[Discuss] Zandronum Wiki

General discussion of the port and Doom-related chat.
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Camo Yoshi
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RE: [Discuss] Zandronum Wiki

#41

Post by Camo Yoshi » Wed Oct 17, 2012 6:15 pm

Watermelon wrote:Is there anywhere on that awesome archive you have that shows what functions are available?
I also probably need a dev to tell me what new ACS functions may have been added, I know theres an ACSF_ function that has been added


Great backup btw!


Thanks. It should be a archive of the Wiki just before it got converted to Zandronum, so I would assume ACS functions are there.
50+GB of WADs and counting: http://camoy.sdf.org/wads/

Ask your doctor if Zandrama is right for you. Side effects include butthurt, loss of sleep, loss of ego, embarrassment, and social withdrawal.

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Llewellyn
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RE: [Discuss] Zandronum Wiki

#42

Post by Llewellyn » Wed Oct 17, 2012 6:52 pm

Camo Yoshi wrote:
Watermelon wrote:Is there anywhere on that awesome archive you have that shows what functions are available?
I also probably need a dev to tell me what new ACS functions may have been added, I know theres an ACSF_ function that has been added


Great backup btw!


Thanks. It should be a archive of the Wiki just before it got converted to Zandronum, so I would assume ACS functions are there.


AFAIK, there was NEVER any documentation about Skulltag's ACS functions on the Skulltag wiki, and the only documentation was that which was put on the Zdoom Wiki.
The Zandronum wiki IS the Skulltag wiki, just basically with the word "Skulltag" and associated logos changed to "Zandronum"... same as the actual game.
The only reason there is Decorate/ACS documentation now is because I put it on there.
Last edited by Llewellyn on Wed Oct 17, 2012 6:53 pm, edited 1 time in total.

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Torr Samaho
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RE: [Discuss] Zandronum Wiki

#43

Post by Torr Samaho » Wed Oct 17, 2012 7:37 pm

Camo Yoshi wrote:I know how to do it via the command line on both Windows and *nix, plus server configuration involving said files. I can help add detail to the article if already exists, but I am quite busy for the time being.

Qent created an article for this: http://wiki.zandronum.com/Zandronum_%28source_port%29 Added detail welcome :).

Watermelon wrote:Is there a place I can go and check what functions are in Skulltag and what arent? There are a lot to go through... it'd nice if there was somewhere I could see which one skulltag supports so I could work on it:

The only place with a full and up-to-date list is the source (p_acs.cpp/h). This should be the relevant parts:

