Neurological@Posted: Fri Aug 13, 2010 1:23 am :
Just noticed on Planetdoom that Id released the source code for RTCW and ET on the Id FTP:

ftp://ftp.idsoftware.com/idstuff/source/RTCW-SP-GPL.zip
ftp://ftp.idsoftware.com/idstuff/source/RTCW-MP-GPL.zip
ftp://ftp.idsoftware.com/idstuff/source/ET-GPL.zip

I'm a little noob on those kind of things so I just tried to compile it but I get a crapload of errors, I'm using VC++ 2008 Express but I don't know how to configure it to get a clean compile.



Sebultura@Posted: Fri Aug 13, 2010 2:05 am :
Well first, if not already done, you have to install:
- the Platform SDK next to VC++ (or Windows SDK, I recall they changed the name or something...).
- I'm not 100% sure, but I think I saw references to DirectX during compilation, (so you might have to download and install the DirectX SDK too) as it's installed on my comp, with paths specified in VC++ (Tools menu > Options > Projects and solutions > VC++ directories: add the include path of the directx sdk in the "Include files" part to the right, then the "lib" directory path in the "Library files" part)

* RTCW MP
Once done, for RTCW MP, just open the .sln ,right click on "Solution 'wolf' (8 projects)" > Generate. No need to anything special, it should create the "Debug_Dedicated" folder and the WolfDED.exe in here.

Now change the "Debug Dedicated" mode in the drop-down list and change it to "Release", here same principle, the "Release" folder should be created and the WolfMP.exe should appear in here along the dlls.

* RTCW SP
Same kind of manipulation here, except that there's no dedicated stuff:
1. Generate the whole => 2 errors should appear
2. Go to the "extractfuncs" folder and execute "extractfuncs.bat"
3. Generate again the solution, the WolfSP + its dlls should be created in the Debug folder (or Release given your project mode)

* ET
Nothing special here, just generate the whole...

I hope that it helped, I think your problem is due to DirectX...

Edit: to be more precise, it requires DirectInput & DirectSound libraries (that are contained in the SDK), as seen in the "wolf" project > header files > win_local.h, you have those lines:
#include <dinput.h>
#include <dsound.h>



Neurological@Posted: Fri Aug 13, 2010 1:53 pm :
Thank you, if I'm not wong the Platform SDK is included with the VC++ 2008 right? Downloading now the Directx one.



=FF=Sturm@Posted: Fri Aug 13, 2010 2:12 pm :
Quote:
Rtcw & Et engine source code

Image



simulation@Posted: Fri Aug 13, 2010 2:21 pm :
Neurological wrote:
Thank you, if I'm not wong the Platform SDK is included with the VC++ 2008 right? Downloading now the Directx one.

Correct. 2008 includes PSDK.



Gunman@Posted: Fri Aug 13, 2010 3:22 pm :
=FF=Sturm wrote:
Quote:
Rtcw & Et engine source code

Image

ROTFL.



Kristian Joensen@Posted: Sat Aug 14, 2010 7:07 pm :
Nice to see them still doing this, under the GPLv3 even(+ Section 7 Additional Terms).



aardwolf@Posted: Thu Aug 19, 2010 1:14 am :
FF Sturm, now that the full source is available, go make an actually quality Wolfenstein sequel, now.



Hostyle@Posted: Thu Aug 19, 2010 2:46 pm :
Awesome news. If D3 code gets an actual release then it would be even more awesome.



=FF=Sturm@Posted: Thu Aug 19, 2010 8:02 pm :
aardwolf wrote:
FF Sturm, now that the full source is available, go make an actually quality Wolfenstein sequel, now.

[Ironic mode on]

Already done sir!, check the screens:

ImageImageImageImageImageImage

[Ironic mode off]



aardwolf@Posted: Thu Aug 19, 2010 8:21 pm :
I like the new skin pack for the main guy, but there's not enough bright colors. :D

On a more serious note, I would really like to see some sort of evolved, or slightly different Wolf sequel with this new release. I was playing RTCW some days ago, and iI could see where Raven borrowed their features from. The Village levels were of course where they got that central HQ thing, where you move around, and get your orders. An actually worthy MP could be tried from the ET release. I read there's already work being done on it.



