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Messages - vladdrak

#31
id Tech 4 WIP / Re: Hallowed Mod
May 22, 2016, 08:38:53 AM
please add some light to your 2nd map, i can't see a thing.
#32
Strutt your stuff! / Re: fhDOOM (modernized idTech4)
April 15, 2016, 11:51:55 AM
eXistence: fhdoom could be the new de facto solution for idtech4-based projects, but i really like openal. don't you consider forking/moving yr changes to dhewm3 instead of vanilla d3?
#33
Strutt your stuff! / Re: fhDOOM (modernized idTech4)
April 15, 2016, 11:32:47 AM
Quote from: The Happy Friar on April 11, 2016, 07:21:45 AM
I downloaded the source but haven't had a chance to compile yet.  I'm eager to get it going in Community 2015 & I'll throw Brandon Chung's D3 basic assets setup at it, see if it works with that.
just tried the starter kit with
- dhewm3 binaries
freshly compiled
- iodoom3
- fhdoom

all crashed at startup.

here's fhdoom:

fhDOOM 1.5.0 (alpha).1406 win-x86 Apr 15 2016 17:25:44
3392 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & HTT
16352 MB System Memory
1024 MB Video Memory
Winsock Initialized
Found interface: {99403915-59F4-419E-B9F6-2776D281EDB8} Qualcomm Atheros AR8161 PCI-E Gigabit Ethernet Controller (NDIS 6.30) - 192.168.0.11/255.255.255.0
Sys_InitNetworking: adding loopback interface
doom using MMX & SSE & SSE2 & SSE3 for SIMD processing
enabled Flush-To-Zero mode
enabled Denormals-Are-Zero mode
------ Initializing File System ------
Current search path:
d:\SANDBOX\DOOM3\sk/base
game DLL: 0x0 in pak: 0x0
Addon pk4s:
file system initialized.
--------------------------------------
----- Initializing Decls -----
------------------------------
------- Initializing renderSystem --------
renderSystem initialized.
--------------------------------------
WARNING: Unknown string id #str_04344
WARNING: Couldn't load image: textures/gui/black
WARNING: Couldn't load image: textures/gui/black
Couldn't open journal files
WARNING: Unknown string id #str_04345
couldn't exec editor.cfg
execing default.cfg
couldn't exec DoomConfig.cfg
couldn't exec autoexec.cfg
WARNING: Unknown string id #str_04346
----- Initializing Sound System ------
sound system initialized.
--------------------------------------
WARNING: Unknown string id #str_04347
WARNING: Unknown string id #str_04348
----- R_InitOpenGL -----
Initializing OpenGL subsystem
...registered window class
...registered fake window class
...calling CDS: ok
...created window @ 0,0 (1024x768)
Initializing OpenGL driver
...getting DC: succeeded
...PIXELFORMAT 10 selected
...creating GL legacy context: succeeded
...making legacy context current: succeeded
...initializing GL extensions (GLEW): succeeded
...creating GL core profile context: succeeded
...making core profile context current: succeeded
...deleting old GL legacy context...initializing GL extensions (GLEW): succeeded

------- Input Initialization -------
Initializing DirectInput...
mouse: DirectInput initialized.
keyboard: DirectInput initialized.
------------------------------------
sound: STEREO
Check extension 'GL_ARB_multitexture': OK
Check extension 'GL_ARB_texture_cube_map': OK
Check extension 'GL_ARB_texture_env_dot3': OK
Check extension 'GL_ARB_texture_env_add': OK
Check extension 'GL_ARB_texture_non_power_of_two': OK
Check extension 'GL_ARB_texture_compression': OK
Check extension 'GL_EXT_texture_compression_s3tc': OK
Check extension 'GL_EXT_texture_filter_anisotropic': OK
   maxTextureAnisotropy: 16.000000
Check extension 'GL_EXT_depth_bounds_test': OK

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GTX 560 Ti/PCIe/SSE2
GL_VERSION: 4.3.0 NVIDIA 364.72
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_UNITS_ARB: 4
GL_MAX_TEXTURE_COORDS_ARB: 8
GL_MAX_TEXTURE_IMAGE_UNITS_ARB: 32

