[quake3] win64 support

James Lacey jamlacey at gmail.com
Sat Apr 22 11:36:35 EDT 2006


Since you say there is a code freeze, I will post the patch to Bugzilla. You
guys can use the patch in the future as a basis for Win64 support or not as
you see fit.

-----Original Message-----
From: Ludwig Nussel [mailto:ludwig.nussel at suse.de] 
Sent: Saturday, April 22, 2006 5:14 AM
To: quake3 at icculus.org
Subject: Re: [quake3] win64 support

James Lacey wrote:
> Since I haven't been told that my Win64 patches have been merged into the
> repository, I am assuming they haven't. If that is the case, what else do
> the maintainers want to be done before they accept the patch? If the patch

Personally I did not apply the patch because a) we have (in theory)
code freeze and I cannot verify it doesn't break the Win32 build
which must work for the release, b) statements like in the following
paragraph suggest that the patch is still incomplete.

> As a side note, when I run ioq3 with the DLLs instead of the VM, it
> complains about a recursive error after not being able to find ui/menu.txt
> (actually it says: ^3ui/menu.txt). If I set vm_ui to 2 and leave vm_cgame
> and vm_game at 0, I get the error message right as I am about to enter a
> level. Anyone encounter this before using the DLLs instead of the VM?

Works fine on Linux.

To check whether interpreter and dll loader work you need to start
ioq3 like this (need to copy *dll to baseq3/ first of course):
ioquake3.exe +set vm_cgame 0 +set vm_game 0 +set vm_ui 0 +set sv_pure 0 +map
q3dm17
resp.
ioquake3.exe +set vm_cgame 1 +set vm_game 1 +set vm_ui 1 +set sv_pure 0 +map
q3dm17

\vminfo in the console should report 'native' in the first case and
'interpreted' in the second.

cu
Ludwig

-- 
 (o_   Ludwig Nussel
 //\   SUSE LINUX Products GmbH, Development
 V_/_  http://www.suse.de/








More information about the quake3 mailing list