Code: Select all

   // P-codes for ACS scripts
   enum
   {
/*  0*/   PCD_NOP,
      PCD_TERMINATE,
      PCD_SUSPEND,
      PCD_PUSHNUMBER,
      PCD_LSPEC1,
      PCD_LSPEC2,
      PCD_LSPEC3,
      PCD_LSPEC4,
      PCD_LSPEC5,
      PCD_LSPEC1DIRECT,
/* 10*/   PCD_LSPEC2DIRECT,
      PCD_LSPEC3DIRECT,
      PCD_LSPEC4DIRECT,
      PCD_LSPEC5DIRECT,
      PCD_ADD,
      PCD_SUBTRACT,
      PCD_MULTIPLY,
      PCD_DIVIDE,
      PCD_MODULUS,
      PCD_EQ,
/* 20*/ PCD_NE,
      PCD_LT,
      PCD_GT,
      PCD_LE,
      PCD_GE,
      PCD_ASSIGNSCRIPTVAR,
      PCD_ASSIGNMAPVAR,
      PCD_ASSIGNWORLDVAR,
      PCD_PUSHSCRIPTVAR,
      PCD_PUSHMAPVAR,
/* 30*/   PCD_PUSHWORLDVAR,
      PCD_ADDSCRIPTVAR,
      PCD_ADDMAPVAR,
      PCD_ADDWORLDVAR,
      PCD_SUBSCRIPTVAR,
      PCD_SUBMAPVAR,
      PCD_SUBWORLDVAR,
      PCD_MULSCRIPTVAR,
      PCD_MULMAPVAR,
      PCD_MULWORLDVAR,
/* 40*/   PCD_DIVSCRIPTVAR,
      PCD_DIVMAPVAR,
      PCD_DIVWORLDVAR,
      PCD_MODSCRIPTVAR,
      PCD_MODMAPVAR,
      PCD_MODWORLDVAR,
      PCD_INCSCRIPTVAR,
      PCD_INCMAPVAR,
      PCD_INCWORLDVAR,
      PCD_DECSCRIPTVAR,
/* 50*/   PCD_DECMAPVAR,
      PCD_DECWORLDVAR,
      PCD_GOTO,
      PCD_IFGOTO,
      PCD_DROP,
      PCD_DELAY,
      PCD_DELAYDIRECT,
      PCD_RANDOM,
      PCD_RANDOMDIRECT,
      PCD_THINGCOUNT,
/* 60*/   PCD_THINGCOUNTDIRECT,
      PCD_TAGWAIT,
      PCD_TAGWAITDIRECT,
      PCD_POLYWAIT,
      PCD_POLYWAITDIRECT,
      PCD_CHANGEFLOOR,
      PCD_CHANGEFLOORDIRECT,
      PCD_CHANGECEILING,
      PCD_CHANGECEILINGDIRECT,
      PCD_RESTART,
/* 70*/   PCD_ANDLOGICAL,
      PCD_ORLOGICAL,
      PCD_ANDBITWISE,
      PCD_ORBITWISE,
      PCD_EORBITWISE,
      PCD_NEGATELOGICAL,
      PCD_LSHIFT,
      PCD_RSHIFT,
      PCD_UNARYMINUS,
      PCD_IFNOTGOTO,
/* 80*/   PCD_LINESIDE,
      PCD_SCRIPTWAIT,
      PCD_SCRIPTWAITDIRECT,
      PCD_CLEARLINESPECIAL,
      PCD_CASEGOTO,
      PCD_BEGINPRINT,
      PCD_ENDPRINT,
      PCD_PRINTSTRING,
      PCD_PRINTNUMBER,
      PCD_PRINTCHARACTER,
/* 90*/   PCD_PLAYERCOUNT,
      PCD_GAMETYPE,
      PCD_GAMESKILL,
      PCD_TIMER,
      PCD_SECTORSOUND,
      PCD_AMBIENTSOUND,
      PCD_SOUNDSEQUENCE,
      PCD_SETLINETEXTURE,
      PCD_SETLINEBLOCKING,
      PCD_SETLINESPECIAL,
/*100*/   PCD_THINGSOUND,
      PCD_ENDPRINTBOLD,      // [RH] End of Hexen p-codes
      PCD_ACTIVATORSOUND,
      PCD_LOCALAMBIENTSOUND,
      PCD_SETLINEMONSTERBLOCKING,
      PCD_PLAYERBLUESKULL,   // [BC] Start of new [Skull Tag] pcodes
      PCD_PLAYERREDSKULL,
      PCD_PLAYERYELLOWSKULL,
      PCD_PLAYERMASTERSKULL,
      PCD_PLAYERBLUECARD,
/*110*/   PCD_PLAYERREDCARD,
      PCD_PLAYERYELLOWCARD,
      PCD_PLAYERMASTERCARD,
      PCD_PLAYERBLACKSKULL,
      PCD_PLAYERSILVERSKULL,
      PCD_PLAYERGOLDSKULL,
      PCD_PLAYERBLACKCARD,
      PCD_PLAYERSILVERCARD,
      PCD_ISMULTIPLAYER,
      PCD_PLAYERTEAM,
/*120*/   PCD_PLAYERHEALTH,
      PCD_PLAYERARMORPOINTS,
      PCD_PLAYERFRAGS,
      PCD_PLAYEREXPERT,
      PCD_BLUETEAMCOUNT,
      PCD_REDTEAMCOUNT,
      PCD_BLUETEAMSCORE,
