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HELP
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Topic: HELP (Read 6725 times)
lizards160
Turrets: +1/-5
Posts: 62
HELP
«
on:
March 08, 2008, 02:23:10 PM »
well i got my mod made and everything working... until i try to start a server
vm_create on ui failed
what is this error?
??
Logged
thirdstreettito
Turrets: +107/-1124
Posts: 752
The One And Only, thirdstreettito
Re: HELP
«
Reply #1 on:
March 08, 2008, 02:55:17 PM »
Whats the mod and how did you make it?
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lizards160
Turrets: +1/-5
Posts: 62
Re: HELP
«
Reply #2 on:
March 08, 2008, 04:08:50 PM »
well since this is the first mod i designed it is just insta s3 and unlimited bp but when i get this working im going to work on weapons and new aliens
Logged
thirdstreettito
Turrets: +107/-1124
Posts: 752
The One And Only, thirdstreettito
Re: HELP
«
Reply #3 on:
March 08, 2008, 11:39:37 PM »
That isn't a mod, that is a command.
Logged
n.o.s.brain
Turrets: +1337/-24
Posts: 339
Svengali Extraordinare
Re: HELP
«
Reply #4 on:
March 09, 2008, 01:29:23 AM »
no, he compiled a qvm... amirite?
i had the same troubles when trying to make everything permanently at s3.
i don't think u edit the tremulous.h file only to get everything at s3, i am not a coder, so i don't know how to get that to work....
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My Radiant Tutorials
Arts.
thirdstreettito
Turrets: +107/-1124
Posts: 752
The One And Only, thirdstreettito
Re: HELP
«
Reply #5 on:
March 09, 2008, 01:50:18 AM »
I would think in the server.cfg you would put
/g_humanStage 2
/g_alienStage 2
Am I right?
Logged
lizards160
Turrets: +1/-5
Posts: 62
Re: HELP
«
Reply #6 on:
March 09, 2008, 08:19:24 PM »
yeah but i also got the client and it got the error when i did this
so how do you get a dedicated server up then??
and what program do you use to make the models
Logged
lizards160
Turrets: +1/-5
Posts: 62
Re: HELP
«
Reply #7 on:
March 09, 2008, 08:31:11 PM »
would this work?
void blasterFire( gentity_t *ent )
{
if (secondary)
{
gentity_t *m;
m = launch_grenade( ent, muzzle, forward );
else
(
gentity_t *m;
m = fire_blaster( ent, muzzle, forward );
// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
}))
Logged
lizards160
Turrets: +1/-5
Posts: 62
Re: HELP
«
Reply #8 on:
March 09, 2008, 11:57:54 PM »
nvm it wont work i got it working
but i still get the vm create on ui failed error please explain
Logged
lizards160
Turrets: +1/-5
Posts: 62
Re: HELP
«
Reply #9 on:
March 10, 2008, 01:49:16 AM »
ok ok i got everything working fine but...
werre are the .pk3s?
i mad the blaster shoot nades but i cant find the pk3s so i can play with it
Logged
TinMan
Turrets: +49/-70
Posts: 1020
Re: HELP
«
Reply #10 on:
March 10, 2008, 02:10:37 AM »
Look at my signature.
Logged
Code:
Linux: ~/.tremulous/base/
Mac: ~/Library/Application\ Support/Tremulous/base/
Windows: C:\Documents and Settings\username\Local Settings\Application Data\Tremulous\base\
NeonPulse
http://neonpulse.net/media/games/tremulous/base/autoexec.cfg
DarkEnix
Turrets: +10/-22
Posts: 67
>:[]:< >:][:< =)(= =()= =- =+ -= += ==
Re: HELP
«
Reply #11 on:
March 10, 2008, 02:56:46 AM »
pk3s? , make it your self
go open data-1.1.0.pk3
create a new folder
inside the new folder:
create models folder
create weapons folder
create blaster folder
go to models/weapons/blaster ( in ur default data )
then open weapon.cfg
type below primary or something
type secondary with the same bracking or something
then open models/weapons/grenade (default )
copy the part below primary and paste it on ur blaster's secondary
then save the text on blaster
then move ur weapon.cfg to the new blaster folder in the new folder
then zip the new folder named models (.zip )
then rename the extension to .pk3
then put it to your base folder (server) ( not client )
if you wanna let people download the .pk3 , duplicate the server base folder and rename it
just that when u wanna start a server , remember to put +set fs_game
Logged
lizards160
Turrets: +1/-5
Posts: 62
Re: HELP
«
Reply #12 on:
March 10, 2008, 05:08:57 PM »
ok i got the weapon.c file made the edits so that it MIGHT work
heres the code just for the blaster
*/
void blasterFire( gentity_t *ent )
{
gentity_t *m;
if ( secondary );
(
m = launch_grenade( ent, muzzle, forward );
)
else;
(
m = fire_blaster( ent, muzzle, forward );
)
// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
}
/*
is this the way??
