You can find a guide to compile ET with the MinGW compiler.
http://header.chez.tiscali.fr/et/
Unfortunately, the cgame DLL doesn’t run properly.
Please send me a mail if you find a solution.
Alan
You can find a guide to compile ET with the MinGW compiler.
http://header.chez.tiscali.fr/et/
Unfortunately, the cgame DLL doesn’t run properly.
Please send me a mail if you find a solution.
Alan
If you could be more specific than “doesn’t run properly” we might be able to offer some suggestions.
does it crash, fail to load, or do something else ?
I think the engine fails to load cgame DLL, because ET freezes just at the end of the game launch (just before you can see the map).
But i don’t know how to trace the execution under windows (under Linux it is more easy because i can see the console logs, even if ET crashes).
I have done some changes on the ET source code :
long myftol( float f ) {
static int tmp;
tmp = (int) f;
return (long) tmp;
}
To figure out what’s going wrong, your best bet would probably be to write debugging info to a text file (fopen, fprintf, fclose for the really simple don’t-keep-track-of-an-open-fd approach.) If it actually crashes, drmingw will probably prove useful (the default windows debugger doesn’t know how to read mingw’s debugging information.)
When I load my mod (just a straight compile after following Alan’s instructions), I can play fine. I don’t get any crashes. Does this mean your instructions are fine now Alan?
fopen crashes under windows. Thanks for drmingw, i’ll try the debugging tool when i have time. I am very buzy for now.
Mmh, you are lucky. I don’t have made changes 
What is your conf ?
Does that work for some other persons ?
Well, I followed the instructions but all I get from MSYS is
$ make game
make: `game' is up to date.
Any ideas?
Oh how weak. That gave me a better error message and I was able to deduce that I had put makefile into the wrong directory (et/src instead of et/).
Thanks jaybird.
im going to bump this old thread.
i have a small idea i want to mess around with but trying to follow the
“How to compile Enemy Territory with MinGW” by alan has got me confused
on the part “Modify the file WET_Source\src\game\q_math.h, line 577”
keep in mind im relatively new to c++, howver i do have 2005 express
and the platform sdk all setup proper and it works fine for all the little
programs i have tried. i also have dev c++ working…
but my question is, where is the q_math.h header file? i do not have it in
my wet_source… ( i downloaded the wet_source a few years back to hunt
for quaked entities to play with ) so its an older copy.
i also have the ET_SDK installed and its not in there either? has something
been changed?
lol, ok… my bad…
however in my defense… ok… i have none…
but i did do a search after for q_math.h which brought up several
threads so i assumed the file must have existed, or at least ppl have discussed it before.
thanks sauron.
I don’t think you have to do anything to the source at this point to cross compile it. I think it just works out of the box.
i couldnt compile it before i made the change above to math.c
it does compile now, however… i can get into the game… but it crashes
shortly after.
compiling it stock without the change to math.c did give me errors.
but it could also be my et install, i have several on my drives, and the one
im using for the mymod test is over 2 gig because i use it for map testing
and creation… i’ll do a fresh clean install and give it another test.
however i cant see my bloated et folder as the cause, since it’s relatively
clean and adding a mod folder to test a mod shouldn’t cause any problems.
You should try the latest version of the SDK.
My guess:
Your mod is incompatible with the et.exe you use.
thanks nULLSkillZ,
just reinstalled et to a fresh folder, patched and now downloading latest sdk.
well, got it all to work… at least i think i do… everything compiles proper,
i can see mymod in the mod’s area of et, it loads fine and i can enter the game.
is there any small test i can do to make shure its mymod thats running?
for example i changed the CG_AddDirtBulletParticles values for the bullets
from the guns to 512 for height and width… however in game they look and
remain the same.
even if i goto the mods menu and select mymod and enter the game, still
the same.
is there any small test , something minor to change to see if the mods
running? any recomendations?
You could open g_cmds.c and add this to the last function in the file: (make sure it’s before the final “else” part though)
} else if (Q_stricmp (cmd, "confirmmod") == 0) {
trap_SendServerCommand( clientNum, va("print \"This is %s
\"", GAMEVERSION ) );
return;
Not only will this confirm that you are running your mod, it also prints out the GAMEVERSION constant set in g_local.h.