      PCD_REDTEAMSCORE,
      PCD_ISONEFLAGCTF,
      PCD_GETINVASIONWAVE,
/*130*/   PCD_GETINVASIONSTATE,
      PCD_PRINTNAME,
      PCD_MUSICCHANGE,
      PCD_CONSOLECOMMANDDIRECT,
      PCD_CONSOLECOMMAND,
      PCD_SINGLEPLAYER,      // [RH] End of Skull Tag p-codes
      PCD_FIXEDMUL,
      PCD_FIXEDDIV,
      PCD_SETGRAVITY,
      PCD_SETGRAVITYDIRECT,
/*140*/   PCD_SETAIRCONTROL,
      PCD_SETAIRCONTROLDIRECT,
      PCD_CLEARINVENTORY,
      PCD_GIVEINVENTORY,
      PCD_GIVEINVENTORYDIRECT,
      PCD_TAKEINVENTORY,
      PCD_TAKEINVENTORYDIRECT,
      PCD_CHECKINVENTORY,
      PCD_CHECKINVENTORYDIRECT,
      PCD_SPAWN,
/*150*/   PCD_SPAWNDIRECT,
      PCD_SPAWNSPOT,
      PCD_SPAWNSPOTDIRECT,
      PCD_SETMUSIC,
      PCD_SETMUSICDIRECT,
      PCD_LOCALSETMUSIC,
      PCD_LOCALSETMUSICDIRECT,
      PCD_PRINTFIXED,
      PCD_PRINTLOCALIZED,
      PCD_MOREHUDMESSAGE,
/*160*/   PCD_OPTHUDMESSAGE,
      PCD_ENDHUDMESSAGE,
      PCD_ENDHUDMESSAGEBOLD,
      PCD_SETSTYLE,
      PCD_SETSTYLEDIRECT,
      PCD_SETFONT,
      PCD_SETFONTDIRECT,
      PCD_PUSHBYTE,
      PCD_LSPEC1DIRECTB,
      PCD_LSPEC2DIRECTB,
/*170*/   PCD_LSPEC3DIRECTB,
      PCD_LSPEC4DIRECTB,
      PCD_LSPEC5DIRECTB,
      PCD_DELAYDIRECTB,
      PCD_RANDOMDIRECTB,
      PCD_PUSHBYTES,
      PCD_PUSH2BYTES,
      PCD_PUSH3BYTES,
      PCD_PUSH4BYTES,
      PCD_PUSH5BYTES,
/*180*/   PCD_SETTHINGSPECIAL,
      PCD_ASSIGNGLOBALVAR,
      PCD_PUSHGLOBALVAR,
      PCD_ADDGLOBALVAR,
      PCD_SUBGLOBALVAR,
      PCD_MULGLOBALVAR,
      PCD_DIVGLOBALVAR,
      PCD_MODGLOBALVAR,
      PCD_INCGLOBALVAR,
      PCD_DECGLOBALVAR,
/*190*/   PCD_FADETO,
      PCD_FADERANGE,
      PCD_CANCELFADE,
      PCD_PLAYMOVIE,
      PCD_SETFLOORTRIGGER,
      PCD_SETCEILINGTRIGGER,
      PCD_GETACTORX,
      PCD_GETACTORY,
      PCD_GETACTORZ,
      PCD_STARTTRANSLATION,
/*200*/   PCD_TRANSLATIONRANGE1,
      PCD_TRANSLATIONRANGE2,
      PCD_ENDTRANSLATION,
      PCD_CALL,
      PCD_CALLDISCARD,
      PCD_RETURNVOID,
      PCD_RETURNVAL,
      PCD_PUSHMAPARRAY,
      PCD_ASSIGNMAPARRAY,
      PCD_ADDMAPARRAY,
/*210*/   PCD_SUBMAPARRAY,
      PCD_MULMAPARRAY,
      PCD_DIVMAPARRAY,
      PCD_MODMAPARRAY,
      PCD_INCMAPARRAY,
      PCD_DECMAPARRAY,
      PCD_DUP,
      PCD_SWAP,
      PCD_WRITETOINI,
      PCD_GETFROMINI,
/*220*/ PCD_SIN,
      PCD_COS,
      PCD_VECTORANGLE,
      PCD_CHECKWEAPON,
      PCD_SETWEAPON,
      PCD_TAGSTRING,
      PCD_PUSHWORLDARRAY,
      PCD_ASSIGNWORLDARRAY,
      PCD_ADDWORLDARRAY,
      PCD_SUBWORLDARRAY,
/*230*/   PCD_MULWORLDARRAY,
      PCD_DIVWORLDARRAY,
      PCD_MODWORLDARRAY,
      PCD_INCWORLDARRAY,
      PCD_DECWORLDARRAY,
      PCD_PUSHGLOBALARRAY,
      PCD_ASSIGNGLOBALARRAY,
      PCD_ADDGLOBALARRAY,
      PCD_SUBGLOBALARRAY,
      PCD_MULGLOBALARRAY,
/*240*/   PCD_DIVGLOBALARRAY,
      PCD_MODGLOBALARRAY,
      PCD_INCGLOBALARRAY,
      PCD_DECGLOBALARRAY,
      PCD_SETMARINEWEAPON,
      PCD_SETACTORPROPERTY,
      PCD_GETACTORPROPERTY,
      PCD_PLAYERNUMBER,
      PCD_ACTIVATORTID,
      PCD_SETMARINESPRITE,
/*250*/   PCD_GETSCREENWIDTH,
