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OpenArena Contributions => Development => Topic started by: sago007 on April 27, 2009, 04:30:08 PM



Title: ModSDK now with Windows support
Post by: sago007 on April 27, 2009, 04:30:08 PM
It is here! Now it is possible for Windows users to compile the qvm files.

Please take the latest OAX package or do a svn checkout from: http://code.google.com/p/oax/


Title: Re: ModSDK now with Windows support
Post by: SharpestTool on April 27, 2009, 05:43:58 PM
Batch Files WORKED!!!!!

The biggest issue with the QVM tools out of Quake3 is Q3ASM...it will cause random crashes...it MUST BE UPGRADED TO THE IOQUAKE3 source...

I compiled the new one on Windows using Visual Studio...
First, I made sure the ioQuake3 source had the same filenames, then i merely copied the "solution" and "project" file to the ioQuake3 source and built it. 

From the IOQUAKE3 source...(if you are not a windows user)
Everything you need to build q3asm are in the "code/tools/asm" directory.


The 2 source files you need to build q3asm are:
q3asm.c <--The "main" function is here.
cmdlib.c

The only header file referenced in the Visual Studio project solution is:
cmdlib.h






Title: Re: ModSDK now with Windows support
Post by: SharpestTool on May 07, 2009, 09:35:59 AM
Sago,

Ill be including the ioq3 "fixed" version of q3asm with the next bit of source code I'll be posting...check back at the Admin Mod topic periodically...

The original q3asm has an issue which can cause vm crashes relating to how it puts jumppad stuff together, ioq3 fixed this by putting in another "VM_MAGIC" number or something like that, stuff probably related to assembly language which I have no idea about....(except that it works!!!! :) ).

I compiled Q3ASM with Visual Studio 2008, so if it doesn't start you might have to d/l the MSVC 2008/9.0 redistributable package...


Title: Re: ModSDK now with Windows support
Post by: fromhell on May 09, 2009, 05:27:23 AM
Batch Files WORKED!!!!!


^

lcc is included though, and its license isn't there. That could cause a storm


Title: Re: ModSDK now with Windows support
Post by: SharpestTool on May 10, 2009, 05:30:31 PM
LCC License Files for the version included in Sago's SDK

Originally Named as such...(Filenames changed so they could be uploaded here)

COPYRIGHT->COPYRIGHT.txt
README->README.txt
README.id->READMEid.txt


Title: Re: ModSDK now with Windows support
Post by: sago007 on May 10, 2009, 07:46:46 PM
The lcc license is located in code/tools/lcc/COPYRIGHT

README.id is outdated then it comes to license placement and it does not reference lcc at all as it is not part of the source Quake III source code but only a tool.


Title: Re: ModSDK now with Windows support
Post by: SharpestTool on May 13, 2009, 04:51:30 PM
Sago,

I uploaded the source for the next iteration of OAPub...

Included is the updated q3asm executable I was able to build (with MSVC).  This one uses the ioQuake3 code which gets rid of that nasty jump pads loading makes your game crash bug...(aka it uses the VM MAGIC 2 or whatever number in it)

Check the oapub post for the source...
http://openarena.ws/board/index.php?topic=3019.0 (http://openarena.ws/board/index.php?topic=3019.0)


Title: Re: ModSDK now with Windows support
Post by: gene on June 19, 2009, 02:30:57 AM
is this quake 3 source with OpenArena media?


Title: Re: ModSDK now with Windows support
Post by: Falkland on June 23, 2009, 12:27:25 PM
Is the OAX / ModSDK distribuited under the GPL2 license terms ?


Title: Re: ModSDK now with Windows support
Post by: sago007 on June 23, 2009, 01:21:20 PM
Is the OAX / ModSDK distribuited under the GPL2 license terms ?
The game source is distributed under the GPLv2+ as it is derived from the Q3 source (and also because it is the best license ever). Some files might be under different GPL compatible licenses (some that does not prevent the product as a whole to be freely distributed).

One of the helper tools lcc is notably not under the GPL or a free license for that matter. It is not required for compiling the source or using the result but it is required for building platform independent qvm files and what is often what you want.

All source files has the appropriate headers to determent there license. 


Title: Re: ModSDK now with Windows support
Post by: Falkland on June 23, 2009, 02:06:10 PM
Let me focus on  the problem :

- Am I allowed to build and distribute a binary only ( qvm ) mod based on OAX/modSDK without providing the sources ?
  I'm not talking about a friendly test qvm to be taken in private , but to be uploaded in a full internet-reachable page , to be downloadable and to be tested in one or more servers visible by the dpmaster.


Title: Re: ModSDK now with Windows support
Post by: sago007 on June 23, 2009, 02:11:40 PM
- Am I allowed to build and distribute a binary only ( qvm ) mod based on OAX/modSDK without providing the sources ?
No.

You may build it.
You may use it.

But you may not distribute it without providing the modified source to all who receive a binary copy.


Title: Re: ModSDK now with Windows support
Post by: Falkland on June 23, 2009, 02:22:54 PM
But you may not distribute it without providing the modified source to all who receive a binary copy.

Exactly .... there was already a license violation.


Title: Re: ModSDK now with Windows support
Post by: gene on June 25, 2009, 04:34:33 AM
a couple of files to make things easier.

COMPILE.BAT
Code:
call windows_compile_cgame.bat
cd windows_scripts
call windows_compile_game.bat
cd windows_scripts
call windows_compile_q3_ui.bat
cd windows_scripts
call copyvm.bat
cd windows_scripts

COPYVM.BAT
Code:
cd ..
copy /y windows\baseoa\vm\*.qvm vm\