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Article #286329

Re: compiling and executing the quake3 source

#286329
From: Lore
Date: Thu, 16 Feb 2006 22:16
37 lines
2125 bytes
hi dayta well known on quake3 under
_l Dayta l_ www.quad8.com clan trick jumper mod progger and stuff like 
that
the code is very native its not that easy to just copy the compiled 
thingy somewhere put files in there and it works. so far i can tell i 
didnt get it working myself and i programmed allready some mods. 

maybe join the server 1.31 just write /connect quad8.com in the console 
there you have a couple of good people propably some who are able to 
help. i will stick around with the sdk sofar. gl

sivagnanam.m@gmail.com wrote in news:1139984389.440905.44450
@g14g2000cwa.googlegroups.com:

> m a newbie for quake 3 source code tweaking . Iam happily able to
> compile and get the
> quake3.exe and other vm files but i dont to how to arrange the folders
> and files to star the application ..
> 
> If i sart the application plainly from the debugger im getting and
> exception and the call stact values are the following
> 
> Com_Error(int 0, const char * 0x006049e8 `string') line 240 + 5 bytes
> FS_InitFilesystem() line 3264 + 12 bytes
> Com_Init(char * 0x00b125a8 sys_cmdline) line 2387
> WinMain(HINSTANCE__ * 0x00400000, HINSTANCE__ * 0x00000000, char *
> 0x01752a7b, int 1) line 1212 + 10 bytes
> WinMainCRTStartup() line 198 + 54 bytes
> KERNEL32! 7c598989()
> 
> FS_InitFilesystem() -> says me that i have to arrange some if the
> config  files uder the sight of quake3.exe ..
> 
> or how could i use the command line options to bypass those amd start
> those exes ..
> 
> 
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From: Lore <djlore@gmx.net>
Newsgroups: alt.games.quake3
Subject: Re: compiling and executing the quake3 source
Date: 16 Feb 2006 16:16:02 -0600
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