well if it is i put it in the models/weapons/blaster and zipped the models folder renamed it pk3 and put it in my mod folder. it doesn't work. i also put the pk3 in my base folder still not working.
Logged
DarkEnix
Turrets: +10/-22
Posts: 67
>:[]:< >:][:< =)(= =()= =- =+ -= += ==
Re: HELP
«
Reply #13 on:
March 11, 2008, 12:34:29 AM »
anyways , you might want to do something more , harder , cause that might not work , and u did not even shot a grenade at all?
1st , you need to declare that there's a alt shot in g_misc.c
Code:
{
WP_BLASTER, //int weaponNum;
0, //int price;
( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
0, //int slots;
"blaster", //char *weaponName;
"Blaster", //char *weaponHumanName;
0, //int maxAmmo;
0, //int maxClips;
qtrue, //int infiniteAmmo;
qfalse, //int usesEnergy;
BLASTER_REPEAT, //int repeatRate1;
GBLASTER_REPEAT //int repeatRate2; //define alt shot repeat rate
0, //int repeatRate3;
0, //int reloadTime;
BLASTER_K_SCALE, //float knockbackScale;
qtrue, //qboolean hasAltMode; // qtrue if to 2nd shot activated
qfalse, //qboolean hasThirdMode;
qfalse, //qboolean canZoom;
90.0f, //float zoomFov;
qfalse, //qboolean purchasable;
qtrue, //qboolean longRanged;
0, //int buildDelay;
WUT_HUMANS //WUTeam_t team;
},
then , you need to say that the 2nd shot works , which is on g_weapon.c
g_weapon.c
when u came to somewhere around here
Code:
/*
======================================================================
BLASTER PISTOL
======================================================================
*/
void blasterFire( gentity_t *ent )
{
gentity_t *m;
m = fire_blaster( ent, muzzle, forward );
// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
}
add this below blaster
Code:
/*
======================================================================
BLASTER GRENADE
======================================================================
*/
void blasterNadeFire( gentity_t *ent )
{
gentity_t *m;
m = fire_blasterNade( ent, muzzle, forward );
// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
}
after that , search for FireWeapon2 on g_weapon.c
you will be able to see this
Code:
/*
===============
FireWeapon2
===============
*/
void FireWeapon2( gentity_t *ent )
{
if( ent->client )
{
// set aiming directions
AngleVectors( ent->client->ps.viewangles, forward, right, up );
CalcMuzzlePoint( ent, forward, right, up, muzzle );
}
else
{
AngleVectors( ent->s.angles2, forward, right, up );
VectorCopy( ent->s.pos.trBase, muzzle );
}
// fire the specific weapon
switch( ent->s.weapon )
{
case WP_ALEVEL1_UPG:
poisonCloud( ent );
break;
case WP_ALEVEL2_UPG:
areaZapFire( ent );
break;
case WP_LUCIFER_CANNON:
LCChargeFire( ent, qtrue );
break;
case WP_ABUILD:
case WP_ABUILD2:
case WP_HBUILD:
case WP_HBUILD2:
cancelBuildFire( ent );
break;
default:
break;
}
}
then , change it to
Code:
/*
===============
FireWeapon2
===============
*/
void FireWeapon2( gentity_t *ent )
{
if( ent->client )
{
// set aiming directions
AngleVectors( ent->client->ps.viewangles, forward, right, up );
CalcMuzzlePoint( ent, forward, right, up, muzzle );
}
else
{
AngleVectors( ent->s.angles2, forward, right, up );
VectorCopy( ent->s.pos.trBase, muzzle );
}
// fire the specific weapon
switch( ent->s.weapon )
{
case WP_ALEVEL1_UPG:
poisonCloud( ent );
break;
case WP_ALEVEL2_UPG:
areaZapFire( ent );
break;
case WP_LUCIFER_CANNON:
