interesting to know VS 2003 runs under Win7, I had assumed it didn't because I know 2005 was so bad under Vista it needed a special service-pack to make it compatible.
Re: Quake Mod with Steam Version of Q3
Posted: Tue Jan 18, 2011 7:29 am
by smatt454
Haha so there's the culprit. Well I'm going to sound like a complete noob, but since I usually develop on Linux (actually this is my first VS venture besides an introductory Visual Basic class), I don't know too much about VS.
I get what you are saying, not entirely sure how to fix it. I've skimmed the link you gave me, but I'm not sure which directions to follow, or if you linked that to give me a place to start.
anthony wrote:
Try looking in C:\Users\User_name\AppData\Local\VirtualStore\
For what? The link you sent said something about deleting files...=/
anthony wrote:
You might need to create a .manifest file to tell Windows not to virtualize VS, and run it with admin permissions so that it can write to the real program files folder.
Don't know where to put the manifest file, dont know any of the syntax. You gave me a place to start, so I will honor that and do some research. However it would be nice if someone knew some links, or an easy explanation for a VS newbie. ^^
If not I appreciate the help already given to me xD
Re: Quake Mod with Steam Version of Q3
Posted: Thu Feb 03, 2011 9:45 pm
by smatt454
So I made a folder in my quake folder
(C:\Program Files (x86)\Steam\steamapps\common\quake 3 arena)
called mymod and put the dlls in there. I ran the command
Code: Select all
quake3.exe +set fs_game mymod +set sv_pure 0 +set vm_game 0 +set vm_cgame 0 +set vm_ui 0
The game ran but still none of the changes I coded applied =/
Re: Quake Mod with Steam Version of Q3
Posted: Thu Feb 03, 2011 11:47 pm
by ^misantropia^
What does the console say? /condump condump.txt
By the way, you should be able to run Q3A on linux. Just copy the pak?.pk3 files to $HOME/.q3a/baseq3, install or compile ioquake3, done.
Re: Quake Mod with Steam Version of Q3
Posted: Sun Feb 06, 2011 6:07 am
by smatt454
Thanks for the help so far. Sorry this sounds so noobish, I just never followed through on a project using VB. I've heard of ioquake, and thought of using it. I just wanted to compile the original source, but ioquake should work just as well, if not better for what I want.
First off, I'm not sure what directory condump is, and I fucked up the indexing on Windows 7, so I'm not sure where to start looking. I've never bothered to fix the issue.
I'll just try ioquake for now. Maybe the problem is I'm using Win7 with VS 2003. Linux will probably work better.
I just dont know if I can run quake on my virtual machine. I've never gotten accelerated graphics to work, and I dont know if it's possible through emulation. That's probably a problem for a different forum, but the problem is I don't have my own computer atm (I use my parents). My dad wont let me install linux on another partition cuz he thinks the world will blow up. Maybe I can get my own harddrive, but for now I'm stuck with a VM.
Re: Quake Mod with Steam Version of Q3
Posted: Sun Feb 06, 2011 2:10 pm
by ^misantropia^
You might want to give VirtualBox a spin, it supports 3D acceleration and is awesome software all around. Alternatively, you can build ioquake3 on Windows. Should work out of the box, though the project files don't get updated as frequently as the Makefile.
/condump writes to the mod folder or baseq3, by the way.
Re: Quake Mod with Steam Version of Q3
Posted: Mon Feb 07, 2011 9:34 pm
by UNI
I'm not sure what directory condump is
misantropia replied:
/condump writes to the mod folder or baseq3, by the way.
Just to elaborate. Condump is not a directory it is a command. Using the condump command will dump the contents(txt) of the console to the filename you specify.
So if you type "/condump anything" a file named "anything" will be stored in the current directory the engine is looking in. When you navigate to the current directory there will be a file named "anything".
So that's what misantropia meant by saying:
What does the console say? /condump condump.txt
You were to copy and paste the contents of the file for us to see...