      PCD_GETSCREENHEIGHT,
      PCD_THING_PROJECTILE2,
      PCD_STRLEN,
      PCD_SETHUDSIZE,
      PCD_GETCVAR,
      PCD_CASEGOTOSORTED,
      PCD_SETRESULTVALUE,
      PCD_GETLINEROWOFFSET,
      PCD_GETACTORFLOORZ,
/*260*/   PCD_GETACTORANGLE,
      PCD_GETSECTORFLOORZ,
      PCD_GETSECTORCEILINGZ,
      PCD_LSPEC5RESULT,
      PCD_GETSIGILPIECES,
      PCD_GETLEVELINFO,
      PCD_CHANGESKY,
      PCD_PLAYERINGAME,
      PCD_PLAYERISBOT,
      PCD_SETCAMERATOTEXTURE,
/*270*/   PCD_ENDLOG,
      PCD_GETAMMOCAPACITY,
      PCD_SETAMMOCAPACITY,
      PCD_PRINTMAPCHARARRAY,      // [JB] start of new p-codes
      PCD_PRINTWORLDCHARARRAY,
      PCD_PRINTGLOBALCHARARRAY,   // [JB] end of new p-codes
      PCD_SETACTORANGLE,         // [GRB]
      PCD_GRABINPUT,            // Unused but acc defines them
      PCD_SETMOUSEPOINTER,      // "
      PCD_MOVEMOUSEPOINTER,      // "
/*280*/   PCD_SPAWNPROJECTILE,
      PCD_GETSECTORLIGHTLEVEL,
      PCD_GETACTORCEILINGZ,
      PCD_SETACTORPOSITION,
      PCD_CLEARACTORINVENTORY,
      PCD_GIVEACTORINVENTORY,
      PCD_TAKEACTORINVENTORY,
      PCD_CHECKACTORINVENTORY,
      PCD_THINGCOUNTNAME,
      PCD_SPAWNSPOTFACING,
/*290*/   PCD_PLAYERCLASS,         // [GRB]
      //[MW] start my p-codes
      PCD_ANDSCRIPTVAR,
      PCD_ANDMAPVAR,
      PCD_ANDWORLDVAR,
      PCD_ANDGLOBALVAR,
      PCD_ANDMAPARRAY,
      PCD_ANDWORLDARRAY,
      PCD_ANDGLOBALARRAY,
      PCD_EORSCRIPTVAR,
      PCD_EORMAPVAR,
/*300*/   PCD_EORWORLDVAR,
      PCD_EORGLOBALVAR,
      PCD_EORMAPARRAY,
      PCD_EORWORLDARRAY,
      PCD_EORGLOBALARRAY,
      PCD_ORSCRIPTVAR,
      PCD_ORMAPVAR,
      PCD_ORWORLDVAR,
      PCD_ORGLOBALVAR,
      PCD_ORMAPARRAY,
/*310*/   PCD_ORWORLDARRAY,
      PCD_ORGLOBALARRAY,
      PCD_LSSCRIPTVAR,
      PCD_LSMAPVAR,
      PCD_LSWORLDVAR,
      PCD_LSGLOBALVAR,
      PCD_LSMAPARRAY,
      PCD_LSWORLDARRAY,
      PCD_LSGLOBALARRAY,
      PCD_RSSCRIPTVAR,
/*320*/   PCD_RSMAPVAR,
      PCD_RSWORLDVAR,
      PCD_RSGLOBALVAR,
      PCD_RSMAPARRAY,
      PCD_RSWORLDARRAY,
      PCD_RSGLOBALARRAY,
      //[MW] end my p-codes
      PCD_GETPLAYERINFO,         // [GRB]
      PCD_CHANGELEVEL,
      PCD_SECTORDAMAGE,
      PCD_REPLACETEXTURES,
/*330*/   PCD_NEGATEBINARY,
      PCD_GETACTORPITCH,
      PCD_SETACTORPITCH,
      PCD_PRINTBIND,
      PCD_SETACTORSTATE,
      PCD_THINGDAMAGE2,
      PCD_USEINVENTORY,
      PCD_USEACTORINVENTORY,
      PCD_CHECKACTORCEILINGTEXTURE,
      PCD_CHECKACTORFLOORTEXTURE,
/*340*/   PCD_GETACTORLIGHTLEVEL,
      PCD_SETMUGSHOTSTATE,
      PCD_THINGCOUNTSECTOR,
      PCD_THINGCOUNTNAMESECTOR,
      PCD_CHECKPLAYERCAMERA,      // [TN]
      PCD_MORPHACTOR,            // [MH]
      PCD_UNMORPHACTOR,         // [MH]
      PCD_GETPLAYERINPUT,
      PCD_CLASSIFYACTOR,
      PCD_PRINTBINARY,
/*350*/   PCD_PRINTHEX,
      PCD_CALLFUNC,
      PCD_SAVESTRING,         // [FDARI]
      // [BB] We need to fix the number for the new commands!
      // [CW] Begin team additions.
      PCD_GETTEAMPLAYERCOUNT,
      // [CW] End team additions.