LCChargeFire( ent, qtrue );
break;
case WP_BLASTER:
blasterNadeFire( ent );
break;
case WP_ABUILD:
case WP_ABUILD2:
case WP_HBUILD:
case WP_HBUILD2:
cancelBuildFire( ent );
break;
default:
break;
}
}
then , you need to tell the qvm that there's a project tile for the weapon , as you did not say anything damage on here , you need to put it on
g_missle.c
scroll until you see
Code:
/*
=================
launch_grenade
=================
*/
gentity_t *launch_grenade( gentity_t *self, vec3_t start, vec3_t dir )
{
gentity_t *bolt;
VectorNormalize( dir );
bolt = G_Spawn( );
bolt->classname = "grenade";
bolt->nextthink = level.time + 5000;
bolt->think = G_ExplodeMissile;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_GRENADE;
bolt->s.eFlags = EF_BOUNCE_HALF;
bolt->s.generic1 = WPM_PRIMARY; //weaponMode
bolt->r.ownerNum = self->s.number;
bolt->parent = self;
bolt->damage = GRENADE_DAMAGE;
bolt->splashDamage = GRENADE_DAMAGE;
bolt->splashRadius = GRENADE_RANGE;
bolt->methodOfDeath = MOD_GRENADE;
bolt->splashMethodOfDeath = MOD_GRENADE;
bolt->clipmask = MASK_SHOT;
bolt->target_ent = NULL;
bolt->r.mins[ 0 ] = bolt->r.mins[ 1 ] = bolt->r.mins[ 2 ] = -3.0f;
bolt->r.maxs[ 0 ] = bolt->r.maxs[ 1 ] = bolt->r.maxs[ 2 ] = 3.0f;
bolt->s.time = level.time;
bolt->s.pos.trType = TR_GRAVITY;
bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
VectorScale( dir, GRENADE_SPEED, bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy( start, bolt->r.currentOrigin );
return bolt;
}
below this , add
Code:
/*
=================
fire_blasterNade
=================
*/
gentity_t *fire_blasterNade( gentity_t *self, vec3_t start, vec3_t dir )
{
gentity_t *bolt;
VectorNormalize( dir );
bolt = G_Spawn( );
bolt->classname = "blasternade";
bolt->nextthink = level.time + 5000;
bolt->think = G_ExplodeMissile;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_BLASTER;
bolt->s.eFlags = EF_BOUNCE_HALF;
bolt->s.generic1 = WPM_SECONDARY; //weaponMode
bolt->r.ownerNum = self->s.number;
bolt->parent = self;
bolt->damage = BGRENADE_DAMAGE;
bolt->splashDamage = BGRENADE_SDAMAGE;
bolt->splashRadius = BGRENADE_RANGE;
bolt->methodOfDeath = MOD_GRENADE;
bolt->splashMethodOfDeath = MOD_GRENADE;
bolt->clipmask = MASK_SHOT;
bolt->target_ent = NULL;
bolt->r.mins[ 0 ] = bolt->r.mins[ 1 ] = bolt->r.mins[ 2 ] = -3.0f;
bolt->r.maxs[ 0 ] = bolt->r.maxs[ 1 ] = bolt->r.maxs[ 2 ] = 3.0f;
bolt->s.time = level.time;
bolt->s.pos.trType = TR_GRAVITY;
bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
VectorScale( dir, GRENADE_SPEED, bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy( start, bolt->r.currentOrigin );
return bolt;
}
then , finally in tremulous.h
add the following below BLASTER_DMG
Code:
#define BGRENADE_REPEAT 500
#define BGRENADE_DAMAGE HDM(310)
#define BGRENADE_RANGE 192.0f
#define BGRENADE_SDAMAGE HDM(150)
«
Last Edit: March 11, 2008, 12:37:25 AM by DarkEnix
»
Logged
lizards160
Turrets: +1/-5
Posts: 62
Re: HELP
«
Reply #14 on:
March 11, 2008, 01:33:20 AM »
ok i followed the instructions (p.s. in g_misc.c can u place it anywhere?) and then compiled then into pk3s then i went to my server.cfg and changed the directory to the place where i had the pk3s and put the server up. blaster doesn't shoot nades please help!!! and if you think its a coding error i copied and pasted. ( im using devc++ to edit c do you think it might affect the game?)
