I think I'm finally getting this thing working!
I just wanted to say thank you all for your help!
>________________________________
> From: Harley Laue <losinggenerat...@gmail.com>
>To: ""Yasir I. Al-Dosary - zgzg2020™"" <yasiraldos...@yahoo.com>
>Cc: Primary ioquake3 Discussion/Development list <ioquake3@lists.ioquake.org>
>Sent: Tuesday, June 19, 2012 10:37 PM
>Subject: Re: [ioquake3] Programming question
>
>On 06/19/2012 02:30 AM, Yasir I. Al-Dosary - zgzg2020™ wrote:
>> Thank you for kindly answering my questions!
>>
>> >If you need them and don't care about compatibility with ioquake why not
>> >modify the exported functions to game?
>> I'm exactly just that right now. I've given up on using time.h.
>> So, I found trap_AAS_Time(). And, I'm moving to it.
>> However, I also need to write to files. I tried to add stdio.h. But, I
>> got the same problem as when I add time.h
>> Does ioquake3 offer File I/O capabilities as well?
>>
>Pretty sure what you want is in game/g_local.h
>int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
>void trap_FS_Read( void *buffer, int len, fileHandle_t f );
>void trap_FS_Write( const void *buffer, int len, fileHandle_t f );
>void trap_FS_FCloseFile( fileHandle_t f );
>int trap_FS_GetFileList( const char *path, const char *extension, char
>*listbuf, int bufsize );
>int trap_FS_Seek( fileHandle_t f, long offset, int origin ); // fsOrigin_t
>
>> Best regards!
>>
>> ------------------------------------------------------------------------
>> *From:* Harley Laue <losinggenerat...@gmail.com>
>> *To:* Yasir I. Al-Dosary - zgzg2020™ <yasiraldos...@yahoo.com>;
>> Primary ioquake3 Discussion/Development list
>> <ioquake3@lists.ioquake.org>
>> *Sent:* Tuesday, June 19, 2012 3:46 PM
>> *Subject:* Re: [ioquake3] Programming question
>>
>> On Monday, June 18, 2012 10:45:16 PM Yasir I. Al-Dosary -
>> zgzg2020™ wrote:
>> > Thanks for the reply again!
>> > When I compile with "BUILD_GAME_SO=1 and BUILD_GAME_QVM=0" qvms
>> don't get
>> > built, which I'm guessing is the point of the second option. The
>> > compilation completes without any errors.
>> >
>> > However when I run the Game:
>> > ./ioq3ded.ppc64 +set fs_game Mod +set sv_pure 0 +set vm_game 0
>> +set vm_cgame
>> > 0 +set vm_ui 0 +set dedicated 1 +exec something_112_respwn.cfg
>> >
>> > The Game crashes right away. I placed the log at the end of this
>> email.
>> >
>> > I have several questions that I would really like some help with.
>> > Regarding LCC compiler you kindly mentioned before:
>> > * I couldn't find a version of it on linux. How is it being used
>> on linux
>> > when it is a Windows-only compiler? * If LCC compiler is
>> available on
>> > Linux, where can I download it? Because I am thinking maybe the LCC
>> > compiler settings might have a problem.
>>
>> See code/tools/lcc
>>
>> >
>> > Regarding the compilation of QVM files:
>> > * I have noticed from the compilation log that they are compiled
>> as C++
>> > files, and C files: cpp: code/game/ai_main.c:2712 Could not find
>> include
>> > file <sys/time.h> make[2]: ***
>> > [build/release-linux-ppc64/baseq3/game/ai_main.asm] Error 1 Why
>> is that?
>>
>> CPP == C Pre-Processor in this case if I'm not mistaken.
>>
>> > In qcommon/q_shared.h, I've also written in below:
>> > * What does this quote mean?
>> > * time.h is included inside q_shared.h, and q_shared.h is
>> included inside
>> > ai_main.c. Therefore, shouldn't this allow me to use the time
>> library?
>> >
>> > ioquake3 general questions:
>> > The main reason I need to solve this current problem is the
>> following. I
>> > need a high precision time measuring tool, such as time.h. I am sure
>> > ioquake3 requires such tools as well, to regulate frames...etc.
>> * Is there
>> > a time tool I can use inside ioquake3 without the need to add
>> something new
>> > from the outside such as time.h?
>>
>> If you need them and don't care about compatibility with ioquake
>> why not
>> modify the exported functions to game?
>>
>>
>> As for below:
>> > Sys_LoadDll(./Mod/qagameppc.so) failed:
>> > "./Mod/qagameppc.so: undefined symbol: Com_Quit_f"
>> Would be where I would start investigating.
>>
>> > I really appreciate this! I really need to be able to use the
>> time library
>> > inside ai_main.c very badly.
