I have taken a couple of days off work and I have got most of the work done 
in order to bring AQ back to Windows.  Non developers can probably stop 
reading about now; just wanted you to know that this is being worked on and 
progress is finally being made.  The ultimate goal is to have AQ and LDL 
work as native Windows apps, with no dependency on Python and a simple 
setup routine.  Developers, read on for information of a technical nature 
on what's been going on and how to build it.  Please note that I know the 
documentation is lacking; I've been keeping notes on how to compile both 
the Mac OS X and Windows stuff from scratch, so I will update the docs when 
I've finally got the build process working.  It's long-winded at the 
moment, but we can work on streamlining it when we've got the thing working 
:-).

So far, I have done the following:

 1. Got it to compile on Windows, using Visual Studio Express.
 2. Tweaked the launcher script to work on both Windows and Mac OS X.
 3. Begun work on making .exe files from all the Python code, so that the 
user doesn't need to have Python installed in order to use AQ (this will 
make setup a lot simpler in future).

There's still some way to go on the python-to-executable front, as it's not 
quite working yet, but it's getting there and I hope to complete it soon. 
 When that's done, I will need to make a new Windows installer (iether an 
MSI file or a more classical setup.exe).

The repo on GitHub contains all the code that fulfils 1 and 2 above. 
 Please note, however, that the way to build a Windows release currently 
relies on the Mac OS X build process.  You need to make the .app bundle on 
a Mac, and then use that as the basis of a working install on Windows.  The 
build process on the Mac automatically downloads all required support 
files, such as demos, maps, skins and the mindgrid:audio hi-fi sounds.  It 
also compiles the vital AQ QuakeC gamecode using the zqcc QuakeC compiler, 
which currently doesn't build or run on Windows.  It's not possible to do 
this easily on Windows, as it lacks a decent shell scripting environment 
and I already had written the Mac build system to do all of the above. 
 When we've got a working Windows build process, we can work on making it 
depend less on the Mac side of things.

For now, once you have got the .app from the Mac side of things (by running 
the build script called 'build'), you need to go into the 
AudioQuake.app/Contents/MacOS folder and get that MacOS folder over into 
Windows.  This includes all the sounds, maps and compiled QuakeC gamecode 
required to make the game work.  You then use Visual Studio Express to 
compile the ZQuake engine for Windows, drop the executable into that MacOS 
folder, and the launcher, AudioQuake.py will pick it up and (mostly) work. 
 Currently the launcher is not engaging the tutorial mode properly, but the 
game runs and the console works with Text-To-Speech output, so it is usable.

In order to compile ZQuake with Visual Studio Express, you need to open the 
zquake.sln file in audioquake/zq-repo/zquake/source/ and then bulid the 
zquake project. You need to install 'Microsoft Foundation Classes for C++' 
by following CodeProject's instructions: 
<http://www.codeproject.com/Articles/30439/How-to-compile-MFC-code-in-Visual-C-Express>
 
-- however the download link for the Windows 2003 DDK is actually now 
<http://download.microsoft.com/download/9/0/f/90f019ac-8243-48d3-91cf-81fc4093ecfd/1830_usa_ddk.iso>.

Right, it's getting late here and I'm back to work tomorrow.  Sorry if this 
is a bit stream-of-consciousness, but I wanted to get something maybe 
useful written down for you.

Take care,
Cheers,


Matthew

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