Page 2 of 3 FirstFirst 1 2 3 LastLast
Results 21 to 40 of 51

  Click here to go to the first staff post in this thread.   Thread: Compiling and running a mod under Windows

  1. #21

    Re: Compiling and running a mod under Windows

    Quote Originally Posted by Sabayon View Post
    . I'd also be looking forward to figure out how to compile .so under windows too
    +1 and tbh .so should work with old glibs. I don't like to compile it on old slackware.

    If you try to compile it on ubuntu you will need new glib on server.

  2. #22

    Re: Compiling and running a mod under Windows

    Sorry boys, I'm currently very busy on some websites.
    I will update my tutorial later

  3. #23

    Re: Compiling and running a mod under Windows

    hello any world
    thank you SCARY/paul same file this is necessary mp40/thomson does not

    this serious step --on Windows I have coplie MOD
    after I made on linux if I can I put video on this page



    merci/thankyou

  4. #24
    dutchman
    Guest

    Re: Compiling and running a mod under Windows

    Still waiting you explain to make a .so on windows mr. i talkmuch
    Last edited by dutchman; 9th Sep 2009 at 21:09.

  5. #25

    Re: Compiling and running a mod under Windows

    Quote Originally Posted by Paul View Post
    Open src/wolf-vs2k8.sln and do the Build step again.
    Now goto the folder /Debug of /Release (Depending on what kind of build you made.
    And voila - There are the .dll's again!
    Don't forget to also include the etpub pk3 (client) and replace your dlls by them, else you have much missing files
    Include the etpub.pk3 (client) in what? Replace my dlls with these in etpub.pk3? A bit confusing/unclear.

  6. #26

    Re: Compiling and running a mod under Windows

    Hey! Thanks for the great tutorial, and (VERY) vast vid ^^

    After i figured out that the dll + the pk3 with dll's needed to be in the mod folder, the question why came to me Why exactly do you need to have the dll's in your mod folder, AND the same dll's in a pk3??

    Thanks!!!
    Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7601) Service Pack 1
    Processor: Intel(R) Core(TM) i7-2760QM CPU @ 2.40GHz (8 CPUs), ~2.4GHz
    Memory: 8192MB RAM
    Graphics: NVIDIA GeForce GT 540M
    Resolution: 1280 x 720 (windowed) (Screen: 1920 x 1080)
    Driver Date: GeForce 306.97 Driver | October 10, 2012
    Sound: Speakers (Realtek High Definition Audio)

  7. #27

    Re: Compiling and running a mod under Windows

    Would be great if you could explain little bit more exact how to add Thompson and MP40 to both teams.
    The way you have showed us doesn't really work.

    I can choose MP40 as Allied and Thompson as Axis, but the fact is that I will still spawn with a Thompson as Allied and MP40 as Axis.

    The text says I will spawn with The weapon I choose, but yeah :/

    Help would be great here (:

  8. #28

    Re: Compiling and running a mod under Windows

    Quote Originally Posted by Shownie View Post
    Would be great if you could explain little bit more exact how to add Thompson and MP40 to both teams.
    The way you have showed us doesn't really work.

    I can choose MP40 as Allied and Thompson as Axis, but the fact is that I will still spawn with a Thompson as Allied and MP40 as Axis.

    The text says I will spawn with The weapon I choose, but yeah :/

    Help would be great here (:
    Bump - having the exact same problem, screenshot links are dead.

  9. #29

    Re: Compiling and running a mod under Windows

    In g_client.c you also have to add the weapons to _SetEngineerSpawnWeapons (etc) around line 1300.

  10. #30

    Re: Compiling and running a mod under Windows

    Ahhhh, thanks so much! Was getting sort of frustrating

  11. #31

    Re: Compiling and running a mod under Windows

    Lol, now the answer is here, took over a year.........

  12. #32

    Re: Compiling and running a mod under Windows

    I figured you had solved it

  13. #33

    Re: Compiling and running a mod under Windows

    Well not really. I gave up.

  14. #34

    Re: Compiling and running a mod under Windows

    could someone show us how to add several weapons to a class?
    I'm an engineer, lets just asume I'm right...


  15. #35

    Re: Compiling and running a mod under Windows

    no.

    but you can look in chaos mod.
    (its based on etpub, also copy/paste would be easy)




  16. #36

    Re: Compiling and running a mod under Windows

    Quote Originally Posted by thunderpwn View Post
    could someone show us how to add several weapons to a class?

    For Landmines, satchels, dynamite, medpacks, etc, go to G_AddClassSpecificTools in g_client.c (around line 1055 in etpub).
    Edit: You can add primary weapons here, too. If you add a panzer to the medic then he will have his smg and a panzerfaust (and they will both be in weaponbank 3). Take a look at the script and see how some weapons are added on conditions, as skill level rewards - it's not so difficult to f. ex. make an enabling/disabling cvar instead.

    For limbo-weapons just repeat the above process for other weapons.
    Last edited by Smurfer; 23rd Aug 2011 at 04:46.

  17. #37

    Re: Compiling and running a mod under Windows

    Quote Originally Posted by Bastard View Post
    For Landmines, satchels, dynamite, medpacks, etc, gå til G_AddClassSpecificTools i g_client.c (ca. linje 1055 i etpub).
    Edit: You can add primary weapons here, too. If you add a panzer to the medic then he will have his smg and a panzerfaust (and they will both be in weaponbank 3). Take a look at the script and see how some weapons are added on conditions, as skill level rewards - it's not so difficult to f. ex. make an enabling/disabling cvar instead.

    For limbo-weapons just repeat the above process for other weapons.
    You are not by any chance from sweden?

  18. #38

    Re: Compiling and running a mod under Windows

    Potato-land. I was out of potatoes when I wrote that.

  19. #39

    Re: Compiling and running a mod under Windows

    I don't understand the answer.. but nevermind, you seam all to fuzzy

  20. #40

    Re: Compiling and running a mod under Windows

    Sorry, that's all the help you're gonna get.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •