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<channel>
	<title>Comments on: How to Install a Quake 3 Mod &#8211; Common Problems and Solutions</title>
	<atom:link href="http://gregs-blog.com/2008/01/15/how-to-install-a-quake-3-mod-common-problems-and-solutions/feed/" rel="self" type="application/rss+xml" />
	<link>http://gregs-blog.com/2008/01/15/how-to-install-a-quake-3-mod-common-problems-and-solutions/</link>
	<description>A Blog about Graphics Programming, Game Programming, Tips and Tricks</description>
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	<item>
		<title>By: Torec</title>
		<link>http://gregs-blog.com/2008/01/15/how-to-install-a-quake-3-mod-common-problems-and-solutions/#comment-2293</link>
		<dc:creator><![CDATA[Torec]]></dc:creator>
		<pubDate>Wed, 20 Jul 2011 14:55:23 +0000</pubDate>
		<guid isPermaLink="false">http://gregdolleysblog.wordpress.com/2008/01/15/how-to-install-a-quake-3-mod-common-problems-and-solutions/#comment-2293</guid>
		<description><![CDATA[I have been messing around, trying to get my simple mod (slowing the rocket) working for a whole week! 
This finally did it! 

&quot; set vm_* 2 &quot; combined with qvm&#039;s -- thank you veeeery much!]]></description>
		<content:encoded><![CDATA[<p>I have been messing around, trying to get my simple mod (slowing the rocket) working for a whole week!<br />
This finally did it! </p>
<p>&#8221; set vm_* 2 &#8221; combined with qvm&#8217;s &#8212; thank you veeeery much!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Prateek</title>
		<link>http://gregs-blog.com/2008/01/15/how-to-install-a-quake-3-mod-common-problems-and-solutions/#comment-2151</link>
		<dc:creator><![CDATA[Prateek]]></dc:creator>
		<pubDate>Thu, 13 Jan 2011 14:54:32 +0000</pubDate>
		<guid isPermaLink="false">http://gregdolleysblog.wordpress.com/2008/01/15/how-to-install-a-quake-3-mod-common-problems-and-solutions/#comment-2151</guid>
		<description><![CDATA[i just understand it and by the way mine quake is in c:\program file:\quake 3.Please make the explanation easier next time.^_^]]></description>
		<content:encoded><![CDATA[<p>i just understand it and by the way mine quake is in c:\program file:\quake 3.Please make the explanation easier next time.^_^</p>
]]></content:encoded>
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	<item>
		<title>By: gregd1024</title>
		<link>http://gregs-blog.com/2008/01/15/how-to-install-a-quake-3-mod-common-problems-and-solutions/#comment-1749</link>
		<dc:creator><![CDATA[gregd1024]]></dc:creator>
		<pubDate>Sat, 13 Mar 2010 21:41:42 +0000</pubDate>
		<guid isPermaLink="false">http://gregdolleysblog.wordpress.com/2008/01/15/how-to-install-a-quake-3-mod-common-problems-and-solutions/#comment-1749</guid>
		<description><![CDATA[Avejidah - that&#039;s GREAT info!!! Thanks a lot! :-)

-Greg Dolley]]></description>
		<content:encoded><![CDATA[<p>Avejidah &#8211; that&#8217;s GREAT info!!! Thanks a lot! <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>-Greg Dolley</p>
]]></content:encoded>
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	<item>
		<title>By: avejidah</title>
		<link>http://gregs-blog.com/2008/01/15/how-to-install-a-quake-3-mod-common-problems-and-solutions/#comment-1699</link>
		<dc:creator><![CDATA[avejidah]]></dc:creator>
		<pubDate>Fri, 18 Dec 2009 02:39:37 +0000</pubDate>
		<guid isPermaLink="false">http://gregdolleysblog.wordpress.com/2008/01/15/how-to-install-a-quake-3-mod-common-problems-and-solutions/#comment-1699</guid>
		<description><![CDATA[Hey, thanks for the tips.  You got me on the right path, and everything worked like a charm.  Anyway, I got the .qvm file to work by creating a directory structure like this:

c:\quake3\quake3.exe
c:\quake3\Mod\vm\cgame.qvm

Then I ran quake3.exe like this:

quake3.exe +set sv_pure 0 +set fs_game Mod +map q3dm1

That got my custom cgame.qvm file to work.

As for creating the .qvm files, gregd1024 seemed to be having the same problems I was.  The problem is the path to lcc and q3asm.  You need to define the path in the bat files first.  My lcc.exe and q3asm.exe file reside in: c:\Program Files\Games\Quake III Arena\source\bin.  At the top of each .bat file (cgame.bat, game.bat, ui.bat) add this line.

set PATH=%PATH%;c:\Program Files\Games\Quake III Arena\source\bin

And that will make the .qvm file compile correctly.  They will output by default to c:\quake3\baseq3\vm for game and cgame, and c:\quake3\missionpack\vm for ui.

Lastly as a tip, .pk3 are actually just .zip files.  If you change the extension to .zip you can play with the contents.  This is where the standard .qvm files are, so if you want to distribute a mod for instance you can put it in one of the .pk3 files.

Hope that helps someone.  Sorry if I woke the dead on this thread.

-avejidah]]></description>
		<content:encoded><![CDATA[<p>Hey, thanks for the tips.  You got me on the right path, and everything worked like a charm.  Anyway, I got the .qvm file to work by creating a directory structure like this:</p>
<p>c:\quake3\quake3.exe<br />
c:\quake3\Mod\vm\cgame.qvm</p>
<p>Then I ran quake3.exe like this:</p>
<p>quake3.exe +set sv_pure 0 +set fs_game Mod +map q3dm1</p>
<p>That got my custom cgame.qvm file to work.</p>
<p>As for creating the .qvm files, gregd1024 seemed to be having the same problems I was.  The problem is the path to lcc and q3asm.  You need to define the path in the bat files first.  My lcc.exe and q3asm.exe file reside in: c:\Program Files\Games\Quake III Arena\source\bin.  At the top of each .bat file (cgame.bat, game.bat, ui.bat) add this line.</p>
<p>set PATH=%PATH%;c:\Program Files\Games\Quake III Arena\source\bin</p>
<p>And that will make the .qvm file compile correctly.  They will output by default to c:\quake3\baseq3\vm for game and cgame, and c:\quake3\missionpack\vm for ui.</p>
<p>Lastly as a tip, .pk3 are actually just .zip files.  If you change the extension to .zip you can play with the contents.  This is where the standard .qvm files are, so if you want to distribute a mod for instance you can put it in one of the .pk3 files.</p>
<p>Hope that helps someone.  Sorry if I woke the dead on this thread.</p>
<p>-avejidah</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: gregd1024</title>
		<link>http://gregs-blog.com/2008/01/15/how-to-install-a-quake-3-mod-common-problems-and-solutions/#comment-691</link>
		<dc:creator><![CDATA[gregd1024]]></dc:creator>
		<pubDate>Wed, 06 May 2009 23:01:25 +0000</pubDate>
		<guid isPermaLink="false">http://gregdolleysblog.wordpress.com/2008/01/15/how-to-install-a-quake-3-mod-common-problems-and-solutions/#comment-691</guid>
		<description><![CDATA[Quandary - ah, good info. Thanks. ;-)  But I still don&#039;t get which directory to put the modified qvm&#039;s. If the game&#039;s install directory was &quot;c:\quake3&quot; then would the qvm&#039;s go under &quot;c:\quake3\mod_name&quot; or &quot;c:\quake3\baseq3\mod_name&quot;? Or somewhere else?