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)
MODE: 5, 1024 x 768 fullscreen hz:N/A
CPU: Intel CPU with MMX & SSE & SSE2 & SSE3 & HTT
-------
glFinish not forced
swapInterval not forced
load vertex shader glsl/fogLight.vp
: File not found
WARNING: failed to load GLSL vertex shader: fogLight.vp
load vertex shader glsl/blendLight.vp
: File not found
WARNING: failed to load GLSL vertex shader: blendLight.vp
load vertex shader glsl/shadow.vp
: File not found
WARNING: failed to load GLSL vertex shader: shadow.vp
load vertex shader glsl/depth.vp
: File not found
WARNING: failed to load GLSL vertex shader: depth.vp
load vertex shader glsl/shadowmap.vp
: File not found
WARNING: failed to load GLSL vertex shader: shadowmap.vp
load vertex shader glsl/default.vp
: File not found
WARNING: failed to load GLSL vertex shader: default.vp
load vertex shader glsl/depthblend.vp
: File not found
WARNING: failed to load GLSL vertex shader: depthblend.vp
load vertex shader glsl/skybox.vp
: File not found
WARNING: failed to load GLSL vertex shader: skybox.vp
load vertex shader glsl/bumpyenv.vp
: File not found
WARNING: failed to load GLSL vertex shader: bumpyenv.vp
load vertex shader glsl/interaction.vp
: File not found
WARNING: failed to load GLSL vertex shader: interaction.vp
load vertex shader glsl/vertexcolor.vp
: File not found
WARNING: failed to load GLSL vertex shader: vertexcolor.vp
load vertex shader glsl/flatcolor.vp
: File not found
WARNING: failed to load GLSL vertex shader: flatcolor.vp
load vertex shader glsl/intensity.vp
: File not found
WARNING: failed to load GLSL vertex shader: intensity.vp
load vertex shader glsl/fogLight.vp
: File not found
WARNING: failed to load GLSL vertex shader: fogLight.vp
load vertex shader glsl/blendLight.vp
: File not found
WARNING: failed to load GLSL vertex shader: blendLight.vp
load vertex shader glsl/shadow.vp
: File not found
WARNING: failed to load GLSL vertex shader: shadow.vp
load vertex shader glsl/depth.vp
: File not found
WARNING: failed to load GLSL vertex shader: depth.vp
load vertex shader glsl/shadowmap.vp
: File not found
WARNING: failed to load GLSL vertex shader: shadowmap.vp
load vertex shader glsl/default.vp
: File not found
WARNING: failed to load GLSL vertex shader: default.vp
load vertex shader glsl/depthblend.vp
: File not found
WARNING: failed to load GLSL vertex shader: depthblend.vp
load vertex shader glsl/skybox.vp
: File not found
WARNING: failed to load GLSL vertex shader: skybox.vp
load vertex shader glsl/bumpyenv.vp
: File not found
WARNING: failed to load GLSL vertex shader: bumpyenv.vp
load vertex shader glsl/interaction.vp
: File not found
WARNING: failed to load GLSL vertex shader: interaction.vp
load vertex shader glsl/vertexcolor.vp
: File not found
WARNING: failed to load GLSL vertex shader: vertexcolor.vp
load vertex shader glsl/flatcolor.vp
: File not found
WARNING: failed to load GLSL vertex shader: flatcolor.vp
load vertex shader glsl/intensity.vp
: File not found
WARNING: failed to load GLSL vertex shader: intensity.vp
WARNING: SetDeviceGammaRamp failed.
WARNING: Couldn't load image: textures/gui/black
WARNING: Couldn't load image: textures/gui/black
WARNING: Unknown string id #str_04343
WARNING: Unknown string id #str_04349
WARNING: Couldn't load image: ui/assets/guicursor_arrow
WARNING: Couldn't load image: ui/assets/guicursor_hand
WARNING: Couldn't load image: ui/assets/scrollbarh
WARNING: Couldn't load image: ui/assets/scrollbarv
WARNING: Couldn't load image: ui/assets/scrollbar_thumb
WARNING: Couldn't load image: ui/assets/scrollbar_right
WARNING: Couldn't load image: ui/assets/scrollbar_left
WARNING: Couldn't load image: ui/assets/scrollbar_up
WARNING: Couldn't load image: ui/assets/scrollbar_down
WARNING: Unknown string id #str_04350
DLL file name: fhGame-x86.dll
look for DLL next to executable: D:\SANDBOX\DOOM3\sk/fhGame-x86.dll
game using MMX & SSE & SSE2 & SSE3 for SIMD processing
enabled Flush-To-Zero mode
enabled Denormals-Are-Zero mode
--------- Initializing Game ----------
gamename: baseDOOM-1
gamedate: Apr 15 2016
Initializing event system
...473 event definitions
Initializing class hierarchy
...142 classes, 191092 bytes for event callbacks
Initializing scripts
--------- Game Map Shutdown ----------
--------------------------------------
********************
ERROR: Error: file script\doom_events.script, line 49: Unknown event 'setGui'


********************
Error during initialization
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...resetting display


plz post your results/fixes on the issue if you try it, thx.
#34
Quote from: The Happy Friar on November 13, 2015, 06:59:14 AM
The specific AI you want might be doable w/o ever making a monster in D3 just by using level scripts.  Since it's all just if/then's & changing animations/etc.

that's what I was thinking, thx
#35
thanks!
#36
thank you for your reply!
Quote
Quote from: vladdrak on November 12, 2015, 11:12:15 AM...  I stil find idtech4's use of lighting/dynamic shadows hot as hell after all these years, so it's a strong candidate for me.

As if lighting is what makes or breaks video games  ::)

Obviously not, but it always gives me some ideas :)

Quote from: vladdrak on November 12, 2015, 11:12:15 AM
Note how there's no enemy, only when a combat event triggers, which means there's no pathfinding and stuff like that, ...
Quote
So, there are enemies then. And there is basic pathfinding. Pathfinding is how enemy find its way from where it is now to the player. So when you get into a room with an enemy, it needs to get from where it stands to you. Note that idTech 4 already has pathfinding solution, and that solution is pretty clever. I doubt an average programmer can make a better one (hell, even above average programmer will have hard time making a better pathfinding solution).
Quote from: vladdrak on November 12, 2015, 11:12:15 AM
only combat AI, which shouldn't be insanely hard to implement ...
Quote
You think? :) Probably easier than fully fledged FPS combat, but by no means trivial.

Sorry I wasn't very clear about this. The combat and AI that I "dreamt up" is pretty much identical to what's seen in Elminage Gothic. The player basically would just go around in the map, room-to-room, until it encounters an enemy, then the game would stop to switch on a combat state - similarly to Final Fantasy -, so the combat may begin, which would go in an oldschool RPG fashion. A solution like this would strip down the whole navigation/pathfinding business and I could get around some heavy C++ AI programming and might be able to script it up. If you see it that way then it really would be just combat/behavior logic.
Also using still and/or animated sprites for enemies. Maybe via GUI-scripting? Would that be possible?

