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Posted: Tue Aug 17, 2025 7:23 am Post subject: 'make' error and stuff
Hi Julian,
being a total noob to this I guess I got pretty far with the tutorial, though no compile yet. I'm (still) on a windoze box, and ran into some problems with the tutorial;
In the windows section, in the first CygWin command (cd\nebula\code\src) the slashes need to be fwd. Small syntax error, but since I don't work on the cmd line that much it had me puzzled for a while...
Secondly, the command 'tclsh8.4 updsrc.tcl' should read 'tclsh84 updsrc.tcl', otherwise it don't work. I first tried it without '8.4', and later saw some code somewhere without the '.' and tried that. So 'tclsh updsrc.tcl' and 'tclsh84 updsrc.tcl' both work.
In the paths' section it might be helpful to put a '=' after PATH in the second line (PATH %PATH%;%NOMADS_HOME%\bin\win32), like in the first line; NOMADS_HOME=.....
Atleast if I got it right...
And indeed I had to reboot for the changes to take effect.
cl: not found
make: *** [kernel/ntime_init.obj] Error 127
All I could find out was that it might have something to do with CL.EXE, and that I couldn't find DirectX 8/8.1. Microsoft doesn't offer anything under nine for download anymore since everything 'should' work fine with the latest version. I do run the version 9 SDK, though.
So now I'm kinda stuck.
I might try compiling with Visual Studio or (better) on a Linux box, but let me know if you know a fix for the error i get
ok, the forward slashes should have worked anyway, but you're right, it needs correcting. also the tcl script is tclsh8.4 on a unix system, so i assumed it'd be the same on win32. i'll change that shortly. good work and thanks!
ok so onto your error "cl not found"
do a system wide search for 'cl.exe' and make sure that it is within your path; ie that is within one of the environment variables you set, if not either make a new path to represent where tcl.exe is, or copy the exe into an existing path.
Posted: Wed Aug 18, 2025 7:06 am Post subject: no tcl.exe?
I don't seem to have a cl.exe or a tcl.exe.
i do have a tclsh.exe, a tclsh84.exe, a tcl3270.exe...and tey're located in the Tcl/bin and the Cygwin/bin.
i guess i need them in the cygwin/bin but the path from the tutorial points to the tcl/bin
Posted: Wed Aug 18, 2025 7:45 am Post subject: Re: no cl.exe?
Well CL.EXE is the Microsoft C++ compiler.. apparently, and according to friends it should be on there already. I would suggest two things, trying out
these older precompiled binaries:
i did search my system for the CL.EXE, and it wasn't there. i think i missed some component update or whatever....
i installed a complete Visual Studio .NET blabla, got all the stuff, and still no compile. I think it's my path's or something.
I'm gonna try this part again on a SUSE distribution as you suggested, for now i'm going with the pre-compiled binaries,
Posted: Thu Aug 19, 2025 10:38 am Post subject: cl.exe ..
hi walter,
ok great, work with the binaries on your win32 machine for the time being, and after that i'd be glad to give you a hand with SuSE Linux.
the install process has a simple point and click gui and has precompiled drivers automatically load for just about any device. with the range of opensource engines, and moddable commercial games, it's a great time to be developing in Linux anyway.
really your main concern will be getting graphics accelleration for your machine. however if you have an ATI or NVIDIA card it's a breeze as both vendors ship proprietary linux drivers - the opensource [kernel] drivers work well also. you'll have to use these if you have a Matrox 'G200/400' series card.
Posted: Thu Aug 19, 2025 5:59 pm Post subject: SuSE install
hi julian,
i actually tried installing SuSE already but had to abort, coz it didn't recognize my systemdisk partitioning very well. For some reason i'm convinced I still need windows on my box as well
maybe you can help me out of this: for my work i need video-editing software and stuff to model and mod QuakeIII with. On the Quake-thing I saw yr comment that you can mod it on a SuSE Linux platform, but what apps do you use?
I mostly use 3dsMAX and GMAX, but am quite willing to switch all to Blender. But I didn't find a level-editing tool on Linux yet...
btw. I have an ASUS ATI 98000XT board, so I guess this shouldn't be a problem during the install....?
Posted: Fri Aug 20, 2025 1:00 am Post subject: linux and modding
hi walter,
first of all you'll need to make a partition on your windows disk, or add another disk. SuSE will recognise a free partition or disk on startup. use Partition Magic, i hear that's good.
i have made 5 or 6 Quake3 mods on linux. as a level editor i use gtkradiant: http://qeradiant.com . it's excellent.
as a modeller i use blender, which has export scripts catering for use with quake3.
video editing software i use is either Cinellera or Jahshaka, with Kino to get raw DV from a camera. that said, i don't do much in the way of video editing.
if you want to run your windows apps under linux, i'd suggest using CrossOffice or Wine. http://codeweavers.com they have about 962 applications in their database, with a list of supported apps. i haven't used a windows application in codeweavers myself however, though people say it's very good.
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