-Greg]]></description>
		<content:encoded><![CDATA[<p>Quandary &#8211; ah, good info. Thanks. <img src='http://s1.wp.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' />   But I still don&#8217;t get which directory to put the modified qvm&#8217;s. If the game&#8217;s install directory was &#8220;c:\quake3&#8243; then would the qvm&#8217;s go under &#8220;c:\quake3\mod_name&#8221; or &#8220;c:\quake3\baseq3\mod_name&#8221;? Or somewhere else?</p>
<p>-Greg</p>
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	<item>
		<title>By: quandary</title>
		<link>http://gregs-blog.com/2008/01/15/how-to-install-a-quake-3-mod-common-problems-and-solutions/#comment-687</link>
		<dc:creator><![CDATA[quandary]]></dc:creator>
		<pubDate>Mon, 04 May 2009 02:16:07 +0000</pubDate>
		<guid isPermaLink="false">http://gregdolleysblog.wordpress.com/2008/01/15/how-to-install-a-quake-3-mod-common-problems-and-solutions/#comment-687</guid>
		<description><![CDATA[I have had no problems testing the modified qvm&#039;s.
The secret is: putting the qvms in the mod directory in the subdirectory vm
then set vm_* to 2

# 0: use OS shared libraries (dll/so) - fastest, useful for debugging.
# 1: use interpreted qvm execution (qvm files are executed in realtime) - slow.
# 2: use JIT compiled qvm execution (qvm files are compiled to native instruction set &quot;just in time&quot;) - reasonably fast

quake3.exe +set fs_game lol +sv_pure 0 +set vm_game 2 +set vm_cgame 2 +set vm_ui 2]]></description>
		<content:encoded><![CDATA[<p>I have had no problems testing the modified qvm&#8217;s.<br />
The secret is: putting the qvms in the mod directory in the subdirectory vm<br />
then set vm_* to 2</p>
<p># 0: use OS shared libraries (dll/so) &#8211; fastest, useful for debugging.<br />
# 1: use interpreted qvm execution (qvm files are executed in realtime) &#8211; slow.<br />
# 2: use JIT compiled qvm execution (qvm files are compiled to native instruction set &#8220;just in time&#8221;) &#8211; reasonably fast</p>
<p>quake3.exe +set fs_game lol +sv_pure 0 +set vm_game 2 +set vm_cgame 2 +set vm_ui 2</p>
]]></content:encoded>
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	<item>
		<title>By: AppliedTech</title>
		<link>http://gregs-blog.com/2008/01/15/how-to-install-a-quake-3-mod-common-problems-and-solutions/#comment-552</link>
		<dc:creator><![CDATA[AppliedTech]]></dc:creator>
		<pubDate>Tue, 10 Feb 2009 19:25:31 +0000</pubDate>
		<guid isPermaLink="false">http://gregdolleysblog.wordpress.com/2008/01/15/how-to-install-a-quake-3-mod-common-problems-and-solutions/#comment-552</guid>
		<description><![CDATA[You can always just mod the game engine to run a pure server and do size/md5 hash checks on the dll&#039;s inside of a pak file instead of the qvm&#039;s.  It&#039;s what RTCW/ET/ETQW/Doom 3/Quake 4 do...