Logged
DarkEnix
Turrets: +10/-22
Posts: 67
>:[]:< >:][:< =)(= =()= =- =+ -= += ==
Re: HELP
«
Reply #15 on:
March 11, 2008, 04:09:19 AM »
ur using a c++ program to edit a C coded script?
Logged
lizards160
Turrets: +1/-5
Posts: 62
Re: HELP
«
Reply #16 on:
March 11, 2008, 08:10:03 AM »
yeah i am.
btw i messed up. i tried doing the blaster things in data.1.1.0.pk3 and this time it owrked only problem when i rezipped it i sais cant find default.cfg i never touched it or moved it or anything
Logged
DarkEnix
Turrets: +10/-22
Posts: 67
>:[]:< >:][:< =)(= =()= =- =+ -= += ==
Re: HELP
«
Reply #17 on:
March 11, 2008, 08:19:00 AM »
i dun think using C++ programm will work , u using mac , linux or windows
Logged
lizards160
Turrets: +1/-5
Posts: 62
Re: HELP
«
Reply #18 on:
March 11, 2008, 04:25:20 PM »
windows and i never had a problem with it it still saves as the filetype .c or whatever and it makes it easir to edit
Logged
DarkEnix
Turrets: +10/-22
Posts: 67
>:[]:< >:][:< =)(= =()= =- =+ -= += ==
Re: HELP
«
Reply #19 on:
March 12, 2008, 01:52:21 AM »
hmm , did u follow the instruction on the 1st 1?
or did u juz use ur programm and edit it
Logged
Amanieu
Turrets: +135/-83
Posts: 647
Re: HELP
«
Reply #20 on:
March 12, 2008, 03:50:29 AM »
C++ editors will work fine with C
Logged
Quote
< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign
DarkEnix
Turrets: +10/-22
Posts: 67
>:[]:< >:][:< =)(= =()= =- =+ -= += ==
Re: HELP
«
Reply #21 on:
March 12, 2008, 04:00:15 AM »
hmm , then might be some script malfunction ><
ill go see what i can do
Logged
DarkEnix
Turrets: +10/-22
Posts: 67
>:[]:< >:][:< =)(= =()= =- =+ -= += ==
Re: HELP
«
Reply #22 on:
March 12, 2008, 07:54:53 AM »
no , g_misc U CANNOT put it anywhere
u nidda override then 1 in as blaster -.-
Logged
lizards160
Turrets: +1/-5
Posts: 62
Re: HELP
«
Reply #23 on:
March 15, 2008, 07:58:20 AM »
umm how you do that?
can you copy whole code or show me where to place it?
you might notice i dont get any of this but if you tell me i should be able to create new weapons as soon as this works
«
Last Edit: March 15, 2008, 08:11:05 AM by lizards160
»
Logged
Thomsen
Turrets: +7/-1
Posts: 55
Re: HELP
«
Reply #24 on:
March 15, 2008, 12:09:53 PM »
He meant bg_misc.c instead of g_misc.c.
Logged
lizards160
Turrets: +1/-5
Posts: 62
Re: HELP
«
Reply #25 on:
March 16, 2008, 03:43:02 AM »
btw darkenix in
Code:
{
WP_BLASTER, //int weaponNum;
0, //int price;
( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
0, //int slots;
"blaster", //char *weaponName;
"Blaster", //char *weaponHumanName;
0, //int maxAmmo;
0, //int maxClips;
qtrue, //int infiniteAmmo;
qfalse, //int usesEnergy;
BLASTER_REPEAT, //int repeatRate1;
GBLASTER_REPEAT //int repeatRate2; //define alt shot repeat rate
0, //int repeatRate3;
0, //int reloadTime;
BLASTER_K_SCALE, //float knockbackScale;
qtrue, //qboolean hasAltMode; // qtrue if to 2nd shot activated
qfalse, //qboolean hasThirdMode;
qfalse, //qboolean canZoom;
90.0f, //float zoomFov;
qfalse, //qboolean purchasable;
qtrue, //qboolean longRanged;
0, //int buildDelay;
WUT_HUMANS //WUTeam_t team;
},
you misspelled something
GBLASTER_REPEAT //int repeatRate2; //define alt shot repeat rate
should be
BGRENADE_REPEAT //int repeatRate2; //define alt shot repeat rate
instead
Logged
DarkEnix
Turrets: +10/-22
Posts: 67
>:[]:< >:][:< =)(= =()= =- =+ -= += ==
Re: HELP
«
Reply #26 on:
March 16, 2008, 07:58:37 AM »
X.X , soz >.>
well , i noticed that after u said >.>
lol , did u get to fix it?