Kristian Joensen@Posted: Mon Aug 23, 2010 5:37 pm :
Looks like we have the first few project based on the ET, RTCW source release:

http://ioquake3.org/2010/08/12/welcome-wolfenstein-enemy-territory-and-return-to-castle-wolfenstein/

http://xreal-project.net/?page_id=3/news/xreal-renderer-to-be-ported-to-wolfet



aardwolf@Posted: Tue Aug 24, 2010 10:24 pm :
Those arent new. They were announced at launch.



BloodRayne@Posted: Tue Aug 24, 2010 10:58 pm :
New to me, so thanks.

(There's nothing wrong with posting such information often. This also helps them in a way, with say more google hits)



aardwolf@Posted: Wed Aug 25, 2010 12:53 am :
I know. Just got my hopes going for a moment. : :mrgreen: I really would like to see a better looking, better working RTCW/ET from this soon. I would contribute with any and all team doing so.



Neurological@Posted: Fri Aug 13, 2010 1:23 am :
Just noticed on Planetdoom that Id released the source code for RTCW and ET on the Id FTP:

ftp://ftp.idsoftware.com/idstuff/source/RTCW-SP-GPL.zip
ftp://ftp.idsoftware.com/idstuff/source/RTCW-MP-GPL.zip
ftp://ftp.idsoftware.com/idstuff/source/ET-GPL.zip

I'm a little noob on those kind of things so I just tried to compile it but I get a crapload of errors, I'm using VC++ 2008 Express but I don't know how to configure it to get a clean compile.



Sebultura@Posted: Fri Aug 13, 2010 2:05 am :
Well first, if not already done, you have to install:
- the Platform SDK next to VC++ (or Windows SDK, I recall they changed the name or something...).
- I'm not 100% sure, but I think I saw references to DirectX during compilation, (so you might have to download and install the DirectX SDK too) as it's installed on my comp, with paths specified in VC++ (Tools menu > Options > Projects and solutions > VC++ directories: add the include path of the directx sdk in the "Include files" part to the right, then the "lib" directory path in the "Library files" part)

* RTCW MP
Once done, for RTCW MP, just open the .sln ,right click on "Solution 'wolf' (8 projects)" > Generate. No need to anything special, it should create the "Debug_Dedicated" folder and the WolfDED.exe in here.

Now change the "Debug Dedicated" mode in the drop-down list and change it to "Release", here same principle, the "Release" folder should be created and the WolfMP.exe should appear in here along the dlls.

* RTCW SP
Same kind of manipulation here, except that there's no dedicated stuff:
1. Generate the whole => 2 errors should appear
2. Go to the "extractfuncs" folder and execute "extractfuncs.bat"
3. Generate again the solution, the WolfSP + its dlls should be created in the Debug folder (or Release given your project mode)

* ET
Nothing special here, just generate the whole...

I hope that it helped, I think your problem is due to DirectX...

Edit: to be more precise, it requires DirectInput & DirectSound libraries (that are contained in the SDK), as seen in the "wolf" project > header files > win_local.h, you have those lines:
#include <dinput.h>
#include <dsound.h>



Neurological@Posted: Fri Aug 13, 2010 1:53 pm :
Thank you, if I'm not wong the Platform SDK is included with the VC++ 2008 right? Downloading now the Directx one.



=FF=Sturm@Posted: Fri Aug 13, 2010 2:12 pm :
Quote:
Rtcw & Et engine source code

Image



simulation@Posted: Fri Aug 13, 2010 2:21 pm :
Neurological wrote:
Thank you, if I'm not wong the Platform SDK is included with the VC++ 2008 right? Downloading now the Directx one.

Correct. 2008 includes PSDK.



Gunman@Posted: Fri Aug 13, 2010 3:22 pm :
=FF=Sturm wrote:
Quote:
Rtcw & Et engine source code

Image

ROTFL.