/*353*/   PCODE_COMMAND_COUNT
   };

and

Code: Select all

enum EACSFunctions
{
   ACSF_GetLineUDMFInt=1,
   ACSF_GetLineUDMFFixed,
   ACSF_GetThingUDMFInt,
   ACSF_GetThingUDMFFixed,
   ACSF_GetSectorUDMFInt,
   ACSF_GetSectorUDMFFixed,
   ACSF_GetSideUDMFInt,
   ACSF_GetSideUDMFFixed,
   ACSF_GetActorMomX,
   ACSF_GetActorMomY,
   ACSF_GetActorMomZ,
   ACSF_SetActivator,
   ACSF_SetActivatorToTarget,
   ACSF_GetActorViewHeight,
   ACSF_GetChar,
   ACSF_GetAirSupply,
   ACSF_SetAirSupply,
   ACSF_SetSkyScrollSpeed,
   ACSF_GetArmorType,
   ACSF_SpawnSpotForced,
   ACSF_SpawnSpotFacingForced,
   ACSF_CheckActorProperty,
    ACSF_SetActorVelocity,
   ACSF_AnnouncerSound=37, // [BL] Skulltag Function

   // [BB] Skulltag functions
   ACSF_ResetMap = 100,
   ACSF_PlayerIsSpectator,
   ACSF_ConsolePlayerNumber,
   ACSF_GetTeamProperty, // [Dusk]
   // ZDaemon
   ACSF_GetTeamScore = 19620,
};

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Llewellyn
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RE: [Discuss] Zandronum Wiki

#44

Post by Llewellyn » Wed Oct 17, 2012 8:08 pm

Hrm I guess GetTeamScore needs to be added... I'll have to add it to my zspecials list and test it out.
Couldn't find any real documentation except the tracker page, but if GetTeamScore actually works I'll be happy to add it to the list.
Wait, how do I even add this, 1000 is end of list... and that ACS function is 19620...?
Last edited by Llewellyn on Wed Oct 17, 2012 8:11 pm, edited 1 time in total.

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Torr Samaho
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RE: [Discuss] Zandronum Wiki

#45

Post by Torr Samaho » Wed Oct 17, 2012 8:17 pm

Llewellyn wrote:Hrm I guess GetTeamScore needs to be added... I'll have to add it to my zspecials list and test it out.
Couldn't find any real documentation except the tracker page,

Likely that's only existing documentation at the moment.
Llewellyn wrote:but if GetTeamScore actually works I'll be happy to add it to the list.
Wait, how do I even add this, 1000 is end of list... and that ACS function is 19620...?

Yes, it's 19620. That's the number ZDaemon is using, so we use the same for compatibility reasons.

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Llewellyn
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RE: [Discuss] Zandronum Wiki

#46

Post by Llewellyn » Wed Oct 17, 2012 8:49 pm

Would this work then?