Logged
lizards160
Turrets: +1/-5
Posts: 62
Re: HELP
«
Reply #27 on:
March 16, 2008, 09:10:18 PM »
yeah but i still get an error
Code:
CC src/client/cl_main.c
CC src/client/cl_net_chan.c
CC src/client/cl_parse.c
CC src/client/cl_scrn.c
CC src/client/cl_ui.c
CC src/client/cl_avi.c
CC src/qcommon/cm_load.c
CC src/qcommon/cm_patch.c
CC src/qcommon/cm_polylib.c
CC src/qcommon/cm_test.c
CC src/qcommon/cm_trace.c
CC src/qcommon/cmd.c
CC src/qcommon/common.c
CC src/qcommon/cvar.c
CC src/qcommon/files.c
CC src/qcommon/md4.c
CC src/qcommon/md5.c
CC src/qcommon/msg.c
CC src/qcommon/net_chan.c
CC src/qcommon/net_ip.c
CC src/qcommon/huffman.c
CC src/qcommon/parse.c
CC src/client/snd_adpcm.c
CC src/client/snd_dma.c
CC src/client/snd_mem.c
CC src/client/snd_mix.c
CC src/client/snd_wavelet.c
CC src/client/snd_main.c
CC src/client/snd_codec.c
CC src/client/snd_codec_wav.c
CC src/client/snd_codec_ogg.c
CC src/client/qal.c
CC src/client/snd_openal.c
src/client/snd_openal.c: In function `S_AL_SrcLoop':
src/client/snd_openal.c:532: warning: `distance' might be used uninitialized in this function
src/client/snd_openal.c: In function `S_AL_SrcUpdate':
src/client/snd_openal.c:532: warning: `distance' might be used uninitialized in this function
CC src/client/cl_curl.c
CC src/server/sv_ccmds.c
CC src/server/sv_client.c
CC src/server/sv_game.c
CC src/server/sv_init.c
CC src/server/sv_main.c
CC src/server/sv_net_chan.c
CC src/server/sv_snapshot.c
CC src/server/sv_world.c
CC src/qcommon/q_math.c
CC src/qcommon/q_shared.c
CC src/qcommon/unzip.c
CC src/qcommon/puff.c
CC src/qcommon/vm.c
CC src/qcommon/vm_interpreted.c
CC src/jpeg-6/jcapimin.c
CC src/jpeg-6/jchuff.c
CC src/jpeg-6/jcinit.c
CC src/jpeg-6/jccoefct.c
CC src/jpeg-6/jccolor.c
CC src/jpeg-6/jfdctflt.c
CC src/jpeg-6/jcdctmgr.c
CC src/jpeg-6/jcphuff.c
CC src/jpeg-6/jcmainct.c
CC src/jpeg-6/jcmarker.c
CC src/jpeg-6/jcmaster.c
CC src/jpeg-6/jcomapi.c
CC src/jpeg-6/jcparam.c
CC src/jpeg-6/jcprepct.c
CC src/jpeg-6/jcsample.c
CC src/jpeg-6/jdapimin.c
CC src/jpeg-6/jdapistd.c
CC src/jpeg-6/jdatasrc.c
CC src/jpeg-6/jdcoefct.c
CC src/jpeg-6/jdcolor.c
CC src/jpeg-6/jddctmgr.c
CC src/jpeg-6/jdhuff.c
CC src/jpeg-6/jdinput.c
CC src/jpeg-6/jdmainct.c
CC src/jpeg-6/jdmarker.c
CC src/jpeg-6/jdmaster.c
CC src/jpeg-6/jdpostct.c
CC src/jpeg-6/jdsample.c
CC src/jpeg-6/jdtrans.c
CC src/jpeg-6/jerror.c
CC src/jpeg-6/jidctflt.c
CC src/jpeg-6/jmemmgr.c
CC src/jpeg-6/jmemnobs.c
CC src/jpeg-6/jutils.c
CC src/renderer/tr_animation.c
CC src/renderer/tr_backend.c
CC src/renderer/tr_bsp.c
CC src/renderer/tr_cmds.c
CC src/renderer/tr_curve.c
CC src/renderer/tr_flares.c
CC src/renderer/tr_font.c
CC src/renderer/tr_image.c
CC src/renderer/tr_init.c
CC src/renderer/tr_light.c
CC src/renderer/tr_main.c
CC src/renderer/tr_marks.c
CC src/renderer/tr_mesh.c
CC src/renderer/tr_model.c
CC src/renderer/tr_noise.c
CC src/renderer/tr_scene.c
CC src/renderer/tr_shade.c
CC src/renderer/tr_shade_calc.c
CC src/renderer/tr_shader.c
CC src/renderer/tr_shadows.c
CC src/renderer/tr_sky.c
CC src/renderer/tr_surface.c
CC src/renderer/tr_world.c
CC src/sdl/sdl_gamma.c
CC src/sdl/sdl_input.c
CC src/sdl/sdl_snd.c
CC src/sys/con_passive.c
CC src/sys/con_log.c
CC src/sys/sys_main.c
AS src/asm/snd_mixa.s
AS src/asm/matha.s
AS src/asm/ftola.s
AS src/asm/snapvectora.s