Kristian Joensen@Posted: Sat Aug 14, 2010 7:07 pm :
Nice to see them still doing this, under the GPLv3 even(+ Section 7 Additional Terms).



aardwolf@Posted: Thu Aug 19, 2010 1:14 am :
FF Sturm, now that the full source is available, go make an actually quality Wolfenstein sequel, now.



Hostyle@Posted: Thu Aug 19, 2010 2:46 pm :
Awesome news. If D3 code gets an actual release then it would be even more awesome.



=FF=Sturm@Posted: Thu Aug 19, 2010 8:02 pm :
aardwolf wrote:
FF Sturm, now that the full source is available, go make an actually quality Wolfenstein sequel, now.

[Ironic mode on]

Already done sir!, check the screens:

ImageImageImageImageImageImage

[Ironic mode off]



aardwolf@Posted: Thu Aug 19, 2010 8:21 pm :
I like the new skin pack for the main guy, but there's not enough bright colors. :D

On a more serious note, I would really like to see some sort of evolved, or slightly different Wolf sequel with this new release. I was playing RTCW some days ago, and iI could see where Raven borrowed their features from. The Village levels were of course where they got that central HQ thing, where you move around, and get your orders. An actually worthy MP could be tried from the ET release. I read there's already work being done on it.



Kristian Joensen@Posted: Mon Aug 23, 2010 5:37 pm :
Looks like we have the first few project based on the ET, RTCW source release:

http://ioquake3.org/2010/08/12/welcome-wolfenstein-enemy-territory-and-return-to-castle-wolfenstein/

http://xreal-project.net/?page_id=3/news/xreal-renderer-to-be-ported-to-wolfet



aardwolf@Posted: Tue Aug 24, 2010 10:24 pm :
Those arent new. They were announced at launch.



BloodRayne@Posted: Tue Aug 24, 2010 10:58 pm :
New to me, so thanks.

(There's nothing wrong with posting such information often. This also helps them in a way, with say more google hits)



aardwolf@Posted: Wed Aug 25, 2010 12:53 am :
I know. Just got my hopes going for a moment. : :mrgreen: I really would like to see a better looking, better working RTCW/ET from this soon. I would contribute with any and all team doing so.



Neurological@Posted: Fri Aug 13, 2010 1:23 am :
Just noticed on Planetdoom that Id released the source code for RTCW and ET on the Id FTP:

ftp://ftp.idsoftware.com/idstuff/source/RTCW-SP-GPL.zip
ftp://ftp.idsoftware.com/idstuff/source/RTCW-MP-GPL.zip
ftp://ftp.idsoftware.com/idstuff/source/ET-GPL.zip

I'm a little noob on those kind of things so I just tried to compile it but I get a crapload of errors, I'm using VC++ 2008 Express but I don't know how to configure it to get a clean compile.



Sebultura@Posted: Fri Aug 13, 2010 2:05 am :
Well first, if not already done, you have to install:
- the Platform SDK next to VC++ (or Windows SDK, I recall they changed the name or something...).
- I'm not 100% sure, but I think I saw references to DirectX during compilation, (so you might have to download and install the DirectX SDK too) as it's installed on my comp, with paths specified in VC++ (Tools menu > Options > Projects and solutions > VC++ directories: add the include path of the directx sdk in the "Include files" part to the right, then the "lib" directory path in the "Library files" part)

* RTCW MP
Once done, for RTCW MP, just open the .sln ,right click on "Solution 'wolf' (8 projects)" > Generate. No need to anything special, it should create the "Debug_Dedicated" folder and the WolfDED.exe in here.

Now change the "Debug Dedicated" mode in the drop-down list and change it to "Release", here same principle, the "Release" folder should be created and the WolfMP.exe should appear in here along the dlls.

* RTCW SP
Same kind of manipulation here, except that there's no dedicated stuff:
1. Generate the whole => 2 errors should appear
2. Go to the "extractfuncs" folder and execute "extractfuncs.bat"
3. Generate again the solution, the WolfSP + its dlls should be created in the Debug folder (or Release given your project mode)

* ET
Nothing special here, just generate the whole...

I hope that it helped, I think your problem is due to DirectX...