Quote
I hate to retype my lines, but if you have no clue about Doom 3 modding (and I mean on a level of making total conversion) and you want to make whole game from scratch, you might want to reconsider. If you know Doom 3 modding really well, and you just want to make a solid mod for Doom 3 that is in line with what Doom 3 has to offer, by all means - it's the best tech you can get today in terms of flexibility/freedom/iteration capacity/visuals/performance (I know Dota 2 and StarCraft 2 offer decent modding tools, but it's mostly maps and it's pretty rigid modding; I think anything Source-built is moddable).

Could you please then recommend me an engine that might meet these demands and is also available on Linux and uses GPL? Would DP do the work? Thx in advance!
#37
I don't wish to hijack the thread, so please let me know if I should open a new topic and delete this post overall.

I've been planning a game, and similarly to rebarkillburst, I'm a bit unsure whether an idtech engine (particularly dp/idtech4/doom3bfg) would be a viable option, even tho I stil find idtech4's use of lighting/dynamic shadows hot as hell after all these years, so it's a strong candidate for me.
The game would basically be a turn-based dungeon crawler rpg with roguelike-ish elements and grid-based movement and varying themes, heavily inspired by Wizardry, Grimrock, Elminage Gothic and Paper Sorcerer.
Gothic and PS might be the closest points of reference of them all. Note how there's no enemy, only when a combat event triggers, which means there's no pathfinding and stuff like that, only combat AI, which shouldn't be insanely hard to implement even in idtech4 (wherein you said AI is practically non-existent aside from Doom 3). I'm also very much interested in grid-based movement and map layout randomization - that's where the roguelike part comes in, among other things, like random enemy placements, etc. So how hard would it be to add these features to the existing codebase? Or which of these could be done on the doomscript level?
Sorry if I'm being totally ridiculous with these questions, I played around with gtkradiant some time ago, but that's how close I ever came to idtech stuff, so.

https://www.youtube.com/watch?v=RKvMDNsEc14
https://www.youtube.com/watch?v=pFP255RtptM
https://www.youtube.com/watch?v=MfUZipYEd-w
https://www.youtube.com/watch?v=Qu7zwZwheTU
#38
id Tech 4 Engine Coding / [SOLVED] dhewm3
October 21, 2014, 11:11:29 AM
alrite, here's what helped me build the entire thing for VS10 on my Win7 x64:
cmake -G "Visual Studio 10 Win64" -DDHEWM3LIBS=/path/to/dhewm3-libs/x86_64-w64-mingw32 /path/to/repository/neo
in contrast to previous attempts, a flag to the compiler setting added.
no additional linkage to the DXSDK required (given that it uses the default installation path).

thank you all for your hints, guys!
#39
id Tech 4 Engine Coding / Re: dhewm3
October 20, 2014, 06:30:15 PM
thanks for your answers. now i should mention that i was retarded and i didn't pay attention to the output and also i might have been ambiguous. the project dhewm3 fails, thus i am in fact missing the executable. no clue why. checked the linker settings and SDL is there.


