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Quake Injector Alpha2
A new version of:
The Quake Injector is a tool to download, install and play Quake singleplayer maps from the Quaddicted.com archive. Ever been annoyed by an excruciating installation process? Could not figure out how to install a certain map? Well, this tool makes it a piece of cake. Simply pick the map and click Install.

-Scan your Quake directory for already existing maps -and mods
-More stable and safe, less bugs
-Icon by the graphical genius Starbuck
-Rating is shown with golden stars
-Progressbars for anything downloading
-Better engine config dialog
-Window that shows you the engine output
-Links open in browser
-Downloads are stored locally
-Uses a custom user-agent when downloading
-Conflict handling

Screenshot: http://www.quaddicted.com/wp-content/uploads/quakeinjector-alpha2.png
Homepage: http://haukerehfeld.de/projects/quakeinjector/
Download: http://haukerehfeld.de/projects/quakeinjector/files/quakeinjector-alpha2.zip
Quaddicted Spam: http://www.quaddicted.com/quake-injector/quake-injector-alpha2/
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1) That "existing maps/mods" support only means maps/mods that you *could* install through the QI. You cannot manually add new things.

2) heapsize does not work in a autoexec.cfg. Generally things you use a dash - with do not work in config files. Only the + ones do. - are commandline parameters. With + you can pass commands and variables to the engine.

You could set those two in the main configuration box, won't hurt and you can just forget about it later. :)
I think for some releases we set those in the database too (that QI downloads on launch), not sure though to be honest. 
I See.. 
so i cannot make qi open a map/mod that i installed manually before downloading qi?
no worries, that's not really a problem as such..

so some maps/mods that are installed through qi have the necessary heapsize/zone/edicts commands automatically run?..cool..

so i'm assuming you won't know which ones do until they crash, and if they do, you know that you have to manually tap the relevant commands into the qi command config box?

is it normal to still have qs (my engine of choice with qi) spam the console with edicts/models/light maps warnings, even when you have input the right commands into the qi command config box?

i guess it doesn't matter if the game runs smoothly and doesn't crash! 
Peter 
Unless otherwise stated, the maps at Quaddicted/Injector don't require fiddling around with heapsize and max_edicts. Those that do (should) automatically add the extra settings in QI. If you spot one that doesn't, please report it here. 
Actually 
Maybe QI could or should automatically add -heapsize 32000 or 64000 if no custom value is set by the user or the map info. As a precaution for certain engines - for instance, Winquake only allocates 16 MB by default which is too little to run bigger levels. 
 
The problem with these parameters is that they are not required by some engines and more importantly that there is the difference between software and GL engines (-heapsize vs -mem or even -winmem?). I don't really want to get into that hole any deeper. 
 
I think heapsize works everywhere? It certainly does in Winquake. In engines that don't require heapsize customization the command is simply ignored. 
Zerstorer/qi Issue? 
i installed this with qi successfully, but upon trying to play, it just takes me straight to the main quake start map.

it's not horrendously problematic, as i can just type game zer in the console, and that takes me to the zerstorer start map.

i just thought you might like to know that the full launch command doesn't appear to be initiated by the qi. 
 
Hm, did you launch zer or zer11? zer11 was broken, I fixed it now. 
 
it was zer.
i replaced the zer progs files with the zer11 patch, as i knew that was a patch fix.

anyways, spirit, cheers, it loads fine now!

i guess being that i'm new to these maps, i can feed yer updates on what maps/mods don't run properly in qi. 
 
i only use the injector for one off maps... anything that's a mod i just install that myself.

the big appeal of the injector is having the quaddicted library available at my fingertips. but there are few big mods so installing them myself isn't an issue.

just throwing that out there... 
Existing Maps 
let injector scan for them from the menu 
 
Playing around with Windows 7 I noticed that neither DirectQ nor Quakespasm (both slightly older versions) seem to write anything to stdout. This means we currently open an empty window just to annoy the user.

Also it looks really ugly on Windows. The serif font for the map description looks too Times New Roman I guess. 
Scratched The Quake Injector.., 
 
Nice! 
Jappers And Mobs 
It's modelled to the Quakaddict logo.

I was thinking of filling the ring with a running soldier, while the heart could be a gimmick of a demo slowly turning quakedammage.

