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Forum: All Forums : Soldier of Fortune
Category: SoFII Editing, Gaming, and Design
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, narc, ReverendTed, rEdrUmMDK, Foxhound, PleaseMYOB, StrYdeR, supersword, batistablr, Welshy
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Author Topic: [mini-tut]Compiling qvm's
Sevensins~rb
General Member
Since: Dec 23, 2006
Posts: 274
Last: Dec 23, 2006
[view latest posts]
Level 5
Category: SoFII Editing, Gaming, and Design
Posted: Friday, May. 31, 2002 08:16 pm
hmm, i don't know..

make a seperate thread about it, so that rick or apox notices it...
Sevensins~rb
General Member
Since: Dec 23, 2006
Posts: 274
Last: Dec 23, 2006
[view latest posts]
Level 5
Category: SoFII Editing, Gaming, and Design
Posted: Friday, May. 31, 2002 08:16 pm
Quote
originally posted by EvilOrnithorynque:
if you got a lot of "unterminated character constant", you probably have nutscracker (MKS component) installed.  SOme software like Rational Rose is installing this...  These components monitor (including dos session)and automate developpement process.  It seems that it causes a conflict with sof2lcc (and lcc too).  Just uninstall MKS Component and Rational Rose and there you go (after rebooting ).

Hope this will help some of you folks out there.
GODh~rb
General Member
Since: Dec 23, 2006
Posts: 1228
Last: Dec 23, 2006
[view latest posts]
Level 8
Category: SoFII Editing, Gaming, and Design
Posted: Friday, May. 31, 2002 10:06 pm
I hoipe so, but not me, coz i don't such such proggies on my pc  :s17:  :s19:
Neutrino~rb
General Member
Since: Dec 23, 2006
Posts: 27
Last: Dec 23, 2006
[view latest posts]
Level 2
Category: SoFII Editing, Gaming, and Design
Posted: Saturday, Jun. 1, 2002 06:08 pm
If you have MVisual C++ and compile getting .dll files, do you still need qvm files? If not, what do you do with the new dll files, replace the originals, place them in a separate folder(which one?), or what ?
Thanks for your help
Angel_of_Death~rb
General Member
Since: Dec 23, 2006
Posts: 166
Last: Dec 23, 2006
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Level 4
Category: SoFII Editing, Gaming, and Design
Posted: Monday, Jun. 3, 2002 12:30 pm
-------------

Now I know what's wrong...
Sevensins~rb
General Member
Since: Dec 23, 2006
Posts: 274
Last: Dec 23, 2006
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Level 5
Category: SoFII Editing, Gaming, and Design
Posted: Monday, Jun. 3, 2002 06:22 pm
GodH,

Quote
Orginally written by James Monroe:
Attention win95/98 users attempting to compile the VMs!

Win98 does not support the set command that my batch files use. You can fix it by doing a search and replace on the set command.

everywhere you see 'cc' you have to replace it with the text to the right of the = sign below:

set cc=..\..\..\bin\lcc -A -DQ3_VM -DMISSIONPACK -S -Wf-target=bytecode -Wf-g -I..\..\cgame -I..\..\game -I..\..\ui

cc ../g_main.c

becomes:
..\..\..\bin\lcc -A -DQ3_VM -DMISSIONPACK -S -Wf-target=bytecode -Wf-g -I..\..\cgame -I..\..\game -I..\..\ui ../g_main.c


sorry for the troubles, but win98 sucks in this reguard.


http://finger.planetquake.com/plan.asp?userid=jmonroe&id=16023

James is talking about the JK2 batches, but its the same for sof2.

If you are still having problems with them then I took the time to make some new bat files for sof2 that are similar to q3a's. Please try these out, extract the zip into your code dir, overwriting all of the old bat files.

click here to download

Also included is a backup of the old bat files, just incase the new ones don't work for some reason. They are named "copy of whatever.bat".
Quotaro~rb
General Member
Since: Dec 23, 2006
Posts: 24
Last: Dec 23, 2006
[view latest posts]
Level 1
Category: SoFII Editing, Gaming, and Design
Posted: Thursday, Jun. 13, 2002 08:13 pm
How can i make sure that a mod that is only affecting the server will not be uploaded to the client?

I made a simple change to code/game/g_client.c, added it into a .pk3 file and placed in a mod dir on my server. When i connect, the mod is executed but then the server starts to send the mod to the client. This is not needed as the changes is made in a g_* file, server side only...

Thx

-Quo
Sevensins~rb
General Member
Since: Dec 23, 2006
Posts: 274
Last: Dec 23, 2006
[view latest posts]
Level 5
Category: SoFII Editing, Gaming, and Design
Posted: Thursday, Jun. 13, 2002 08:28 pm
Quote (Quotaro @ June 13 2002, 7:13)
How can i make sure that a mod that is only affecting the server will not be uploaded to the client?

I made a simple change to code/game/g_client.c, added it into a .pk3 file and placed in a mod dir on my server.

are you saying you made a change to that file, and then put that file into a pk3? Or you change that file, compiled your new version, and then paked it?
Quotaro~rb
General Member
Since: Dec 23, 2006
Posts: 24
Last: Dec 23, 2006
[view latest posts]
Level 1
Category: SoFII Editing, Gaming, and Design
Posted: Friday, Jun. 14, 2002 06:45 pm
Yes, that was not so clear from my post i guess. Let me descipe in detail what i did:

I changed the g_client.c file and ran the game.bat script. Then I zipped the files vm/sof2mp_game.map and vm/sof2mp_game.qvm files into a file named servermod.pk3:

[quo@doorstep build]$ unzip -l servermod.pk3
Archive:  servermod.pk3
 Length     Date   Time    Name
--------    ----   ----    ----
  472024  06-14-02 02:00   vm/sof2mp_game.qvm
   34990  06-14-02 02:00   vm/sof2mp_game.map
       0  06-14-02 02:06   vm/
--------                   -------
  507014                   3 files
[quo@doorstep build]$

I put this file into the directory <path to Sof2 files>/mods, right next to the base directory and made sure it was loaded:

<...>
Current search path:
/data/sys/sof2server/game2/logs/.sof2/mods
/data/sys/sof2server/game2/mods/servermod.pk3 (3 files)
/data/sys/sof2server/game2/mods
../sof2ded/mods
/data/sys/sof2server/game2/logs/.sof2/base
/data/sys/sof2server/game2/base/MP
/data/sys/sof2server/game2/base/therest.pk3 (7125 files)
<...>

I can also see that from the debug output in the game.log file, when i connect to the running server, by the way.

-Quo
AgentTux~rb
General Member
Since: Dec 23, 2006
Posts: 134
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: SoFII Editing, Gaming, and Design
Posted: Thursday, Jun. 27, 2002 09:22 pm
If you're making a server side only mod, just stick the qvm file in a vm folder and distribute that (no pk3).  You don't ever need to keep the .map file after it finishes the compile.  That way the server won't try to send it to the client, and you won't get the endless download loop (dunno if this is fixed in sof2, but its there in ef).  Also, you can still run a pure dedicated server, but a pure listen server will get really weird errors at map changes so put in a check for that.

*wanders back to EF forum*
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