5>d:\sandbox\doom3\dhewm3\dhewm3-master\neo\sys\win32\sdl_win32_main.c(323): warning C4702: unreachable code
5>d:\sandbox\doom3\dhewm3\dhewm3-master\neo\sys\win32\sdl_win32_main.c(356): warning C4706: assignment within conditional expression
5>jpeg_memory_src.obj : error LNK2019: unresolved external symbol _jpeg_resync_to_restart referenced in function "void __cdecl jpeg_memory_src(struct jpeg_decompress_struct *,unsigned char *,unsigned long)" (?jpeg_memory_src@@YAXPAUjpeg_decompress_struct@@PAEK@Z)
5>Cinematic.obj : error LNK2019: unresolved external symbol _jpeg_destroy_decompress referenced in function "int __cdecl JPEGBlit(unsigned char *,unsigned char *,int)" (?JPEGBlit@@YAHPAE0H@Z)
5>Image_files.obj : error LNK2001: unresolved external symbol _jpeg_destroy_decompress
5>Cinematic.obj : error LNK2019: unresolved external symbol _jpeg_finish_decompress referenced in function "int __cdecl JPEGBlit(unsigned char *,unsigned char *,int)" (?JPEGBlit@@YAHPAE0H@Z)
5>Image_files.obj : error LNK2001: unresolved external symbol _jpeg_finish_decompress
5>Cinematic.obj : error LNK2019: unresolved external symbol _jpeg_read_scanlines referenced in function "int __cdecl JPEGBlit(unsigned char *,unsigned char *,int)" (?JPEGBlit@@YAHPAE0H@Z)
5>Image_files.obj : error LNK2001: unresolved external symbol _jpeg_read_scanlines
5>Cinematic.obj : error LNK2019: unresolved external symbol _jpeg_start_decompress referenced in function "int __cdecl JPEGBlit(unsigned char *,unsigned char *,int)" (?JPEGBlit@@YAHPAE0H@Z)
5>Image_files.obj : error LNK2001: unresolved external symbol _jpeg_start_decompress
5>Cinematic.obj : error LNK2019: unresolved external symbol _jpeg_read_header referenced in function "int __cdecl JPEGBlit(unsigned char *,unsigned char *,int)" (?JPEGBlit@@YAHPAE0H@Z)
5>Image_files.obj : error LNK2001: unresolved external symbol _jpeg_read_header
5>Cinematic.obj : error LNK2019: unresolved external symbol _jpeg_CreateDecompress referenced in function "int __cdecl JPEGBlit(unsigned char *,unsigned char *,int)" (?JPEGBlit@@YAHPAE0H@Z)
5>Image_files.obj : error LNK2001: unresolved external symbol _jpeg_CreateDecompress
5>Cinematic.obj : error LNK2019: unresolved external symbol _jpeg_std_error referenced in function "int __cdecl JPEGBlit(unsigned char *,unsigned char *,int)" (?JPEGBlit@@YAHPAE0H@Z)
5>Image_files.obj : error LNK2001: unresolved external symbol _jpeg_std_error
5>Common.obj : error LNK2019: unresolved external symbol _SDL_GetTicks referenced in function "unsigned int __cdecl AsyncTimer(unsigned int,void *)" (?AsyncTimer@@YAIIPAX@Z)
5>threads.obj : error LNK2001: unresolved external symbol _SDL_GetTicks
5>Common.obj : error LNK2019: unresolved external symbol _SDL_Quit referenced in function "public: virtual void __thiscall idCommonLocal::Shutdown(void)" (?Shutdown@idCommonLocal@@UAEXXZ)
5>SDL_win32_main.obj : error LNK2001: unresolved external symbol _SDL_Quit
5>Common.obj : error LNK2019: unresolved external symbol _SDL_RemoveTimer referenced in function "public: virtual void __thiscall idCommonLocal::Shutdown(void)" (?Shutdown@idCommonLocal@@UAEXXZ)
5>Common.obj : error LNK2019: unresolved external symbol _SDL_AddTimer referenced in function __catch$?Init@idCommonLocal@@UAEXHPAPAD@Z$0
5>Common.obj : error LNK2019: unresolved external symbol _SDL_Linked_Version referenced in function "public: virtual void __thiscall idCommonLocal::Init(int,char * *)" (?Init@idCommonLocal@@UAEXHPAPAD@Z)
5>Common.obj : error LNK2019: unresolved external symbol _SDL_GetError referenced in function "public: virtual void __thiscall idCommonLocal::Init(int,char * *)" (?Init@idCommonLocal@@UAEXHPAPAD@Z)
5>SDL_win32_main.obj : error LNK2001: unresolved external symbol _SDL_GetError
5>glimp.obj : error LNK2001: unresolved external symbol _SDL_GetError
5>Common.obj : error LNK2019: unresolved external symbol _SDL_Init referenced in function "public: virtual void __thiscall idCommonLocal::Init(int,char * *)" (?Init@idCommonLocal@@UAEXHPAPAD@Z)
5>SDL_win32_main.obj : error LNK2001: unresolved external symbol _SDL_Init
5>FileSystem.obj : error LNK2019: unresolved external symbol __imp__curl_easy_perform referenced in function "int __cdecl BackgroundDownloadThread(void *)" (?BackgroundDownloadThread@@YAHPAX@Z)
5>FileSystem.obj : error LNK2019: unresolved external symbol __imp__curl_easy_init referenced in function "int __cdecl BackgroundDownloadThread(void *)" (?BackgroundDownloadThread@@YAHPAX@Z)
5>FileSystem.obj : error LNK2019: unresolved external symbol __imp__curl_easy_setopt referenced in function "int __cdecl BackgroundDownloadThread(void *)" (?BackgroundDownloadThread@@YAHPAX@Z)
5>unzip.obj : error LNK2019: unresolved external symbol _crc32 referenced in function _unzReadCurrentFile
5>unzip.obj : error LNK2019: unresolved external symbol _inflate referenced in function _unzReadCurrentFile
5>unzip.obj : error LNK2019: unresolved external symbol _inflateEnd referenced in function _unzCloseCurrentFile
5>unzip.obj : error LNK2019: unresolved external symbol _inflateInit2_ referenced in function _unzOpenCurrentFile3
5>snd_cache.obj : error LNK2019: unresolved external symbol __imp__alDeleteBuffers referenced in function "public: void __thiscall idSoundSample::PurgeSoundSample(void)" (?PurgeSoundSample@idSoundSample@@QAEXXZ)
5>snd_emitter.obj : error LNK2001: unresolved external symbol __imp__alDeleteBuffers