CC src/qcommon/vm_x86.c
WINDRES src/sys/win_resource.rc
CC src/sys/sys_win32.c
CC src/sdl/sdl_glimp.c
LD build/release-mingw32-x86/tremulous.x86.exe
SHLIB_CC src/cgame/cg_main.c
SHLIB_CC src/game/bg_misc.c
src/game/bg_misc.c:3163: `GBLASTER_REPEAT' undeclared here (not in a function)
src/game/bg_misc.c:3163: initializer element is not constant
src/game/bg_misc.c:3163: (near initialization for `bg_weapons[0].repeatRate2')
src/game/bg_misc.c:3163: parse error before numeric constant
src/game/bg_misc.c:3169: warning: overflow in implicit constant conversion
src/game/bg_misc.c:3174: initializer element is not constant
src/game/bg_misc.c:3174: (near initialization for `bg_weapons[0]')
src/game/bg_misc.c:3201: initializer element is not constant
src/game/bg_misc.c:3201: (near initialization for `bg_weapons[1]')
src/game/bg_misc.c:3229: initializer element is not constant
src/game/bg_misc.c:3229: (near initialization for `bg_weapons[2]')
src/game/bg_misc.c:3257: initializer element is not constant
src/game/bg_misc.c:3257: (near initialization for `bg_weapons[3]')
src/game/bg_misc.c:3285: initializer element is not constant
src/game/bg_misc.c:3285: (near initialization for `bg_weapons[4]')
src/game/bg_misc.c:3313: initializer element is not constant
src/game/bg_misc.c:3313: (near initialization for `bg_weapons[5]')
src/game/bg_misc.c:3340: initializer element is not constant
src/game/bg_misc.c:3340: (near initialization for `bg_weapons[6]')
src/game/bg_misc.c:3368: initializer element is not constant
src/game/bg_misc.c:3368: (near initialization for `bg_weapons[7]')
src/game/bg_misc.c:3395: initializer element is not constant
src/game/bg_misc.c:3395: (near initialization for `bg_weapons[8]')
src/game/bg_misc.c:3423: initializer element is not constant
src/game/bg_misc.c:3423: (near initialization for `bg_weapons[9]')
src/game/bg_misc.c:3449: initializer element is not constant
src/game/bg_misc.c:3449: (near initialization for `bg_weapons[10]')
src/game/bg_misc.c:3476: initializer element is not constant
src/game/bg_misc.c:3476: (near initialization for `bg_weapons[11]')
src/game/bg_misc.c:3503: initializer element is not constant
src/game/bg_misc.c:3503: (near initialization for `bg_weapons[12]')
src/game/bg_misc.c:3529: initializer element is not constant
src/game/bg_misc.c:3529: (near initialization for `bg_weapons[13]')
src/game/bg_misc.c:3555: initializer element is not constant
src/game/bg_misc.c:3555: (near initialization for `bg_weapons[14]')
src/game/bg_misc.c:3581: initializer element is not constant
src/game/bg_misc.c:3581: (near initialization for `bg_weapons[15]')
src/game/bg_misc.c:3607: initializer element is not constant
src/game/bg_misc.c:3607: (near initialization for `bg_weapons[16]')
src/game/bg_misc.c:3633: initializer element is not constant
src/game/bg_misc.c:3633: (near initialization for `bg_weapons[17]')
src/game/bg_misc.c:3659: initializer element is not constant
src/game/bg_misc.c:3659: (near initialization for `bg_weapons[18]')
src/game/bg_misc.c:3685: initializer element is not constant
src/game/bg_misc.c:3685: (near initialization for `bg_weapons[19]')
src/game/bg_misc.c:3711: initializer element is not constant
src/game/bg_misc.c:3711: (near initialization for `bg_weapons[20]')
src/game/bg_misc.c:3737: initializer element is not constant
