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Quake 1 Source Compiled!!!!

Started by December 30, 2000 03:07 AM
3 comments, last by Ecco2000 24 years ago
I just figured out how to avoid all the asm stuff when compiling the quake 1 source code if anyone is interested let me know before i go through the trouble of explaining it here.
"Don't make me come down there..." -GOD
but of course


"I was big when I was little!"
--William "The Refrigerator" Perry (Former Chicago Bears star)
BASSOFeeSH@onebox.com
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-- What would Sweetness do?
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You can always get the CPPQuake that dan smith made a while back. Either search for it in the news or you can mail him at dans@3dgamedev.net

---------------------------
"the only thing I ask, is that if my games get pirated, people must do a good job of it." - Erick
Actually its dans@3dgamedev.com, or dan@fragstorm.com...

Please send any questions to my email address - I don''t check the forums regularly. If you ask me a question on the forums, there''s a good chance you won''t get a reply... So please, if you have a question, feel free to email me and I''ll get back to you ASAP.


While we''re on the subject... My CPPQuake simply made it compile in C++ so that you CAN put stuff in classes and so on. The reason I did that was because I use classes heavily in my code, so that way it was possible to use classes with Quake1.

the CPPQuake located on the GDNet server has several bugs, which are fixed in a later release, which can be gotten by emailing me.

Also, if you want to disable ASM in the Software rendering version of Quake, simply #define id386 0 instead of #define id386 1.

Another thing to note is, my CPPQuake is GLQuake only. No Linux code, no SunOS code, no DOS code, just Win32 GLQuake. Some people may not like that I did that, but for my project I needed to do that.

Now maybe one of you folks can help me: Do you know of any map editors in C++ with source available for Quake1? If so, please let me know. :-)

Thanks, & happy new year!

-Dan Smith
dan@fragstorm.com
D. Smith
There was a thread about compiling Q1 source a few days ago. All you need is to grab MASM and do a debug build of gas2masm (included in the source), then you can build Q1. Works like a charm.

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