Edit: to be more precise, it requires DirectInput & DirectSound libraries (that are contained in the SDK), as seen in the "wolf" project > header files > win_local.h, you have those lines:
#include <dinput.h>
#include <dsound.h>



Neurological@Posted: Fri Aug 13, 2010 1:53 pm :
Thank you, if I'm not wong the Platform SDK is included with the VC++ 2008 right? Downloading now the Directx one.



=FF=Sturm@Posted: Fri Aug 13, 2010 2:12 pm :
Quote:
Rtcw & Et engine source code

Image



simulation@Posted: Fri Aug 13, 2010 2:21 pm :
Neurological wrote:
Thank you, if I'm not wong the Platform SDK is included with the VC++ 2008 right? Downloading now the Directx one.

Correct. 2008 includes PSDK.



Gunman@Posted: Fri Aug 13, 2010 3:22 pm :
=FF=Sturm wrote:
Quote:
Rtcw & Et engine source code

Image

ROTFL.



Kristian Joensen@Posted: Sat Aug 14, 2010 7:07 pm :
Nice to see them still doing this, under the GPLv3 even(+ Section 7 Additional Terms).



aardwolf@Posted: Thu Aug 19, 2010 1:14 am :
FF Sturm, now that the full source is available, go make an actually quality Wolfenstein sequel, now.



Hostyle@Posted: Thu Aug 19, 2010 2:46 pm :
Awesome news. If D3 code gets an actual release then it would be even more awesome.



=FF=Sturm@Posted: Thu Aug 19, 2010 8:02 pm :
aardwolf wrote:
FF Sturm, now that the full source is available, go make an actually quality Wolfenstein sequel, now.

[Ironic mode on]

Already done sir!, check the screens:

ImageImageImageImageImageImage

[Ironic mode off]



aardwolf@Posted: Thu Aug 19, 2010 8:21 pm :
I like the new skin pack for the main guy, but there's not enough bright colors. :D

On a more serious note, I would really like to see some sort of evolved, or slightly different Wolf sequel with this new release. I was playing RTCW some days ago, and iI could see where Raven borrowed their features from. The Village levels were of course where they got that central HQ thing, where you move around, and get your orders. An actually worthy MP could be tried from the ET release. I read there's already work being done on it.



Kristian Joensen@Posted: Mon Aug 23, 2010 5:37 pm :
Looks like we have the first few project based on the ET, RTCW source release:

http://ioquake3.org/2010/08/12/welcome-wolfenstein-enemy-territory-and-return-to-castle-wolfenstein/

http://xreal-project.net/?page_id=3/news/xreal-renderer-to-be-ported-to-wolfet



aardwolf@Posted: Tue Aug 24, 2010 10:24 pm :
Those arent new. They were announced at launch.



BloodRayne@Posted: Tue Aug 24, 2010 10:58 pm :
New to me, so thanks.

(There's nothing wrong with posting such information often. This also helps them in a way, with say more google hits)



aardwolf@Posted: Wed Aug 25, 2010 12:53 am :
I know. Just got my hopes going for a moment. : :mrgreen: I really would like to see a better looking, better working RTCW/ET from this soon. I would contribute with any and all team doing so.



Neurological@Posted: Fri Aug 13, 2010 1:23 am :
Just noticed on Planetdoom that Id released the source code for RTCW and ET on the Id FTP:

ftp://ftp.idsoftware.com/idstuff/source/RTCW-SP-GPL.zip
ftp://ftp.idsoftware.com/idstuff/source/RTCW-MP-GPL.zip
ftp://ftp.idsoftware.com/idstuff/source/ET-GPL.zip

I'm a little noob on those kind of things so I just tried to compile it but I get a crapload of errors, I'm using VC++ 2008 Express but I don't know how to configure it to get a clean compile.



Sebultura@Posted: Fri Aug 13, 2010 2:05 am :
Well first, if not already done, you have to install:
- the Platform SDK next to VC++ (or Windows SDK, I recall they changed the name or something...).
- I'm not 100% sure, but I think I saw references to DirectX during compilation, (so you might have to download and install the DirectX SDK too) as it's installed on my comp, with paths specified in VC++ (Tools menu > Options > Projects and solutions > VC++ directories: add the include path of the directx sdk in the "Include files" part to the right, then the "lib" directory path in the "Library files" part)

* RTCW MP
Once done, for RTCW MP, just open the .sln ,right click on "Solution 'wolf' (8 projects)" > Generate. No need to anything special, it should create the "Debug_Dedicated" folder and the WolfDED.exe in here.