5>snd_world.obj : error LNK2001: unresolved external symbol __imp__alDeleteBuffers
5>snd_world.obj : error LNK2001: unresolved external symbol __imp__alGetError
5>snd_cache.obj : error LNK2019: unresolved external symbol __imp__alGetError referenced in function "public: void __thiscall idSoundSample::PurgeSoundSample(void)" (?PurgeSoundSample@idSoundSample@@QAEXXZ)
5>snd_efxfile.obj : error LNK2001: unresolved external symbol __imp__alGetError
5>snd_emitter.obj : error LNK2001: unresolved external symbol __imp__alGetError
5>snd_system.obj : error LNK2001: unresolved external symbol __imp__alGetError
5>snd_cache.obj : error LNK2019: unresolved external symbol __imp__alBufferData referenced in function "public: void __thiscall idSoundSample::MakeDefault(void)" (?MakeDefault@idSoundSample@@QAEXXZ)
5>snd_world.obj : error LNK2001: unresolved external symbol __imp__alBufferData
5>snd_cache.obj : error LNK2019: unresolved external symbol __imp__alGenBuffers referenced in function "public: void __thiscall idSoundSample::MakeDefault(void)" (?MakeDefault@idSoundSample@@QAEXXZ)
5>snd_world.obj : error LNK2001: unresolved external symbol __imp__alGenBuffers
5>snd_cache.obj : error LNK2019: unresolved external symbol __imp__alIsBuffer referenced in function "public: void __thiscall idSoundSample::Load(void)" (?Load@idSoundSample@@QAEXXZ)
5>snd_decoder.obj : error LNK2019: unresolved external symbol _ov_open_callbacks referenced in function "int __cdecl ov_openFile(class idFile *,struct OggVorbis_File *)" (?ov_openFile@@YAHPAVidFile@@PAUOggVorbis_File@@@Z)
5>snd_decoder.obj : error LNK2019: unresolved external symbol _ov_clear referenced in function "private: int __thiscall idWaveFile::OpenOGG(char const *,struct waveformatex_s *)" (?OpenOGG@idWaveFile@@AAEHPBDPAUwaveformatex_s@@@Z)
5>snd_decoder.obj : error LNK2019: unresolved external symbol _ov_pcm_total referenced in function "private: int __thiscall idWaveFile::OpenOGG(char const *,struct waveformatex_s *)" (?OpenOGG@idWaveFile@@AAEHPBDPAUwaveformatex_s@@@Z)
5>snd_decoder.obj : error LNK2019: unresolved external symbol _ov_info referenced in function "private: int __thiscall idWaveFile::OpenOGG(char const *,struct waveformatex_s *)" (?OpenOGG@idWaveFile@@AAEHPBDPAUwaveformatex_s@@@Z)
5>snd_decoder.obj : error LNK2019: unresolved external symbol _ov_read referenced in function "private: int __thiscall idWaveFile::ReadOGG(unsigned char *,int,int *)" (?ReadOGG@idWaveFile@@AAEHPAEHPAH@Z)
5>snd_decoder.obj : error LNK2019: unresolved external symbol _ov_read_float referenced in function "public: int __thiscall idSampleDecoderLocal::DecodeOGG(class idSoundSample *,int,int,float *)" (?DecodeOGG@idSampleDecoderLocal@@QAEHPAVidSoundSample@@HHPAM@Z)
5>snd_decoder.obj : error LNK2019: unresolved external symbol _ov_pcm_seek referenced in function "public: int __thiscall idSampleDecoderLocal::DecodeOGG(class idSoundSample *,int,int,float *)" (?DecodeOGG@idSampleDecoderLocal@@QAEHPAVidSoundSample@@HHPAM@Z)
5>snd_emitter.obj : error LNK2019: unresolved external symbol __imp__alSourcei referenced in function "public: void __thiscall idSoundChannel::ALStop(void)" (?ALStop@idSoundChannel@@QAEXXZ)
5>snd_system.obj : error LNK2001: unresolved external symbol __imp__alSourcei
5>snd_world.obj : error LNK2001: unresolved external symbol __imp__alSourcei
5>snd_emitter.obj : error LNK2019: unresolved external symbol __imp__alSourceStop referenced in function "public: void __thiscall idSoundChannel::ALStop(void)" (?ALStop@idSoundChannel@@QAEXXZ)
5>snd_system.obj : error LNK2001: unresolved external symbol __imp__alSourceStop
5>snd_world.obj : error LNK2001: unresolved external symbol __imp__alSourceStop
5>snd_emitter.obj : error LNK2019: unresolved external symbol __imp__alIsSource referenced in function "public: void __thiscall idSoundChannel::ALStop(void)" (?ALStop@idSoundChannel@@QAEXXZ)
5>snd_world.obj : error LNK2001: unresolved external symbol __imp__alIsSource
5>snd_emitter.obj : error LNK2019: unresolved external symbol __imp__alGetSourcei referenced in function "public: void __thiscall idSoundEmitterLocal::CheckForCompletion(int)" (?CheckForCompletion@idSoundEmitterLocal@@QAEXH@Z)
5>snd_world.obj : error LNK2001: unresolved external symbol __imp__alGetSourcei
5>snd_system.obj : error LNK2019: unresolved external symbol __imp__alcProcessContext referenced in function "public: virtual int __thiscall idSoundSystemLocal::AsyncUpdate(int)" (?AsyncUpdate@idSoundSystemLocal@@UAEHH@Z)
5>snd_system.obj : error LNK2019: unresolved external symbol __imp__alcSuspendContext referenced in function "public: virtual int __thiscall idSoundSystemLocal::AsyncUpdate(int)" (?AsyncUpdate@idSoundSystemLocal@@UAEHH@Z)
5>snd_system.obj : error LNK2019: unresolved external symbol __imp__alGenSources referenced in function "public: virtual void __thiscall idSoundSystemLocal::Init(void)" (?Init@idSoundSystemLocal@@UAEXXZ)
5>snd_system.obj : error LNK2019: unresolved external symbol __imp__alSourcef referenced in function "public: virtual void __thiscall idSoundSystemLocal::Init(void)" (?Init@idSoundSystemLocal@@UAEXXZ)
5>snd_world.obj : error LNK2001: unresolved external symbol __imp__alSourcef
5>snd_system.obj : error LNK2019: unresolved external symbol __imp__alGetProcAddress referenced in function "public: virtual void __thiscall idSoundSystemLocal::Init(void)" (?Init@idSoundSystemLocal@@UAEXXZ)