>> >
>> > --------------Q_SHARED.H
>> >
>> /**********************************************************************
>> > VM Considerations
>> > The VM can not use the standard system headers because we
>> aren't really
>> > using the compiler they were meant for. We use bg_lib.h which
>> contains
>> > prototypes for the functions we define for our own use in bg_lib.c.
>> > When writing mods, please add needed headers HERE, do not start
>> including
>> > stuff like <stdio.h> in the various .c files that make up each
>> of the VMs
>> > since you will be including system headers files can will have
>> issues.
>> > Remember, if you use a C library function that is not defined
>> in bg_lib.c,
>> > you will have to add your own version for support in the VM.
>> >
>> **********************************************************************/
>> > #ifdef Q3_VM
>> > #include "../game/bg_lib.h"
>> > typedef int intptr_t;
>> > #else
>> > //#include <assert.h>
>> > #include <math.h>
>> > #include <stdio.h>
>> > #include <stdarg.h>
>> > #include <string.h>
>> > #include <stdlib.h>
>> > #include <time.h>
>> > #include <ctype.h>
>> > #include <limits.h>
>> > --------------Q_SHARED.H
>> >
>> >
>> >
>> >
>> > --------------RUNNING THE GAME WITH BUILD_GAME_SO=1 and
>> BUILD_GAME_QVM=0
>> > ----------------------
>> >
>>
>>rmc104:~/minoru/cfe2/yasirTemp/ioquake3dev/Best201202231123_True_final/ioqua
>> > ke3dev_clean/build/release-linux-ppc64[10075]% ./ioq3ded.ppc64
>> +set fs_game
>> > Mod +set sv_pure 0 +set vm_game 0 +set vm_cgame 0 +set vm_ui 0 +set
>> > dedicated 1 +exec something_112_respwn.cfg ioq3 linux-ppc Jun 19
>> 2012
>> > ----- FS_Startup -----
>> > Current search path:
>> > /home7/yasir/.q3a/Mod
>> > ./Mod
>> > /home7/yasir/.q3a/baseq3
>> > ./baseq3/pak8.pk3 (9 files)
>> > ./baseq3/pak7.pk3 (4 files)
>> > ./baseq3/pak6.pk3 (64 files)
>> > ./baseq3/pak5.pk3 (7 files)
>> > ./baseq3/pak4.pk3 (272 files)
>> > ./baseq3/pak3.pk3 (4 files)
>> > ./baseq3/pak2.pk3 (148 files)
>> > ./baseq3/pak1.pk3 (26 files)
>> > ./baseq3/pak0.pk3 (3539 files)
>> > ./baseq3
>> >
>> > ----------------------
>> > 4073 files in pk3 files
>> > execing default.cfg
>> > execing q3config_server.cfg
>> > execing autoexec.cfg
>> > Hunk_Clear: reset the hunk ok
>> > Altivec support is disabled
>> > --- Common Initialization Complete ---
>> > IP: 127.0.0.1
>> > IP: 133.9.80.16
>> > IP6: ::1
>> > IP6: fe80::20d:60ff:fe4d:c88a%eth0
>> > Opening IP socket:
>> > 0.0.0.0:27960
>> > execing
>> > something_112_respwn.cfg ------ Server Initialization ------
>> > Server: q3dm1
>> > Hunk_Clear: reset the hunk ok
>> > ----- FS_Startup -----
>> > Current search path:
>> > /home7/yasir/.q3a/Mod
>> > ./Mod
>> > /home7/yasir/.q3a/baseq3
>> > ./baseq3/pak8.pk3 (9 files)
>> > ./baseq3/pak7.pk3 (4 files)
>> > ./baseq3/pak6.pk3 (64 files)
>> > ./baseq3/pak5.pk3 (7 files)
>> > ./baseq3/pak4.pk3 (272 files)
>> > ./baseq3/pak3.pk3 (4 files)
>> > ./baseq3/pak2.pk3 (148 files)
>> > ./baseq3/pak1.pk3 (26 files)
>> > ./baseq3/pak0.pk3 (3539 files)
>> > ./baseq3
>> >
>> > ----------------------
>> > 8146 files in pk3 files
>> > Loading dll file qagame.
>> >
>>
>>Sys_LoadDll(/r/home7/yasir/minoru/cfe2/yasirTemp/ioquake3dev/Best20120223112
>> >
>>
>>3_True_final/ioquake3dev_clean/build/release-linux-ppc64/Mod/qagameppc.so)..
>> > .
