TrippHop Posted December 7, 2009 Share Posted December 7, 2009 Step #1: Fixing the resource files: Inside the win32 folder there are a couple resource files. Open up JK2cgame.rc, JK2game.rc, and ui.rc with a text editor and change all instances of "afxres.h" to "winresrc.h" inside you will find #include "afxres.h" change to: #include "winresrc.h" also change: "#include ""afxres.h""\r\n" to: "#include ""winresrc.h""\r\n" Step #2: Fixing the powf function conflict Find all the instances of powf and rename it to Q_powf. ( you will find it once in q_shared.h and q_math.c, twice in cg_view.c ) You may choose to use Visual Studio's provided powf function, which yields better results ingame imo, but it may mess up third person aim. Step #3: Fixing botlib Find this function in l_precomp.cpp int PC_ExpandBuiltinDefine(source_t *source, token_t *deftoken, define_t *define, token_t **firsttoken, token_t **lasttoken) and just underneath where it says: unsigned long t; // time_t t; //to prevent LCC warning change it to: time_t; then look for this in the switch() in the same function: ( this will appear twice, once under case BUILTIN_DATE, and case BUILTIN_TIME ) curtime = ctime((const long *)&t); and change it to: curtime = ctime(&t); Step #4: Disable warnings (optional) paste this into disablewarnings.h after the #ifdef _WIN32 //for VS2008 #pragma warning(disable : 4005) // macro redefinition #pragma warning(disable : 4996) // This function or variable may be unsafe... #pragma warning(disable : 4204) // nonstandard extension used : non-constant aggregate initializer #pragma warning(disable : 4431) // missing type specifier - int assumed. Note: C no longer supports default-int now you are all ready to make your mod. but i would pay a visit to this thread first: http://www.lucasforums.com/showthread.php?t=140104 if anyone would like to contribute on how to setup the debugger that would be great. I will add a guide later for compiling on linux when i get to it. Link to comment Share on other sites More sharing options...
-=*Raz0r*=- Posted December 11, 2009 Share Posted December 11, 2009 For the debugger, here is my setup.. Client Game Configuration: Debug Linker -> General -> Output File: ..\..\ArbModding\cgamex86.dll Game Configuration: Debug Linker -> General -> Output File: ..\..\ArbModding\jampgamex86.dll Debugging -> Command: D:\Games\Star Wars Jedi Knight Jedi Academy\GameData\jampded.exe Debugging -> Command Arguments: +set fs_cdpath "D:\Games\Star Wars Jedi Knight Jedi Academy\GameData" +set fs_game "ArbModding" +set fs_dirbeforepak 1 +set sv_pure 0 +set viewlog 1 Debugging -> Working Directory: ../.. User Interface Configuration: Debug Linker -> General -> Output File: ..\..\ArbModding\uix86.dll Debugging -> Command: D:\Games\Star Wars Jedi Knight Jedi Academy\GameData\jamp.exe Debugging -> Command Arguments: +set fs_cdpath "D:\Games\Star Wars Jedi Knight Jedi Academy\GameData" +set fs_game "ArbModding" +set fs_dirbeforepak 1 +set sv_pure 0 +set viewlog 1 +exec raz0r.cfg Debugging -> Working Directory: ../.. Then set 'User Interface' as your start-up project, and use F5 to run JA. Personally, I chose to remove the botlib module as it's completely unused. I also restructured my directories so it's easier to manage. PM or ask here if anyone needs help setting up and tweaking things. Link to comment Share on other sites More sharing options...
TrippHop Posted April 18, 2010 Author Share Posted April 18, 2010 Sorry guys, I still haven't gotten to writing a linux tutorial yet. I still plan on writing one for linux, and I will also write one for mac. I am just really busy with Uni Link to comment Share on other sites More sharing options...
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