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Old 10-31-2009, 05:54 AM   #1
owen_a
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Default QuakeIII Arena Issue At Running

Hello my fellow members,

I've recently Compiled QuakeIII in .Net Visual C++ 2008 Express Edition. It works perfectly on my computers, Which have VC++ 2008 on and VC# 2008.

My problem is that when I run the game on my server, which, I'm trying to run a QuakeIII Server, I get the following error...

"This application configuration is incorrect. Reinstalling the application may fix the problem."

Well, I get an error something like that. Now the intresting part is that, I've installed Visual C++ 2008 Redibs Package, which is supposed to fix any errors, on a machine which does not have VC++ 2008 on. But when I come to run the game again, It still shows the error, including when I've restarted the Server.

In VC++ I've edited something which instead of "Active Solution Configuration" Being "Debug", I've set it to "Release". and that fixed errors, for Unreal Tournament, But I scrapped that, because I like Quake3 best, and I dont have the time to fix errors, for UT.

Can anyone help me here?

I Tryed on another forum, but they wern't any help at all. And When I found out about you guys, I'm happy that someone will help me out.

Kind Regards,

- Owen.
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Old 10-31-2009, 06:56 AM   #2
rouncer
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Default Re: QuakeIII Arena Issue At Running

Damn, so close but no cigar... what are you planning on doing, converting the code into a new game? that would be sick.

Do you have a level editor?

[EDIT] sorry, i dont know the answer to your problem... sorry shouldnt have posted. [/EDIT]
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Last edited by rouncer : 10-31-2009 at 08:36 AM.
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Old 10-31-2009, 07:37 AM   #3
owen_a
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Default Re: QuakeIII Arena Issue At Running

What? Are you here to help? Because I just want people to help me out here.
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Old 10-31-2009, 10:10 AM   #4
Reedbeta
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Default Re: QuakeIII Arena Issue At Running

Make sure you have the VS 2008 SP1 redistributable as well (here), on the computer trying to run the game. Unfortunately, they changed the runtime library in SP1, meaning that apps compiled with SP1 won't link to the original VS 2008 runtime.
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Old 10-31-2009, 10:18 AM   #5
owen_a
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Default Re: QuakeIII Arena Issue At Running

Thank you. I did something in the VC++. I basically went to the "Active Solution Configuration" and changed it from "Debug" to "Release". It runs, but then I get this error in the blue window form:

GLW_StartOpenGL() - could not load OpenGL subsystem

Just to tell you, I've just Re-installed windows XP on my Server, and The graphics drivers have just been installed to. Just to remind you its a On Unit Graphics, meaning its built on the MotherBoard.
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Old 10-31-2009, 10:23 AM   #6
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Default Re: QuakeIII Arena Issue At Running

Debug and Release are just different compiler settings. Debug is an unoptimized build, meaning it compiles the code exactly as written, which makes it easy to step through in the debugger to find out what's going wrong. Release is optimized, which makes the code faster but also makes it more difficult to debug. So, generally, you'd spend most of your time coding in Debug, and then switch to a Release build when you want to send it to a friend or upload it to a game portal or suchlike.

As for your StartOpenGL error, I can't help you much there - I've never dug into the Q3A source. Look around to see if there's a setting to give more detailed errors - "could not load" doesn't give much of a clue as to what's going on. You could search the source (Find in Files in Visual Studio, Ctrl+Shift+F) for the phrase "could not load" to find where in the code the error message is being produced, then backtrack from there. Beyond that, you're on your own.
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Old 10-31-2009, 10:56 AM   #7
owen_a
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Default Re: QuakeIII Arena Issue At Running

hehe, Thanks RedBeta. Atleast someone has the Courtesy to answer in more Frequent Detail.
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Old 11-02-2009, 02:48 AM   #8
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Default Re: QuakeIII Arena Issue At Running

When you get error message like that, it usually means you have two choices:
1. Dig into incomprehencible horrors of dependencies and manifests.
2. Compile your code and all the code that your code depends on with static linked runtime library.

Choice 2 usually is simpler. In my case, I had to rebuild every subproject of my project, including Python 2.6, because it kept giving the error. After rebuilding with proper settings all errors are gone.
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