5>snd_system.obj : error LNK2019: unresolved external symbol __imp__alGetString referenced in function "public: virtual void __thiscall idSoundSystemLocal::Init(void)" (?Init@idSoundSystemLocal@@UAEXXZ)
5>snd_system.obj : error LNK2019: unresolved external symbol __imp__alcMakeContextCurrent referenced in function "public: virtual void __thiscall idSoundSystemLocal::Init(void)" (?Init@idSoundSystemLocal@@UAEXXZ)
5>snd_system.obj : error LNK2019: unresolved external symbol __imp__alcCreateContext referenced in function "public: virtual void __thiscall idSoundSystemLocal::Init(void)" (?Init@idSoundSystemLocal@@UAEXXZ)
5>snd_system.obj : error LNK2019: unresolved external symbol __imp__alcOpenDevice referenced in function "public: virtual void __thiscall idSoundSystemLocal::Init(void)" (?Init@idSoundSystemLocal@@UAEXXZ)
5>snd_system.obj : error LNK2019: unresolved external symbol __imp__alcGetString referenced in function "public: virtual void __thiscall idSoundSystemLocal::Init(void)" (?Init@idSoundSystemLocal@@UAEXXZ)
5>snd_system.obj : error LNK2019: unresolved external symbol __imp__alcIsExtensionPresent referenced in function "public: virtual void __thiscall idSoundSystemLocal::Init(void)" (?Init@idSoundSystemLocal@@UAEXXZ)
5>snd_system.obj : error LNK2019: unresolved external symbol __imp__alcCloseDevice referenced in function "public: virtual void __thiscall idSoundSystemLocal::Shutdown(void)" (?Shutdown@idSoundSystemLocal@@UAEXXZ)
5>snd_system.obj : error LNK2019: unresolved external symbol __imp__alcDestroyContext referenced in function "public: virtual void __thiscall idSoundSystemLocal::Shutdown(void)" (?Shutdown@idSoundSystemLocal@@UAEXXZ)
5>snd_system.obj : error LNK2019: unresolved external symbol __imp__alDeleteSources referenced in function "public: virtual void __thiscall idSoundSystemLocal::Shutdown(void)" (?Shutdown@idSoundSystemLocal@@UAEXXZ)
5>snd_world.obj : error LNK2019: unresolved external symbol __imp__alSourcePlay referenced in function "public: void __thiscall idSoundWorldLocal::AddChannelContribution(class idSoundEmitterLocal *,class idSoundChannel *,int,int,float *)" (?AddChannelContribution@idSoundWorldLocal@@QAEXPAVidSoundEmitterLocal@@PAVidSoundChannel@@HHPAM@Z)
5>snd_world.obj : error LNK2019: unresolved external symbol __imp__alSourceQueueBuffers referenced in function "public: void __thiscall idSoundWorldLocal::AddChannelContribution(class idSoundEmitterLocal *,class idSoundChannel *,int,int,float *)" (?AddChannelContribution@idSoundWorldLocal@@QAEXPAVidSoundEmitterLocal@@PAVidSoundChannel@@HHPAM@Z)
5>snd_world.obj : error LNK2019: unresolved external symbol __imp__alSourceUnqueueBuffers referenced in function "public: void __thiscall idSoundWorldLocal::AddChannelContribution(class idSoundEmitterLocal *,class idSoundChannel *,int,int,float *)" (?AddChannelContribution@idSoundWorldLocal@@QAEXPAVidSoundEmitterLocal@@PAVidSoundChannel@@HHPAM@Z)
5>snd_world.obj : error LNK2019: unresolved external symbol __imp__alSource3i referenced in function "public: void __thiscall idSoundWorldLocal::AddChannelContribution(class idSoundEmitterLocal *,class idSoundChannel *,int,int,float *)" (?AddChannelContribution@idSoundWorldLocal@@QAEXPAVidSoundEmitterLocal@@PAVidSoundChannel@@HHPAM@Z)
5>snd_world.obj : error LNK2019: unresolved external symbol __imp__alSource3f referenced in function "public: void __thiscall idSoundWorldLocal::AddChannelContribution(class idSoundEmitterLocal *,class idSoundChannel *,int,int,float *)" (?AddChannelContribution@idSoundWorldLocal@@QAEXPAVidSoundEmitterLocal@@PAVidSoundChannel@@HHPAM@Z)
5>snd_world.obj : error LNK2019: unresolved external symbol __imp__alListenerfv referenced in function "public: void __thiscall idSoundWorldLocal::MixLoop(int,int,float *)" (?MixLoop@idSoundWorldLocal@@QAEXHHPAM@Z)
5>snd_world.obj : error LNK2019: unresolved external symbol __imp__alListenerf referenced in function "public: void __thiscall idSoundWorldLocal::MixLoop(int,int,float *)" (?MixLoop@idSoundWorldLocal@@QAEXHHPAM@Z)
5>cpu.obj : error LNK2019: unresolved external symbol _SDL_HasAltiVec referenced in function "int __cdecl Sys_GetProcessorId(void)" (?Sys_GetProcessorId@@YAHXZ)
5>cpu.obj : error LNK2019: unresolved external symbol _SDL_HasSSE2 referenced in function "int __cdecl Sys_GetProcessorId(void)" (?Sys_GetProcessorId@@YAHXZ)
5>cpu.obj : error LNK2019: unresolved external symbol _SDL_HasSSE referenced in function "int __cdecl Sys_GetProcessorId(void)" (?Sys_GetProcessorId@@YAHXZ)
5>cpu.obj : error LNK2019: unresolved external symbol _SDL_Has3DNow referenced in function "int __cdecl Sys_GetProcessorId(void)" (?Sys_GetProcessorId@@YAHXZ)
5>cpu.obj : error LNK2019: unresolved external symbol _SDL_HasMMX referenced in function "int __cdecl Sys_GetProcessorId(void)" (?Sys_GetProcessorId@@YAHXZ)
5>threads.obj : error LNK2019: unresolved external symbol _SDL_Delay referenced in function "void __cdecl Sys_Sleep(int)" (?Sys_Sleep@@YAXH@Z)
5>threads.obj : error LNK2019: unresolved external symbol _SDL_CreateCond referenced in function "void __cdecl Sys_InitThreads(void)" (?Sys_InitThreads@@YAXXZ)
5>threads.obj : error LNK2019: unresolved external symbol _SDL_CreateMutex referenced in function "void __cdecl Sys_InitThreads(void)" (?Sys_InitThreads@@YAXXZ)
5>threads.obj : error LNK2019: unresolved external symbol _SDL_DestroyMutex referenced in function "void __cdecl Sys_ShutdownThreads(void)" (?Sys_ShutdownThreads@@YAXXZ)