Code: Select all

-45:ACS_NamedExecuteAlways(2,5),
   -100:ResetMap(0),
      -101:PlayerIsSpectator(1),
       -102:ConsolePlayerNumber(0),
       -103:GetTeamProperty(2),
   -19620:GetTeamScore(1), //Zdaemon
   -100000:__EndOfList__(10);

Ignore the random tabs I dunno what that is.
Last edited by Llewellyn on Wed Oct 17, 2012 8:49 pm, edited 1 time in total.

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Torr Samaho
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RE: [Discuss] Zandronum Wiki

#47

Post by Torr Samaho » Wed Oct 17, 2012 8:54 pm

Yes, that should work.

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Llewellyn
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RE: [Discuss] Zandronum Wiki

#48

Post by Llewellyn » Wed Oct 17, 2012 9:28 pm

Torr Samaho wrote:Yes, that should work.


Guess we also need an article to explain how to add functions to ZSPECIAL.acs, or atleast point to the thread on the forums.
I went ahead and added the GetTeamScore page

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Tiger
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RE: [Discuss] Zandronum Wiki

#49

Post by Tiger » Thu Oct 18, 2012 5:17 pm

Camo Yoshi wrote:I archived what was left of the Skulltag wiki before it became the Zandronum wiki, see here: http://camoy.sdf.org/wwwarchive/wiki.skulltag.net/

Hopefully this helps.


I don't understand as to why you would do that? Most of the articles that existed back then are still within the active database, even that same outlook still exists (though - broken).

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RE: [Discuss] Zandronum Wiki

#50

Post by Watermelon » Sun Oct 21, 2012 4:57 pm

Can someone also help me with this page?

There needs to be clear links to the downloads as some of them don't work, and it's missing instructions on how to compile.
Here is what needs to be done:

PREREQUISITES
Microsoft Visual Studio C++ 2005 - Link working
VC++ necessary updates - MISSING/TOO HARD TO FIND
Service pack 1 - MISSING/TOO HARD TO FIND
Service pack 1 update for Windows 6 foundation - MISSING/TOO HARD TO FIND
NASM - [color=yellow]more direct link: http://www.nasm.us/pub/nasm/releasebuilds/2.10.05/[/color]
FMODEx - Link working
Mercurial Client - Link working
Windows Platform SDK - Link working
Windows Platform SDK [recommended addon] - WHICH ONE DO WE DOWNLOAD? They're all 1.4 gigs!
DirectX SDK - Link working
Logitech G-Series LCD SDK -MISSING/TOO HARD TO FIND


Also
INSTRUCTIONS
- Needs to add instructions on fixing the GL thing in case the GZDoom forums go down (what lines/what to edit out)
- Needs to add changing the project to Release Win32 instead of Debug Win32
- Needs someone to give us input for compiling on windows 7 or which version of Microsoft Visual Studio to use (7, 8?) and some windows folder variations (do we use SDK for windows 6.1, 6.1A, 7.1?)
- Always have Direct X SDK on the top (?)



The reason I want exact links is that I managed to somehow get all of those, yet when I get a 'successful build with no errors', the game crashes... so I'm probably using a different library or more up-to-date or more out-of-date than what is normally being used. Let me post some examples of my VC++ 2005 configs:


Image

Image

Image

Those are my configs but the building is useless even though it's successful, which others may run into.
Last edited by Watermelon on Sun Oct 21, 2012 5:10 pm, edited 1 time in total.

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Tiger
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RE: [Discuss] Zandronum Wiki

#51

Post by Tiger » Sun Oct 21, 2012 5:33 pm

Watermelon wrote:There needs to be clear links to the downloads as some of them don't work, and it's missing instructions on how to compile.
Here is what needs to be done:


Watermelon wrote:PREREQUISITES
VC++ necessary updates - MISSING/TOO HARD TO FIND

Works for me

Watermelon wrote:Service pack 1 - MISSING/TOO HARD TO FIND

Works for me

Watermelon wrote:Service pack 1 update for Windows 6 foundation - MISSING/TOO HARD TO FIND

Plausible the page itself - yet again on various pages within the Microsoft site - has changed to make way for Windows 6.2....

Watermelon wrote:Windows Platform SDK [recommended addon] - WHICH ONE DO WE DOWNLOAD? They're all 1.4 gigs!

