Thread View: alt.games.quake3
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5 total messages
Started by Kenny
Tue, 15 Nov 2005 13:34
vm_ui
Author: Kenny
Date: Tue, 15 Nov 2005 13:34
Date: Tue, 15 Nov 2005 13:34
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What exactly does the vm_ui command do in Quake III ? This is all I've got: "Part of the virtual machine interpreter which allows PC MOD makers to not have to know MAC code and MAC MOD makers to not have to know PC code."
Re: vm_ui
Author: Inglo
Date: Tue, 15 Nov 2005 15:34
Date: Tue, 15 Nov 2005 15:34
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On 11/15/2005 5:34 AM Kenny brightened our day with: >What exactly does the vm_ui command do in Quake III ? > >This is all I've got: "Part of the virtual machine interpreter which >allows PC MOD makers to not have to know MAC code and MAC MOD makers to >not have to know PC code." > > > If I remember correctly the only time that comes into play is if you're using a dll for the ui rather than a qvm. RA3 used dlls for everything so you had to set vm_ui to 0 (along with ui_game and ui_cgame). That just tells Q3 not to use the qvms. The qvm files are just cross OS interpretable compiled libararies for Quake 3. Quake Virtual Machine. Are you encountering an error somewhere? Why exactly are you asking this question? -- Steve ¤»Inglo«¤ www.inglostadt.com
Re: vm_ui
Author: Kenny
Date: Wed, 16 Nov 2005 02:34
Date: Wed, 16 Nov 2005 02:34
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Thanks... couldn't get RA3 to start any games at all, now works fine (vm_ui was set to '2' for some reason). What does a value of '2' actually mean? Could somebody also enlighten me about the vm_game and vm_cgame commands? Ideally, what should these variables be set at to run CPMA (1.32)? Thanks
Re: vm_ui
Author: Inglo
Date: Wed, 16 Nov 2005 03:34
Date: Wed, 16 Nov 2005 03:34
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Kenny wrote: >Thanks... couldn't get RA3 to start any games at all, now works fine >(vm_ui was set to '2' for some reason). > >What does a value of '2' actually mean? > >Could somebody also enlighten me about the vm_game and vm_cgame >commands? > >Ideally, what should these variables be set at to run CPMA (1.32)? > >Thanks > > > Previously I said ui_cgame and ui_game. I meant vm_cgame and vm_game. vm_* 0 means .dll files are used (windows) vm_* 1 means .so files are used (mac, linux) vm_* 2 (default) means qvm files are used. RA3 is the only mod I know of that deviates from the norm. So any other Q3 mod should have vm_cgame, vm_game and vm_ui set to 2. That's why each mod has a separate q3config file. These cvars don't really change anything they just tell the game which files to use when the game starts up. If you look in your RA3 folder you'll see that their is a ui.dll, a game.dll and cgame.dll (if memory servers there are probably .so files too) so if the vm_ are set to 2 then they just use the default q3 files and you aren't playing RA3 and everything is screwed. These are the main files that are modified to make the game RA3 and not regular quake3. If you open up your z-cpmapak132.pk3 file in winzip or whatever archiver you use and look in the vm folder you'll find three files, ui.qvm, game.qvm and cgame.qvm. Again same thing those are the main mod files. They tell q3 how the User Interface should look, how the Game should run and how the Clients Game should behave. There was for a time a while back the idea that you could take the qvms apart and recompile them as dlls, and we had "speed dlls" supposed to make the game run faster on Athlons or Intels depending on the compile job. They never really worked that well and you couldn't use them online. The way RA3 used dlls made it incredibly liable to be hacked and cheats run on it. There endeth the lesson, hope that explains everything. -- Steve -|Inglo/LymanAlpha|-
Re: vm_ui
Author: Kenny
Date: Fri, 18 Nov 2005 02:06
Date: Fri, 18 Nov 2005 02:06
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Yeah, it does... thanks for clearing that up.
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