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by Aardappel
on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8826460 views, last view: 12/09/2021 04:19 |
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for questions, announcements etc.
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#3532: .. |
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by Lavaball
on 10/30/2004 18:33
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just made a quicksearch on the forum and said to use mingw it is more easier but oh well :(
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#3533: Re: I will be so proud if i could. |
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by sinsky
on 10/30/2004 18:36, refers to #3531
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Unless Thalion makes a recent version of his MinGW source port for Cube I can't help you there. If there's a way to compile the official sources straight away in Dev-C++ I don't know about it.. in other words this one error is lethal :) I can make a dcpp project for Cube 2003_12_23 only. In fact I already have.
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#3534: .. |
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by Lavaball
on 10/30/2004 18:38
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It is possible to compile 2004 version right?
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#3535: Grrrr...... |
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by Lavaball
on 10/30/2004 18:55
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MingW doesnt even start then i have to use the bad one dev or something else
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#3536: Oh i didnt tell you |
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by Lavaball
on 10/30/2004 19:11
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I am editing Monster.cpp with Dev-C++ just monster.cpp nothing else but how do i compile the monster.cpp cause of this error
Compiler: Default compiler
Executing g++.exe...
g++.exe "C:\Documents and Settings\Jean P\Desktop\Genesis3D\Cube\source\src\monster.cpp" -o "C:\Documents and Settings\Jean P\Desktop\Genesis3D\Cube\source\src\monster.exe" -I"C:\Documents and Settings\Jean P\Desktop\Genesis3D\Dev-Cpp\include\c++\3.3.1" -I"C:\Documents and Settings\Jean P\Desktop\Genesis3D\Dev-Cpp\include\c++\3.3.1\mingw32" -I"C:\Documents and Settings\Jean P\Desktop\Genesis3D\Dev-Cpp\include\c++\3.3.1\backward" -I"C:\Documents and Settings\Jean P\Desktop\Genesis3D\Dev-Cpp\lib\gcc-lib\mingw32\3.3.1\include" -I"C:\Documents and Settings\Jean P\Desktop\Genesis3D\Dev-Cpp\include" -L"C:\Documents and Settings\Jean P\Desktop\Genesis3D\Dev-Cpp\lib"
Execution terminated
somebody please help.
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#3537: .. |
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by CK|Davros
on 10/30/2004 20:15
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i know nothing about programing, but i think you need to compile monsters.cpp along with all the other source, because cube dosn't use a seperate monster.exe, just a thought... but what do i know.
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#3538: .. |
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by sinsky
on 10/30/2004 20:23
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Some clearance - Dev-C++ is a IDE, shortly let's call it an interface although that's not correct. It uses MinGW as its default compiler. So if you're using Dev-C++ you'll compile with MinGW and if you're using MinGW without the Dev-C++ interface you'll compile with MinGW again.
Of course it's best to use MS Visual C++ but it's expensive. On the other hand, if you're serious about what you're doing, you really should use Visual C++.
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#3539: .. |
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by >driAn<.
on 10/30/2004 23:06
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1.install any linux
2.check if you have gcc installed
3.goto the src dir and type 'make'
isnt that easy?
;)
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#3540: Re: .. |
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by D.plomat
on 10/31/2004 00:52, refers to #3539
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Or even MinGW if they want to keep windows. MinGW compiles very well :)
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#3541: Re: .. |
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by sinsky
on 10/31/2004 02:37, refers to #3540
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..or the .net sdk
http://www.microsoft.com/downloads/details.aspx?FamilyID=916ec067-8bdc-4737-9430-6cec9667655c&DisplayLang=en
*grin*
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#3542: Downloaded .net saturday |
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by Lavaball
on 10/31/2004 06:30
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I downloaded it saturday and it say's it is easy to learn 8D
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#3543: I got a question |
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by Lavaball
on 10/31/2004 11:12
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1:How can i change the water texture?
2:How can i make a Trigger that ones touched change's the water texture?
Your help is apreciated Thanks :).
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#3544: .. |
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by CK|Davros
on 10/31/2004 11:16
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1:read some map.cfg files ;-) or just use this in your cfg.
texturereset
texture 0 "ik2k/ik_sky_day_back.jpg" // 0, dummy
texture 0 "folder/nameoftexture" // put comments here.
2:uhhm, don't know if you can, but if you can, it's by reading some map.cfg files, and trying stuff :-D
alias level_trigger_1 [ do wot's in these brackets! ]
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#3545: .. |
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by Lavaball
on 10/31/2004 11:18
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perhaps changing textures is only in edit mode right?
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#3546: .. |
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by CK|Davros
on 10/31/2004 11:49
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It can be done, but as i already set the water texture, when i change it using level_trigger_1, it adds the new texture later in the list, and replaces the wall texture instead.
[ waterchange ] executes all the "alias waterchange" lines.
texturereset
texture 0 "ik2k/ik_sky_day_back.jpg" // 0, dummy
texture 0 "ckd-koth/bluemercury.jpg" // My 1337 \/\/a55er te><7ur3
alias level_trigger_1 [ waterchange ]
alias level_trigger_2 [ echo "Rockets have been un-locked" ]
alias waterchange [ echo blah ]
alias waterchange [ texturereset ]
alias waterchange [ texture 0 "ik2k/ik_sky_day_back.jpg" ]
alias waterchange [ texture 0 "Kryokh/Kryokhslime.jpg" ]
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#3547: About the compiling |
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by Lavaball
on 10/31/2004 14:28
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Wohoo i just copied G++ from MingW to the Cube/Src folder and the error is gone and how to cpompile now what do i need to do so i will make my destiny just kidding LOL im not going to bimp Cube off just editing monster's shooting speed and etc.... so can you help me :)
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#3548: Re: About the compiling |
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by D.plomat
on 11/01/2004 00:37, refers to #3547
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So you managed to compile it correctly?
Then you can start playing with changing weapon power or rate of fire. weapon.cpp is probably the easiest file to read so you should start with modifying this one, with some C tutorials.
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#3549: 64-bits Cube binary |
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by charlesbc
on 11/01/2004 01:27
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Can anyone put a Cube binary for the x86_64 architecture online?
I can't compile the source myself, as that will somehow make the multiplayer protocol incompatible with those used on online servers...
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#3550: .. |
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by Lavaball
on 11/01/2004 06:33
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Whenever i run my own Cube.h it is becoming cube.exe cause i am getting C:/windows/system32/cmd.exe but with the orriginall cube.h is working correctly but i have to save cube.h as the default cube.h with changed weapons.cpp why does not happen with the orriginall cube.h program?
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#3551: .. |
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by Lavaball
on 11/01/2004 06:39
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Ok after the editation of wweapons.cpp whwat do i do with it cause its compiled do i have to touch cube.h but make it work without the cmd.exe dialog?
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