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.
Hey This Is Fun!
#1059 posted by Spirit on 2014/08/24 17:05:30
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?
#1066 posted by Spirit on 2014/08/24 19:36:21
exactly that, ctrl-c to stop. making it into a systemd service that launches on login would be easy too. I think the sleep is unnecessary (since the file was already opened and thus the link can be changed) but I am not entirely sure.
Had To Install The "inotify-tools" But Worked Like A Charm Spirit :)
#1067 posted by damage_inc on 2014/08/24 20:32:11
You have to start a new level before the next "new" randommap.bsp symbolic link will work. Dropping to the console and "disconnect"'ing doesn't trigger it.
COOL!
#1068 posted by Spirit on 2014/08/24 21:10:10
bind m "map randommap" worked fine for me in a some days old QS.
All Of The Above Made Me Slightly More Happy
#1069 posted by ijed on 2014/08/24 21:27:29
#1070 posted by Spirit on 2014/08/24 22:15:33
Ah, of course, it needs an initial map. Sorry!
I made it into a script: https://www.quaddicted.com/forum/viewtopic.php?pid=1169#p1169
It's awesome to go through sm* maps. sm161 had some fantastic ones.
Gamma Is Broken In Dev Builds
#1071 posted by AAS on 2014/08/25 09:55:59
I ran r976 and found that gamma adjustment doesnt work anymore.
System: Windows 8.1 Pro x64 / nVidia GTX 650 Ti card, 335.23 driver.
0.85.9 is working fine, but prints "vid_gamma_setgamma: failed on sdl_setgammaramp" error in the console when I change gamma value.
#1072 posted by ptoing on 2014/08/25 13:51:04
Playing apsp1 (The Final Threat by than) I noticed that there is a kinda mangled lift right at the beginning.
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/apsp1.png
It's the lift to which you get if you ride the lift you start on down and then just go straight ahead. There should be a pillar from the lift in the middle of that shaft (it's collision is there) but the lift seems offset to the right (from this view anyway).
Another thing I noticed is that impulse 12 does not work reliably. As in, in some maps it does, in some it does not.
Pretty Sure That Lift
#1073 posted by Drew on 2014/08/25 14:44:35
is fucked in all engines, isn't it?
#1074 posted by Spirit on 2014/08/25 14:44:36
impulse 12 is a mod thing, it was not in the original QuakeC sources so many mods don't come without it. The funtastic reQuiem engine has engine-side support for it in any mod!</spam>
Apsp1 Has Same Prob On OS X
#1075 posted by Barnak on 2014/08/25 15:19:30
I noticed the same problem as ptoing, on my Mac, with the latest QS.
I also noticed a similar prob on another map (don't rememer which one).
WTF !? There wasn't any problems with them before.
#1076 posted by ptoing on 2014/08/25 15:25:12
I just checked the video of DaZ on the tubes of that map, and there it is fine. So it seems to be a newer thing. Having an option to force impulse 12 or maybe make it so that it is a different command weapon_prev or whatever, might be a good idea.
#1077 posted by ptoing on 2014/08/25 15:29:34
Oh also, a small quibble I have with QS is that the console sometimes fucks off when you enter something right after you called it. Kinda weird.
Gamma Again
#1078 posted by AAS on 2014/08/25 15:58:26
Tried same build on home PC - gamma working just fine.
System: Windows 8.1 x64 / nVidia GTX 770 card, 337.88 driver.
#1079 posted by ericw on 2014/08/25 20:08:46
@ptoing,
the apsp1 platform bug is discussed here: http://celephais.net/board/view_thread.php?id=60306&start=647
IIRC it's a map bug that only manifests with extended protocols like 666, and the cleanest solution is patching the map.
@AAS, thanks for the gamma bug report. Can you try this build? http://quakespasm.ericwa.com/job/quakespasm-ericwa/lastSuccessfulBuild/artifact/quakespasm/quakespasm-r2957b2fbabe632e603b0a86b45d23496a6af5845.zip
I set USE_GAMMA_RAMPS to 1 in that build. In r976 we are calling a different SDL function to set gamma than in 0.85.9, the build above should use the same function as 0.85.9.
@Ptoing
#1080 posted by mfx on 2014/08/25 20:24:05
I assume you use german layout? And the character is this one ^ (circumflex?) showing up in the console?
This has already been reported, Eric had a fix at hand.
Iirc SDL 2.0 should get rid of this?
Mfx
#1081 posted by ptoing on 2014/08/25 21:10:10
I use a UK layout (hate the German one). And there is no special character showing up in the console, no. Not that I noticed. It happens whatever key you press.
Also, making the textures stuff I was wondering, would it be hard to implement something where you made animating textures with more than 10 frames if you would use for example a - instead of the +, but make it so that it is totally an engine thing. So you got both textures in the bsp file, but you use the + ones, and the engine will use the - ones if they are there. I reckon you'd need to fiddle them into your wad using texmex or something similar. Would be cool though to be able to have longer animations.
Impulse 12
#1082 posted by necros on 2014/08/26 04:17:24
impulse 12 is a mod thing, it was not in the original QuakeC sources so many mods don't come without it. The funtastic reQuiem engine has engine-side support for it in any mod!</spam>
Impulse 12 is not a mod thing. It is part of stock quake, but was added into a later version (eg: not 1.0; the quake we all play is 1.6).
If a mod doesn't have impulse 12, it's either because it's old and was made before the final 1.6 patch or the mod author used an older progs source as a base.
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