Then you can distribute the mod online real-time...only one problem, only Windows users will be able to use it...dll&#039;s versus .so&#039;s, but who cares anyhow.  And I&#039;m also not sure about the security of it.]]></description>
		<content:encoded><![CDATA[<p>You can always just mod the game engine to run a pure server and do size/md5 hash checks on the dll&#8217;s inside of a pak file instead of the qvm&#8217;s.  It&#8217;s what RTCW/ET/ETQW/Doom 3/Quake 4 do&#8230;</p>
<p>Then you can distribute the mod online real-time&#8230;only one problem, only Windows users will be able to use it&#8230;dll&#8217;s versus .so&#8217;s, but who cares anyhow.  And I&#8217;m also not sure about the security of it.</p>
]]></content:encoded>
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	<item>
		<title>By: gregd1024</title>
		<link>http://gregs-blog.com/2008/01/15/how-to-install-a-quake-3-mod-common-problems-and-solutions/#comment-530</link>
		<dc:creator><![CDATA[gregd1024]]></dc:creator>
		<pubDate>Sun, 25 Jan 2009 22:47:08 +0000</pubDate>
		<guid isPermaLink="false">http://gregdolleysblog.wordpress.com/2008/01/15/how-to-install-a-quake-3-mod-common-problems-and-solutions/#comment-530</guid>
		<description><![CDATA[Chevvy - Visual Studio 2003 uses an outdated .NET version and the port was intended to be compiled in VS2008 with .NET 3.5. I can&#039;t say for sure what&#039;s wrong because I don&#039;t have VS2003 to test. I suggest downloading VS2008 Express (it&#039;s free, so why not) and forget trying to get it working in 2003. Sorry I can&#039;t be more help.

-Greg]]></description>
		<content:encoded><![CDATA[<p>Chevvy &#8211; Visual Studio 2003 uses an outdated .NET version and the port was intended to be compiled in VS2008 with .NET 3.5. I can&#8217;t say for sure what&#8217;s wrong because I don&#8217;t have VS2003 to test. I suggest downloading VS2008 Express (it&#8217;s free, so why not) and forget trying to get it working in 2003. Sorry I can&#8217;t be more help.</p>
<p>-Greg</p>
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	</item>
	<item>
		<title>By: Chevvy</title>
		<link>http://gregs-blog.com/2008/01/15/how-to-install-a-quake-3-mod-common-problems-and-solutions/#comment-522</link>
		<dc:creator><![CDATA[Chevvy]]></dc:creator>
		<pubDate>Thu, 22 Jan 2009 10:36:37 +0000</pubDate>
		<guid isPermaLink="false">http://gregdolleysblog.wordpress.com/2008/01/15/how-to-install-a-quake-3-mod-common-problems-and-solutions/#comment-522</guid>
		<description><![CDATA[I have downloaded &quot;quake3-1.32b-source.zip&quot; and I want to compile it on the windows. it is compiling fine but when I run the quake3.exe, one blue screen comes and its crashes and MS windows error message appears. I read the readme file and its saying that i have to run some batch files. I tried that option also but still the same error. Can you provide the complete steps for building and running it with the Visual Studio 2003?
Do I need to change the batch files also? If yes then what changes?]]></description>
		<content:encoded><![CDATA[<p>I have downloaded &#8220;quake3-1.32b-source.zip&#8221; and I want to compile it on the windows. it is compiling fine but when I run the quake3.exe, one blue screen comes and its crashes and MS windows error message appears. I read the readme file and its saying that i have to run some batch files. I tried that option also but still the same error. Can you provide the complete steps for building and running it with the Visual Studio 2003?<br />
Do I need to change the batch files also? If yes then what changes?</p>
]]></content:encoded>
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	<item>
		<title>By: gregd1024</title>
		<link>http://gregs-blog.com/2008/01/15/how-to-install-a-quake-3-mod-common-problems-and-solutions/#comment-505</link>
		<dc:creator><![CDATA[gregd1024]]></dc:creator>
		<pubDate>Fri, 02 Jan 2009 22:14:49 +0000</pubDate>
		<guid isPermaLink="false">http://gregdolleysblog.wordpress.com/2008/01/15/how-to-install-a-quake-3-mod-common-problems-and-solutions/#comment-505</guid>
		<description><![CDATA[Giga -- mods won&#039;t work with the demo version of Quake 3. You need the retail version.

-Greg Dolley]]></description>
		<content:encoded><![CDATA[<p>Giga &#8212; mods won&#8217;t work with the demo version of Quake 3. You need the retail version.</p>
<p>-Greg Dolley</p>
]]></content:encoded>
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