5>threads.obj : error LNK2019: unresolved external symbol _SDL_DestroyCond referenced in function "void __cdecl Sys_ShutdownThreads(void)" (?Sys_ShutdownThreads@@YAXXZ)
5>threads.obj : error LNK2019: unresolved external symbol _SDL_KillThread referenced in function "void __cdecl Sys_ShutdownThreads(void)" (?Sys_ShutdownThreads@@YAXXZ)
5>threads.obj : error LNK2019: unresolved external symbol _SDL_mutexP referenced in function "void __cdecl Sys_EnterCriticalSection(int)" (?Sys_EnterCriticalSection@@YAXH@Z)
5>threads.obj : error LNK2019: unresolved external symbol _SDL_mutexV referenced in function "void __cdecl Sys_LeaveCriticalSection(int)" (?Sys_LeaveCriticalSection@@YAXH@Z)
5>threads.obj : error LNK2019: unresolved external symbol _SDL_CondWait referenced in function "void __cdecl Sys_WaitForEvent(int)" (?Sys_WaitForEvent@@YAXH@Z)
5>threads.obj : error LNK2019: unresolved external symbol _SDL_CondSignal referenced in function "void __cdecl Sys_TriggerEvent(int)" (?Sys_TriggerEvent@@YAXH@Z)
5>threads.obj : error LNK2019: unresolved external symbol _SDL_GetThreadID referenced in function "void __cdecl Sys_CreateThread(int (__cdecl*)(void *),void *,struct xthreadInfo &,char const *)" (?Sys_CreateThread@@YAXP6AHPAX@Z0AAUxthreadInfo@@PBD@Z)
5>threads.obj : error LNK2019: unresolved external symbol _SDL_CreateThread referenced in function "void __cdecl Sys_CreateThread(int (__cdecl*)(void *),void *,struct xthreadInfo &,char const *)" (?Sys_CreateThread@@YAXP6AHPAX@Z0AAUxthreadInfo@@PBD@Z)
5>threads.obj : error LNK2019: unresolved external symbol _SDL_WaitThread referenced in function "void __cdecl Sys_DestroyThread(struct xthreadInfo &)" (?Sys_DestroyThread@@YAXAAUxthreadInfo@@@Z)
5>threads.obj : error LNK2019: unresolved external symbol _SDL_ThreadID referenced in function "char const * __cdecl Sys_GetThreadName(int *)" (?Sys_GetThreadName@@YAPBDPAH@Z)
5>events.obj : error LNK2019: unresolved external symbol _SDL_PushEvent referenced in function "void __cdecl PushConsoleEvent(char const *)" (?PushConsoleEvent@@YAXPBD@Z)
5>events.obj : error LNK2019: unresolved external symbol _SDL_PumpEvents referenced in function "void __cdecl Sys_GenerateEvents(void)" (?Sys_GenerateEvents@@YAXXZ)
5>events.obj : error LNK2019: unresolved external symbol _SDL_EnableKeyRepeat referenced in function "void __cdecl Sys_InitInput(void)" (?Sys_InitInput@@YAXXZ)
5>events.obj : error LNK2019: unresolved external symbol _SDL_EnableUNICODE referenced in function "void __cdecl Sys_InitInput(void)" (?Sys_InitInput@@YAXXZ)
5>events.obj : error LNK2019: unresolved external symbol _SDL_SetModState referenced in function "struct sysEvent_t __cdecl Sys_GetEvent(void)" (?Sys_GetEvent@@YA?AUsysEvent_t@@XZ)
5>events.obj : error LNK2019: unresolved external symbol _SDL_GetModState referenced in function "struct sysEvent_t __cdecl Sys_GetEvent(void)" (?Sys_GetEvent@@YA?AUsysEvent_t@@XZ)
5>events.obj : error LNK2019: unresolved external symbol _SDL_PollEvent referenced in function "struct sysEvent_t __cdecl Sys_GetEvent(void)" (?Sys_GetEvent@@YA?AUsysEvent_t@@XZ)
5>SDL_win32_main.obj : error LNK2019: unresolved external symbol _SDL_strlcat referenced in function _redirect_output
5>SDL_win32_main.obj : error LNK2019: unresolved external symbol _SDL_strlcpy referenced in function _redirect_output
5>SDL_win32_main.obj : error LNK2019: unresolved external symbol _SDL_SetModuleHandle referenced in function _main
5>SDL_win32_main.obj : error LNK2019: unresolved external symbol _SDL_getenv referenced in function _WinMain@16
5>glimp.obj : error LNK2019: unresolved external symbol _SDL_SetVideoMode referenced in function "bool __cdecl GLimp_Init(struct glimpParms_t)" (?GLimp_Init@@YA_NUglimpParms_t@@@Z)
5>glimp.obj : error LNK2019: unresolved external symbol _SDL_WM_SetCaption referenced in function "bool __cdecl GLimp_Init(struct glimpParms_t)" (?GLimp_Init@@YA_NUglimpParms_t@@@Z)
5>glimp.obj : error LNK2019: unresolved external symbol _SDL_GL_SetAttribute referenced in function "bool __cdecl GLimp_Init(struct glimpParms_t)" (?GLimp_Init@@YA_NUglimpParms_t@@@Z)
5>glimp.obj : error LNK2019: unresolved external symbol _SDL_WasInit referenced in function "bool __cdecl GLimp_Init(struct glimpParms_t)" (?GLimp_Init@@YA_NUglimpParms_t@@@Z)
5>glimp.obj : error LNK2019: unresolved external symbol _SDL_GL_SwapBuffers referenced in function "void __cdecl GLimp_SwapBuffers(void)" (?GLimp_SwapBuffers@@YAXXZ)
5>glimp.obj : error LNK2019: unresolved external symbol _SDL_SetGammaRamp referenced in function "void __cdecl GLimp_SetGamma(unsigned short * const,unsigned short * const,unsigned short * const)" (?GLimp_SetGamma@@YAXQAG00@Z)
5>glimp.obj : error LNK2019: unresolved external symbol _SDL_GL_GetProcAddress referenced in function _GLimp_ExtensionPointer
5>glimp.obj : error LNK2019: unresolved external symbol _SDL_WM_GrabInput referenced in function "void __cdecl GLimp_GrabInput(int)" (?GLimp_GrabInput@@YAXH@Z)
5>glimp.obj : error LNK2019: unresolved external symbol _SDL_ShowCursor referenced in function "void __cdecl GLimp_GrabInput(int)" (?GLimp_GrabInput@@YAXH@Z)
5>D:\SANDBOX\DOOM3\dhewm3\build\Release\dhewm3.exe : fatal error LNK1120: 98 unresolved externals
5>
5>Build FAILED.
5>
5>Time Elapsed 00:01:08.27
6>------ Skipped Build: Project: ALL_BUILD, Configuration: Release Win32 ------
6>Project not selected to build for this solution configuration
========== Build: 4 succeeded, 1 failed, 0 up-to-date, 1 skipped ==========