Refer to the 'instructions' section within the page:
  • File Name: GRMSDK_EN_DVD.iso
  • Chip: X86
    --------
  • File Name: GRMSDKX_EN_DVD.iso
  • Chip: AMD64
    --------
  • File Name: GRMSDKIAI_EN_DVD.iso
  • Chip: Itanium
Additionally, a more 'direct' link would be here (which excludes the ISO's): http://www.microsoft.com/en-us/download ... px?id=3138

Watermelon wrote:Logitech G-Series LCD SDK -MISSING/TOO HARD TO FIND

This is not openly available, that is unless someone owns a keyboard that has the integrated LCD keyboard. For example, G510; the source is automatically installed within the user's drivers directory. $SystemDrive/$ProgramFiles/Logitech/Logitech Gaming Software/LCDSDK/LCDSDK_8.00.100.zip


I would like to try to help on revising this with you and the rest of the community, but however, I am rather stuck nailed to the ground with one particular class (Federal Government), and I am already frustrated enough. But, good luck in revising that page and making it much more clearer for everyone to compile their own builds. Also, if someone is will to put in a new article for MinGW, that would be great also!
Last edited by Tiger on Sun Oct 21, 2012 5:37 pm, edited 1 time in total.

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RE: [Discuss] Zandronum Wiki

#52

Post by Torr Samaho » Sun Oct 21, 2012 6:43 pm

Watermelon wrote:- Needs someone to give us input for compiling on windows 7 or which version of Microsoft Visual Studio to use (7, 8?) and some windows folder variations (do we use SDK for windows 6.1, 6.1A, 7.1?)
- Always have Direct X SDK on the top (?)

I'm using the v7.0A Windows SDK and DXSDK_Feb10.exe with VC++ 2005 under Windows 7 x64.

Regarding GRMSDK_EN_DVD.iso, GRMSDKIAI_EN_DVD.iso or GRMSDKX_EN_DVD.iso. The download site explains the differences:
  • GRMSDK_EN_DVD.iso - 32bit
  • GRMSDKX_EN_DVD.iso - 64bit
  • GRMSDKIAI_EN_DVD.iso - Itanium (very unlikely that you need this)

Regarding the crash problems: I assume you already tried "Rebuild Solution"?

EDIT: I'm using nasm 2.00.
Last edited by Torr Samaho on Sun Oct 21, 2012 6:45 pm, edited 1 time in total.

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RE: [Discuss] Zandronum Wiki

#53

Post by Watermelon » Sun Oct 21, 2012 10:11 pm

Tiger wrote:
Watermelon wrote:PREREQUISITES
VC++ necessary updates - MISSING/TOO HARD TO FIND

Works for me

Directs me here, an
http://msdn.microsoft.com/en-US/vstudio/aa718325.aspx

Image

I don't know where to go from here for VC2005 stuff
It looks like its all 2012

Tiger wrote:
Watermelon wrote:Service pack 1 - MISSING/TOO HARD TO FIND

Works for me

Watermelon wrote:Service pack 1 update for Windows 6 foundation - MISSING/TOO HARD TO FIND

Plausible the page itself - yet again on various pages within the Microsoft site - has changed to make way for Windows 6.2....

For anyone who knows about this:
The 2nd link doesn't apply to Win7, so I go to the third link (SP1 for Windows 6 foundation) and I get this error
Therefore, is it not required for Win7?
I tried getting this for my x64 system
http://www.microsoft.com/en-us/download ... x?id=18471

Image

Though it just said it was installing and then did nothing afterwards.
Is there a way to check what SP I have for this?

Tiger wrote:
Watermelon wrote:Logitech G-Series LCD SDK -MISSING/TOO HARD TO FIND

This is not openly available, that is unless someone owns a keyboard that has the integrated LCD keyboard. For example, G510; the source is automatically installed within the user's drivers directory. $SystemDrive/$ProgramFiles/Logitech/Logitech Gaming Software/LCDSDK/LCDSDK_8.00.100.zip

Yeah this one has been a particularly hard one to find, I somehow got it... when I find a link that will work I will update the wiki

I would like to try to help on revising this with you and the rest of the community, but however, I am rather stuck nailed to the ground with one particular class (Federal Government), and I am already frustrated enough. But, good luck in revising that page and making it much more clearer for everyone to compile their own builds. Also, if someone is will to put in a new article for MinGW, that would be great also!

No worries, I will try my best!





@ Torr Samaho
What Microsoft Visual Studio number are you using?