Now change the "Debug Dedicated" mode in the drop-down list and change it to "Release", here same principle, the "Release" folder should be created and the WolfMP.exe should appear in here along the dlls.

* RTCW SP
Same kind of manipulation here, except that there's no dedicated stuff:
1. Generate the whole => 2 errors should appear
2. Go to the "extractfuncs" folder and execute "extractfuncs.bat"
3. Generate again the solution, the WolfSP + its dlls should be created in the Debug folder (or Release given your project mode)

* ET
Nothing special here, just generate the whole...

I hope that it helped, I think your problem is due to DirectX...

Edit: to be more precise, it requires DirectInput & DirectSound libraries (that are contained in the SDK), as seen in the "wolf" project > header files > win_local.h, you have those lines:
#include <dinput.h>
#include <dsound.h>



Neurological@Posted: Fri Aug 13, 2010 1:53 pm :
Thank you, if I'm not wong the Platform SDK is included with the VC++ 2008 right? Downloading now the Directx one.



=FF=Sturm@Posted: Fri Aug 13, 2010 2:12 pm :
Quote:
Rtcw & Et engine source code

Image



simulation@Posted: Fri Aug 13, 2010 2:21 pm :
Neurological wrote:
Thank you, if I'm not wong the Platform SDK is included with the VC++ 2008 right? Downloading now the Directx one.

Correct. 2008 includes PSDK.



Gunman@Posted: Fri Aug 13, 2010 3:22 pm :
=FF=Sturm wrote:
Quote:
Rtcw & Et engine source code

Image

ROTFL.



Kristian Joensen@Posted: Sat Aug 14, 2010 7:07 pm :
Nice to see them still doing this, under the GPLv3 even(+ Section 7 Additional Terms).



aardwolf@Posted: Thu Aug 19, 2010 1:14 am :
FF Sturm, now that the full source is available, go make an actually quality Wolfenstein sequel, now.



Hostyle@Posted: Thu Aug 19, 2010 2:46 pm :
Awesome news. If D3 code gets an actual release then it would be even more awesome.



=FF=Sturm@Posted: Thu Aug 19, 2010 8:02 pm :
aardwolf wrote:
FF Sturm, now that the full source is available, go make an actually quality Wolfenstein sequel, now.

[Ironic mode on]

Already done sir!, check the screens:

ImageImageImageImageImageImage

[Ironic mode off]



aardwolf@Posted: Thu Aug 19, 2010 8:21 pm :
I like the new skin pack for the main guy, but there's not enough bright colors. :D

On a more serious note, I would really like to see some sort of evolved, or slightly different Wolf sequel with this new release. I was playing RTCW some days ago, and iI could see where Raven borrowed their features from. The Village levels were of course where they got that central HQ thing, where you move around, and get your orders. An actually worthy MP could be tried from the ET release. I read there's already work being done on it.



Kristian Joensen@Posted: Mon Aug 23, 2010 5:37 pm :
Looks like we have the first few project based on the ET, RTCW source release:

http://ioquake3.org/2010/08/12/welcome-wolfenstein-enemy-territory-and-return-to-castle-wolfenstein/

http://xreal-project.net/?page_id=3/news/xreal-renderer-to-be-ported-to-wolfet



aardwolf@Posted: Tue Aug 24, 2010 10:24 pm :
Those arent new. They were announced at launch.



BloodRayne@Posted: Tue Aug 24, 2010 10:58 pm :
New to me, so thanks.

(There's nothing wrong with posting such information often. This also helps them in a way, with say more google hits)



aardwolf@Posted: Wed Aug 25, 2010 12:53 am :
I know. Just got my hopes going for a moment. : :mrgreen: I really would like to see a better looking, better working RTCW/ET from this soon. I would contribute with any and all team doing so.