Bug?
#1041 posted by
ptoing on 2014/08/21 01:56:36
I was just playing the original 100 Brush compo pak and when I got to XeNoN's map (xnq1001)stuff broke a bit. Specifically there is a rune which should trigger a set of teleporters to teleport in a bunch of monster which are needed to open the exit. This did not happen.
Funny enough this map is even more broken in Darkplaces where the monsters which are supposed to teleport in start shooting you from within their cage, which is above the starting area.
Hm, Weird
#1042 posted by
ericw on 2014/08/22 05:59:06
Just gave it a try and was able to finish with no problem
-dl'ed from
https://www.quaddicted.com/reviews/100brush.html
-started qs and then "gamedir 100brush", "map xnq1001"
I was lazy and played on godmode, but two vores spawned in after I got the rune, and killing them opened the exit door.
I dunno what could have gone wrong; can you reproduce it?
#1043 posted by
ptoing on 2014/08/22 18:24:51
I'll try to do it later and make a demo or something.
#1044 posted by
ptoing on 2014/08/22 19:12:14
Hm, could not reproduce it. I tried a couple of times, but nada, worked fine now.
@AAS
I updated the doco to point to Eric's 'nightly' builds
http://quakespasm.ericwa.com/job/quakespasm/
Experimental Random Map Loading...
#1046 posted by
Barnak on 2014/08/23 22:32:59
I made an interesting experiment today :
I renamed ALL my custom id1/maps to "map1", "map2", "map3", etc (I have about 150 top quality maps in there). Launching them randomly from the QS console is now extremely easy.
Since many (most) maps are ending on another map (which I don't have anymore anyway), I HexEdited the maps so they start another map from my collection.
Playing Quake1 is now totally OUT OF THIS WORLD ! It really feels like I'm lost in the Multiverse.
😦😮😲😇
#1047 posted by
czg on 2014/08/23 22:35:17
#1051 posted by
mfx on 2014/08/24 01:54:10
open mind
insert appreciation
John Plz Allow Emoji Everywhere
#1052 posted by
czg on 2014/08/24 10:25:53
cheerz
Barnak
You have to let us know which map map69 is.
Onetruepurple
#1055 posted by
Barnak on 2014/08/24 16:17:05
Map69 is the "Castle Of The Bad Die".
And I'm still asking for a map which randomize the map loading from a maps list. This is a Must Have Feature.
Onetruepurple And Nitin
#1056 posted by
Barnak on 2014/08/24 16:24:24
#1057 posted by
Spirit on 2014/08/24 16:51:19
It is so scriptable!
1) Copy a random map to randommap.bsp.
2) Use whatever MacOS offers to monitor file access to see when the engine accesses the map (might need to look for "Open"). Apparently you would want "fswatch".
3) "map randommap"
4) Sleep for some moments
5) Copy another random map to randommap.bsp so if you do "map randommap" again, there already is a new one there.
In Linux
#1058 posted by
Spirit on 2014/08/24 17:01:47
while true; do inotifywait --event open /home/me/games/quake/id1/maps/randommap.bsp && sleep 1 && file="$(ls -1 /home/me/games/quake/id1/maps/*.bsp | sort --random-sort | head -1)" && echo $file && ln --symbolic --force "${file}" /home/me/games/quake/id1/maps/randommap.bsp; done
This uses a symbolic link instead of copying the file every time.
Map Randomizer In Qc For Barnak
#1060 posted by damage_inc on 2014/08/24 17:11:57
Open up your id1/maps folder...
Right click in empty space and choose on of the following: "Arrange icon's by" - size, date, alphabetically etc etc...
Close you eyes, NO peeking, this is important for it to work...
Raise your hand, forefinger pointed out, move it spiraling in towards the monitor...
Until it touches...
BAM, there's your random map generator ;)
You can restart at step one and choose a different option to keep it random too...
All done with "qc", short for quickly conceived!
Realize, eventually all dogs let go of the bone sooner or later.
Meant Random Map Selector
#1061 posted by damage_inc on 2014/08/24 17:14:43
#1062 posted by
Spirit on 2014/08/24 17:18:02
He already specified several times that it needs to work without leaving engine. And playing for my solution for a while I have to say, yeah, it absolutely does.
Spirit, Correct Me If I'm Wrong But...
#1063 posted by damage_inc on 2014/08/24 17:30:19
Both of our methods are initiated before the engine is even started right? None of what you suggested works "in engine"?
#1064 posted by
Spirit on 2014/08/24 17:47:00
With "in engine" I meant that you can get a new map without leaving the engine/game. My script needs to be started before the engine but then it runs as long as you don't kill it.
Gotcha ;)
#1065 posted by damage_inc on 2014/08/24 19:08:00
Can I run this in a terminal, and end by closing the terminal?