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InsideQC Forums • View topic - engine

engine

Discuss programming topics for the various GPL'd game engine sources.

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Re: engine

Postby Baker » Mon Dec 12, 2011 9:49 pm

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: engine

Postby sniperz227 » Mon Dec 12, 2011 11:38 pm

i thought kurok was the name of the engine so i navigated to my engine?
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Re: engine

Postby sniperz227 » Mon Dec 12, 2011 11:41 pm

and i dled the kurok engine from there is that what your trying to say?
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Re: engine

Postby sniperz227 » Tue Dec 13, 2011 12:20 am

nvm its because i manually dlled all the svn files and i missed the m33 lib folder then i used turqouise and re dled and yes it compiled and got the error and now im oging to read the tutorial and see if i can get it to compile properly
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Re: engine

Postby sniperz227 » Tue Dec 13, 2011 12:23 am

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Re: engine

Postby Baker » Tue Dec 13, 2011 1:26 am

Navigate to your kurok/psp folder (doesn't matter if you use Windows Explorer or Cygwin, Explorer is easier).

Make a kurok/psp/m33libs/include directory and find kubridge.h and put it in there. That'll eliminate that specific error.
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Re: engine

Postby sniperz227 » Tue Dec 13, 2011 1:32 am

there is already a folder like that and the file...
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Re: engine

Postby Baker » Tue Dec 13, 2011 2:02 am

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: engine

Postby sniperz227 » Tue Dec 13, 2011 2:22 am

kk thanks it finished compiling and now im wondering if i wanted to add the engine stuff to my psp kurok source what file would i have to take? like in qc how you transfer the progs.dat file for your qc code what would i do for the engine code? thanks a lot for taking time out of your day to help me and being patient
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Re: engine

Postby sniperz227 » Tue Dec 13, 2011 2:32 am

ignore that found it its the eboot in the normal file (stupid me )
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Re: engine

Postby Baker » Tue Dec 13, 2011 2:42 am

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Re: engine

Postby sniperz227 » Tue Dec 13, 2011 3:14 am

ye ive already done that ive even put in my own models and maps that why i wanted to get into engine so that i can change the main menu and add features in like spinting :P. p.s would the normal eboot thing work on a slim ?
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Re: engine

Postby Baker » Tue Dec 13, 2011 3:36 am

At times, it is difficult to adequately convey additional information verbally and I defer to the traditional YouTube style response as handed down by my ancestors, and those before them, as indeed in my heritage for several hundred years we only had YouTube to pass on our wisdom ... thus it is today, like yesterday ...

http://www.youtube.com/watch?v=kq4ojUJ-jwE
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Re: engine

Postby sniperz227 » Tue Dec 13, 2011 3:41 am

LOL kk so is that a yay on normal eboot working on slim or nay?
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Re: engine

Postby Baker » Tue Dec 13, 2011 3:21 pm

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