Additional Include Directories under C/C++

D:\SANDBOX\DOOM3\dhewm3\x86_64-w64-mingw32\include;
D:\SANDBOX\DOOM3\dhewm3\x86_64-w64-mingw32\include\AL;
D:\SANDBOX\DOOM3\dhewm3\x86_64-w64-mingw32\include\SDL;
D:\SANDBOX\DOOM3\dhewm3\build;
D:\SANDBOX\DOOM3\dhewm3\dhewm3-master\neo;%(AdditionalIncludeDirectories)


and Additional Dependencies under Linker->Input

kernel32.lib;
user32.lib;
gdi32.lib;
winspool.lib;
shell32.lib;
ole32.lib;
oleaut32.lib;
uuid.lib;
comdlg32.lib;
advapi32.lib;
Release\idlib.lib;
D:\SANDBOX\DOOM3\dhewm3\x86_64-w64-mingw32\lib\OpenAL32.lib;
D:\SANDBOX\DOOM3\dhewm3\x86_64-w64-mingw32\lib\ogg.lib;
D:\SANDBOX\DOOM3\dhewm3\x86_64-w64-mingw32\lib\vorbisfile.lib;
D:\SANDBOX\DOOM3\dhewm3\x86_64-w64-mingw32\lib\vorbis.lib;
D:\SANDBOX\DOOM3\dhewm3\x86_64-w64-mingw32\lib\curl.lib;
D:\SANDBOX\DOOM3\dhewm3\x86_64-w64-mingw32\lib\jpeg.lib;
D:\SANDBOX\DOOM3\dhewm3\x86_64-w64-mingw32\lib\zlib1.lib;
D:\SANDBOX\DOOM3\dhewm3\x86_64-w64-mingw32\lib\SDL.lib;
winmm.lib;
iphlpapi.lib;
wsock32.lib
#40
id Tech 4 Engine Coding / Re: dhewm3
October 20, 2014, 11:48:43 AM
bump!
#41
id Tech 4 Engine Coding / Re: dhewm3
October 19, 2014, 11:18:12 PM
bumping..

thx for yr advice, i managed to build the project files. but now here's another thing: after a Release compilation my Release folder only contains dll files

my dhewm3 Release folder looks like this:
base.dll
base.exp
base.lib
d3xp.dll
d3xp.exp
d3xp.lib
idlib.lib

compiling iodoom3:
CurlLib.lib
Game.exp
Game.lib
gamex86.dll
idLib.lib
TypeInfo.exe

i'm a bit confused at this point. can anybody confirm that my compilation was successful and i'm not missing something?
#42
thanks for the quick respond (and sry for being late on that).
will do.
#43
id Tech 4 Mod Coding / object manipulation / clamber
September 28, 2014, 07:34:00 PM
watching gameplay i noticed that there is to be clamber and object manipulation in Quadrilateral Cowboy. i saw the same mechanics implemented in The Dark Mod, so now i wonder if QC actually uses TDM as a base instead of vanilla D3.
i'm kind of interested in this 2 mechs, so if you guys have any kind of info on them, please share. thank you!

https://www.youtube.com/watch?v=Bc1TE3DXyBo

EDIT: iodoom3
#44
Quote from: Zombie on September 12, 2014, 08:43:26 AM
I tested your material in Doom 3, works fine. So I thought OK, I'll make a mesh and export that with your material, that worked fine.

So then I thought maybe your export options aren't correct. http://i.imgur.com/rurFamP.jpg these are the options you need for ASE exporting.

Try that and let us know.

EDIT: Sorry if I come off as blunt/straight forward, I'm at work so I didn't want anyone to see me messing about with DOOM :)

that was it!! :D
thank you all, guys!!
#45
tried the absolute path, but even that wouldn't resolve the issue.
i attached the pak file. would you pelase take lake a look into it? i don't know if i'm overlooking something. thank you very much!