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		 Meant Random Map Selector #1061 posted by damage_inc on 2014/08/24 17:14:43   
		
		#1062 posted by Spirit  on 2014/08/24 17:18:02He 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 17:47:00With "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 19:36:21exactly 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 21:10:10bind 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 22:15:33Ah, 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 09:55:59I 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 13:51:04Playing 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 14:44:35is fucked in all engines, isn't it?  
		
		#1074 posted by Spirit  on 2014/08/25 14:44:36impulse 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 15:19:30I 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 15:25:12I 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 15:29:34Oh 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 15:58:26Tried 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 20:24:05I 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 21:10:10I 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 04:17:24impulse 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.
 
		
		#1083 posted by metlslime  on 2014/08/26 04:38:20i think he means it's a "mod thing" as in a quakec-implemented feature, rather than an engine-implemented feature.  
		 @ericw #1084 posted by AAS  on 2014/08/26 05:46:28Now gamma adjustment seems start to work on GTX 650, TY.
But it still prints error in the console.
 
		 Oldschool Effects #1085 posted by ptoing  on 2014/08/26 06:41:08Would it be very hard to include an option that would mimic the old underwater effect where stuff is wavy? That would be neat, I always enjoyed that.  |