Then I read your post again in jobs & mappers and realized you needed something tottaly different. 
A Portable Quake Injector Is Now Available. 
Hi there,
I wrote a bat file to run Quake Injector in portable mode. By portable I mean it will no longer ask you for the position of game folder or the path to quaddicted_database.xml. You can now keep the game and the launcher in a USB disk and take it with you, and whenever you want to play, simply double click the provided "run.cmd".

the download link is:
http://www.quaketastic.com/upload/files/tools/QuakeInjector_offline_pack.zip

Further info:
0. Let's assume you are in the QuakeOne\QuakeInjector folder after extraction

1. to update quaddicted_database.xml (map list), use .\Update\Update.cmd

2. place this folder (QuakeInjector) into your Quake game folder, where you can also find id1 folder

3. double click run.cmd to launch the Injector

4. downloaded maps will be stored into .\maps

5. you can download every zip file under "http://www.quaddicted.com/files/maps/singleplayer/" and store them in .\maps, and now you have a Quake SP map archive of your own! Just remember to only download one zip file at a time, to avoid placing too much stress on Spirit's server!

6. to avoid cluttering the Quake game folder, I like to place different engines into ..\Port folder, and their accompanying dll files into ..\Port\dll folder, and use "Play Quake.cmd" to launch them. Here I included darkplaces (20130621 autobuild windows) as an example. You may choose "Play Quake.cmd" as the startup file for launching a map in the Injector. 
 
That is really nice but please do it again with proper attribution of your sources. :(

PS: We really need to make those readme files Windows XP friendly. Stupid Notepad, stupid stupid Notepad... Stupid negke too! Is the Windows 7/8 Notepad still as stupid? Not worth changing things if it is just about XP.

PPS: It is called Quake, not QuakeOne FFS! 
OK Updated With Proper Credits 
New download link:
http://www.quaketastic.com/upload/files/QuakeInjector_offline_pack_update1.zip

1. credits given in a credits.txt
2. changed name of setting file in .\id1 from dooomer.txt to setting.txt
3. changed readme.txt in .\QuakeInjector\doc to be notepad friendly
4. changed darkplaces.txt in .\port to be notepad friendly
5. kept the QuakeOne folder name to avoid confusion. You may simply rename it
6. the url in point 5 of my previous post should be http://www.quaddicted.com/filebase/ 
Ah Fuck, I Uploaded The File 
to http://www.quaketastic.com/upload/files/ instead of http://www.quaketastic.com/upload/files/tools/ !


Can someone move the file to tools and update the download link in post #111? 
OK, The Updated File 
has been deleted by admin of Quaketastic because it was uploaded to the wrong place.

Will upload again to the correct path later today. 
Uploaded 
Bug Report 
Recent version of quaddicted_database.xml from quaddicted.com seems to contain incorrect information resulting in only one entry shown on injector.

I opened it up in text editor and found that id for every entry is now 1374765832, thus only one entry is shown. Manually changing the id seems to correct the issue, but it's apparently impossible to edit every entry because it's extremely time-consuming. 
 
Should be fixed by adjusting an ugly hack to a changed database scheme. Sorry and thanks for reporting!

Maybe someone knows how to make it not a hack:

My query is SELECT * FROM maps LEFT OUTER JOIN (SELECT zipname, GROUP_CONCAT(bsp) AS startmaps FROM startmaps GROUP BY zipname) AS group_subselectbsp ON group_subselectbsp.zipname = maps.zipname LEFT OUTER JOIN (SELECT zipname, GROUP_CONCAT(dependency) AS dependencies FROM dependencies GROUP BY zipname) AS group_subselectdep ON group_subselectdep.zipname = maps.zipname WHERE maps.type!=4 ORDER BY maps.zipname;

With one array per row it leads to the ['zipname'] being empty but the numeric id ([2] here) being fine:

Array
(
[0] => 1
[id] => 1
[1] => 1374765832
[timestamp] => 1374765832
[2] => 100b2
[zipname] =>
[3] => 2
[type] => 2
...


I have no clue why. 
Bug Fixed ? 
Just tried again a minute ago, and the bug seems to be gone now. Thanks Spirit! 
Spirit 
can you describe more what the problem is? what is the hack in your query? 
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