Brandon Posted June 2, 2002 Posted June 2, 2002 Okay, so I looked at the MakeAMod_readme.txt and noticed it calling for Microsoft Visual C++ v6.xx. Do you have to have this $1000 program to make a mod? There's no way I can fork over that amount of cash just to try to code for JO, but I really would like to try to learn to code. Thanks in advance for any replies I might get.
normal Posted June 2, 2002 Posted June 2, 2002 a) I'm not sure, but I believe you can use the BuildVMs.bat method to compile it, instead of using Microsoft Visual C++ b) MSVC++ 6.0 costs $1000? wtf? Three years ago, I purchased it for $100.
GreyWing Posted June 2, 2002 Posted June 2, 2002 I got mine for free! Go to your local junior college and sign up for a C++ class. Most JCs nowadays have a HUGE software library that students have full access too. I got WindowsXP, Win2000, MSVC 6.0 & MSDN, and a bunch of other stuff I don't even use from school
Brandon Posted June 2, 2002 Author Posted June 2, 2002 Thanks again for the responses. I was mistaken about the price. I just checked the price again and found I was looking at Visual Studio .NET professional. Visual C++ .NET standard is listed for $109 on http://msdn.microsoft.com/visualc/howtobuy/pricing.asp
WD_Rage Posted June 2, 2002 Posted June 2, 2002 http://www.planetquake.com/code3arena/compilers.shtml has info for non-VC++ compilers. I got VS 6 Pro for $35 (and yes it's legit). The best way to get it is through a school you are attending. If you're not attending any school, then I'm sure you can find a copy. I'm not quite sure VS.NET will handle it. I first attempted to load it in .NET and was informed that I needed to update the project (which I haven't done yet, I'm just using VS 6 for this).
WD_Rage Posted June 2, 2002 Posted June 2, 2002 Update: I made a backup of my files and ran the project in VS.NET. Everything works fine. You'll just have to convert the project.
Brandon Posted June 2, 2002 Author Posted June 2, 2002 Thanks a whole lot, WD_Rage. I'm now able to code.
Xzzy Posted June 2, 2002 Posted June 2, 2002 the qvm compiler that comes with the source is sufficient to compile all the code, so no, you don't need C++ really. qvm building is very slow though so it'd be more efficient to have a compiler.
Phillio Posted June 2, 2002 Posted June 2, 2002 How do you open a code file with the vm thingy, it says bad command or file name in the dos thingy. Am I doung something way off? Any hlpe will be appreciated! -Phillio
Brandon Posted June 2, 2002 Author Posted June 2, 2002 I'm not precisely sure what you're asking about, but I open the code files (.c, .h, .dsp) in a text editor. What are you trying to achieve with the DOS prompt?
Phillio Posted June 2, 2002 Posted June 2, 2002 nevermind about that, now im asking... open a .c file with txt, edit it, now what?
Brandon Posted June 2, 2002 Author Posted June 2, 2002 Then just run the game.bat that's located inside gamedata/code/game and allow it to compile. After it's done compiling, go to gamedata/code/base/vm/ and find the file with the .qvm file extension and follow the rest of Raven's instructions from there about creating the TestMod folder and so forth.
TheDarkJedi Posted June 2, 2002 Posted June 2, 2002 ok i havent ever coded C++ before, so i can only edit the simple things. ok after i edit the stuff and run game.bat the files are all either bad file names or they dont exist. am i doing somthing totally wrong? some help would be nice.
pbsaint Posted June 2, 2002 Posted June 2, 2002 Ok, I found that in the game.bat, the "set cc=..." didn't work, so I copied this: lcc -A -DQ3_VM -DMISSIONPACK -S -Wf-target=bytecode -Wf-g -I..\..\cgame -I..\..\game -I..\..\ui and pasted it at all places where it said "%cc%". You could try that.
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