src/game/bg_misc.c:3737: (near initialization for `bg_weapons[21]')
src/game/bg_misc.c:3763: initializer element is not constant
src/game/bg_misc.c:3763: (near initialization for `bg_weapons[22]')
src/game/bg_misc.c:3789: initializer element is not constant
src/game/bg_misc.c:3789: (near initialization for `bg_weapons[23]')
src/game/bg_misc.c:3815: initializer element is not constant
src/game/bg_misc.c:3815: (near initialization for `bg_weapons[24]')
src/game/bg_misc.c:3841: initializer element is not constant
src/game/bg_misc.c:3841: (near initialization for `bg_weapons[25]')
src/game/bg_misc.c:3867: initializer element is not constant
src/game/bg_misc.c:3867: (near initialization for `bg_weapons[26]')
make[2]: *** [build/release-mingw32-x86/base/game/bg_misc.o] Error 1
make[2]: Leaving directory `/c/editer'
make[1]: *** [targets] Error 2
make[1]: Leaving directory `/c/editer'
make: *** [release] Error 2
im stumped i put in everything you said to but it wont work
(edit)dont belive it.. right after i declared you made the mistake i went right ahead and remade it....
«
Last Edit: March 16, 2008, 10:33:32 PM by lizards160
»
Logged
lizards160
Turrets: +1/-5
Posts: 62
Re: HELP
«
Reply #28 on:
March 29, 2008, 03:45:13 PM »
ok sorry about how long it has been but i got a new pc and retyped everything exactly as before. now as i go through i get a error
Code:
going fine....
going fine....
CC src/client/cl_cin.c
CC src/client/cl_console.c
CC src/client/cl_input.c
CC src/client/cl_keys.c
CC src/client/cl_main.c
CC src/client/cl_net_chan.c
CC src/client/cl_parse.c
CC src/client/cl_scrn.c
CC src/client/cl_ui.c
CC src/client/cl_avi.c
CC src/qcommon/cm_load.c
CC src/qcommon/cm_patch.c
CC src/qcommon/cm_polylib.c
CC src/qcommon/cm_test.c
CC src/qcommon/cm_trace.c
CC src/qcommon/cmd.c
CC src/qcommon/common.c
CC src/qcommon/cvar.c
CC src/qcommon/files.c
CC src/qcommon/md4.c
CC src/qcommon/md5.c
CC src/qcommon/msg.c
CC src/qcommon/net_chan.c
CC src/qcommon/net_ip.c
CC src/qcommon/huffman.c
CC src/qcommon/parse.c
CC src/client/snd_adpcm.c
CC src/client/snd_dma.c
CC src/client/snd_mem.c
CC src/client/snd_mix.c
CC src/client/snd_wavelet.c
CC src/client/snd_main.c
CC src/client/snd_codec.c
CC src/client/snd_codec_wav.c
CC src/client/snd_codec_ogg.c
CC src/client/qal.c
CC src/client/snd_openal.c
src/client/snd_openal.c: In function `S_AL_SrcLoop':
src/client/snd_openal.c:532: warning: `distance' might be used uninitialized in this function
src/client/snd_openal.c: In function `S_AL_SrcUpdate':
src/client/snd_openal.c:532: warning: `distance' might be used uninitialized in this function
CC src/client/cl_curl.c
CC src/server/sv_ccmds.c
CC src/server/sv_client.c
CC src/server/sv_game.c
CC src/server/sv_init.c
CC src/server/sv_main.c
CC src/server/sv_net_chan.c
CC src/server/sv_snapshot.c
CC src/server/sv_world.c
CC src/qcommon/q_math.c
CC src/qcommon/q_shared.c
CC src/qcommon/unzip.c
make[1]: *** [targets] Interrupt
make: *** [release] Error 2
i dont know what would cause this error
Logged
Rocinante
Turrets: +252/-667
Posts: 639
You're a kitty!
Re: HELP
«
Reply #29 on:
March 29, 2008, 03:56:12 PM »
"Interrupt" I've only ever see happen when you type a Ctrl-C into the window where make is running.
Logged
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