>> >
>>
>>Sys_LoadDll(/r/home7/yasir/minoru/cfe2/yasirTemp/ioquake3dev/Best2012022311
>> >
>>
>>23_True_final/ioquake3dev_clean/build/release-linux-ppc64/Mod/qagameppc.so)
>> > failed:
>> >
>>
>>"/r/home7/yasir/minoru/cfe2/yasirTemp/ioquake3dev/Best201202231123_True_fin
>> > al/ioquake3dev_clean/build/release-linux-ppc64/Mod/qagameppc.so:
>> undefined
>> > symbol: Com_Quit_f"
>> Sys_LoadDll(/home7/yasir/.q3a/Mod/qagameppc.so)...
>> > Sys_LoadDll(/home7/yasir/.q3a/Mod/qagameppc.so) failed:
>> > "/home7/yasir/.q3a/Mod/qagameppc.so: cannot open shared object
>> file: No such
>> > file or directory" Sys_LoadDll(./Mod/qagameppc.so)...
>> > Sys_LoadDll(./Mod/qagameppc.so) failed:
>> > "./Mod/qagameppc.so: undefined symbol: Com_Quit_f"
>> > Sys_LoadDll(qagame) failed to load library
>> > Failed to load dll, looking for qvm.
>> > Loading vm file vm/qagame.qvm...
>> > VM file qagame compiled to 820564 bytes of code (0xf1ac8000 -
>> 0xf1b90554)
>> > compilation took 0.090661 seconds
>> > qagame loaded in 2683840 bytes on the hunk
>> > ------- Game Initialization -------
>> > gamename: baseq3
>> > gamedate: Sep 30 2002
>> > ------------------------------------------------------------
>> > InitGame:
>> >
>>
>>\capturelimit\8\g_maxGameClients\0\sv_floodProtect\1\sv_maxPing\0\sv_minPin
>> >
>>
>>g\0\sv_maxRate\0\sv_minRate\0\sv_maxclients\112\sv_hostname\noname\timelimit
>> > \0\fraglimit\20\dmflags\0\version\ioq3 linux-ppc Jun 19
>> >
>>
>>2012\g_gametype\0\protocol\68\mapname\q3dm1\sv_privateClients\0\sv_allowDow
>> > nload\0\gamename\baseq3\g_needpass\0 0 teams with 0 entities
>> > 12 items registered
>> > -----------------------------------
>> > ------- BotLib Initialization -------
>> > loaded weapons.c
>> > loaded items.c
>> > loaded syn.c
>> > loaded rnd.c
>> > loaded match.c
>> > loaded rchat.c
>> > ------------ Map Loading ------------
>> > trying to load maps/q3dm1.aas
>> > loaded maps/q3dm1.aas
>> > found 18 level items
>> > -------------------------------------
>> > 32 bots parsed
>> > 35 arenas parsed
>> > ********************
>> > ERROR: Cvar_Update: handle out of range
>> > ********************
>> > ----- Server Shutdown (Server crashed: Cvar_Update: handle out
>> of range)
>> > ----- ==== ShutdownGame ====
>> > ShutdownGame:
>> > ------------------------------------------------------------
>> > AAS shutdown.
>> > recursive error after: Cvar_Update: handle out of range
>> > ------------------
>> >
>> > >________________________________
>> > >
>> > > From: Ben Noordhuis <i...@bnoordhuis.nl
>> <mailto:i...@bnoordhuis.nl>>
>> > >
>> > >To: Yasir I. Al-Dosary - zgzg2020™ <yasiraldos...@yahoo.com
>> <mailto:yasiraldos...@yahoo.com>>
>> > >Cc: Primary ioquake3 Discussion/Development list
>> > ><ioquake3@lists.ioquake.org
>> <mailto:ioquake3@lists.ioquake.org>> Sent: Monday, June 18, 2012
>> 9:47 PM
>> > >Subject: Re: [ioquake3] Programming question
>> > >
>> > >On Mon, Jun 18, 2012 at 8:46 AM, Yasir I. Al-Dosary - zgzg2020™
>> > >
>> > ><yasiraldos...@yahoo.com <mailto:yasiraldos...@yahoo.com>> wrote:
>> > >> Thank you for the quick response!
>> > >>
>> > >> "The files in game/ and cgame/ don't have access to system
>> headers.
>> > >> They're compiled to bytecode with the bundled lcc."
>> > >>
>> > >> Ok! So, what can I do to make it work? (or what shall I ask
>> my admin to
>> > >> do?)>
>> > >Try compiling to native shared objects.
>> > >
>> > >Off the top of my head, set BUILD_GAME_SO=1 and BUILD_GAME_QVM=0 in
>> > >your Makefile.local and run the game with `+set vm_game 0 +set
>> > >vm_cgame 0 +set vm_ui 0` (you may have to add `+set sv_pure 0` as
>> > >well.)
>>
>>
>
>
>
>
>
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