I rebuilt it with nasm 2.00 and SDK v7.0 and get the same stuff:
20>zandronum - 0 error(s), 162 warning(s)
========== Rebuild All: 20 succeeded, 0 failed, 0 skipped ==========



MAJOR EDIT
Very weird... apparently me switching to Windows SDK v7.0 from 7.1 caused it to work... Why? I'm not sure. Hopefully this solves my issues.
Last edited by Watermelon on Mon Oct 22, 2012 3:45 am, edited 1 time in total.

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RE: [Discuss] Zandronum Wiki

#54

Post by Torr Samaho » Mon Oct 22, 2012 5:28 am

Watermelon wrote:I don't know where to go from here for VC2005 stuff
It looks like its all 2012

The easiest way is to install all VC++ updates using Microsoft Update.

Watermelon wrote:@ Torr Samaho
What Microsoft Visual Studio number are you using?

It reports to be version 8.0.50727.867 (vsvista.050727-8600)

Watermelon wrote:MAJOR EDIT
Very weird... apparently me switching to Windows SDK v7.0 from 7.1 caused it to work... Why? I'm not sure. Hopefully this solves my issues.

I'm not sure if I ever tried 7.1, so I can't say whether it should work without changes or not. Mixing incompatible libraries can cause all kinds of problems.

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RE: [Discuss] Zandronum Wiki

#55

Post by Tiger » Mon Oct 22, 2012 11:38 pm

I would really like to thank those that have helped contribute to the Zandronum Wiki. Yes, the recent changes is not so broad to cover everyone. However, regardless of the revision weight that was performed - wither it be: a small simple revision change, better header templates, up-keeping with the DMFlags, and various revision up-keeps, other users within and outside of the Zandronum Community can greatly benefit from the information that those who contributed has helped to provide. Thank you everyone and continue to contribute to the Wiki :)

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RE: [Discuss] Zandronum Wiki

#56

Post by Camo Yoshi » Tue Oct 23, 2012 3:10 am

Tiger wrote:I would really like to thank those that have helped contribute to the Zandronum Wiki. Yes, the recent changes is not so broad to cover everyone. However, regardless of the revision weight that was performed - wither it be: a small simple revision change, better header templates, up-keeping with the DMFlags, and various revision up-keeps, other users within and outside of the Zandronum Community can greatly benefit from the information that those who contributed has helped to provide. Thank you everyone and continue to contribute to the Wiki :)


You're welcome. ;)
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RE: [Discuss] Zandronum Wiki

#57

Post by Tiger » Mon Nov 19, 2012 7:48 am

Just a bit of an early warning and before I forget to even mention it here, the wiki will be partially down for approximately an hour or two during the third or fourth week in December. During such time, the Wiki software is going to be upgraded the latest possible version of MediaWiki. So please be kind when that time comes :)

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RE: [Discuss] Zandronum Wiki

#58

Post by skyrimguy » Sat Nov 24, 2012 5:27 am

I was wondering if I need to ask for authorization or if I can freely add information to the wiki because I will like to add this guide about compiling Zandronum and Doomseeker, under the “Compiling Zandronum” section for Linux users, currently Debian/Ubuntu, Fedora, OpenSUSE and Mageia .

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RE: [Discuss] Zandronum Wiki

#59

Post by Camo Yoshi » Sat Nov 24, 2012 5:28 am

skyrimguy wrote:I was wondering if I need to ask for authorization or if I can freely add information to the wiki because I will like to add this guide about compiling Zandronum and Doomseeker, under the “Compiling Zandronum” section for Linux users, currently Debian/Ubuntu, Fedora, OpenSUSE and Mageia .


All you need to do is make a account and you should be able to edit the Wiki. :)

Feel free to add if you feel the information is useful to others. That's what a wiki's for, of course.
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RE: [Discuss] Zandronum Wiki

#60

Post by Tiger » Thu Dec 13, 2012 7:54 pm

Tiger wrote:Just a bit of an early warning and before I forget to even mention it here, the wiki will be partially down for approximately an hour or two during the third or fourth week in December. During such time, the Wiki software is going to be upgraded the latest possible version of MediaWiki. So please be kind when that time comes :)


Done, we are now using the latest software version (at the time of this post) of MediaWiki!

Hopefully tables with 'center' will not be marked as a CSS object this time ;)
Last edited by Tiger on Thu Dec 13, 2012 7:55 pm, edited 1 time in total.

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