Relative Path Support
#1565 posted by Putzo on 2015/08/27 21:55:16
Would it be very cumbersome to implement starting the engine via relative paths? Right now, the .EXE will return the error message in the screenshot below (I have a faint recollection of seeing the same msg in GLQuake back in the day, not sure tho).
http://i.imgur.com/jZcvxKx.png
I tend to get myself doing lots of stuff in Windows CLI these days, including compiling my never ending stream of "test maps" :D
Addendum To The Above
#1566 posted by Putzo on 2015/08/27 22:01:20
Not sure if relevant, but I'm running the latest SDL2 build from ericw's repository (quakespasm.ericwa.com):
Quake Version 1.09
QuakeSpasm Version 0.91.0
Exe: 10:39:47 Aug 23 2015
#1567 posted by ptoing on 2015/08/27 22:38:16
Where is the id1 folder relative to the retrojam folder? Pretty sure those have to be at the same depth.
Ptoing
#1568 posted by Putzo on 2015/08/27 22:51:06
They are at the same depth. But your comment prompted me to try and lauch the engine with NO command line parameters (which I haven't tried before), and interestingly enough, this time it returned a different, and a somewhat more creepy, error msg:
http://i.imgur.com/KKCKjM5.png
(sorry for any possible english mistakes)
#1569 posted by Spirit on 2015/08/27 23:01:22
Check out the -basedir parameter.
-basedir FTW!
#1570 posted by Putzo on 2015/08/27 23:23:52
Holy crap, -basedir is the solution:
http://i.imgur.com/4SV5anL.png
All of the above worked flawlessly!
Thanks a lot Spirit haha, I now remember using|seeing this cmd line parameter *way* back... damn 15yo memories!
For Reference
#1571 posted by Putzo on 2015/08/27 23:30:59
... this screenshot shows the "cmdline" cvar for the above two examples, in order.
http://i.imgur.com/0V6Nxkl.png
Just in case it might be useful for someone in the future.
IIRC
#1572 posted by mh on 2015/08/28 01:01:53
-basedir might choke on paths with spaces in them.
#1573 posted by Joel B on 2015/08/28 03:18:54
If you make sure to quote the path argument, paths-with-spaces works for Quakespasm IIRC.
Last time I checked, basedir support was generally missing in Fodquake, DirectQ, and Qrack. It was broken on paths-containing-spaces for Engoo and Super 8.
Intedesting...
#1574 posted by oGkspAz on 2015/08/28 09:22:32
From working at a bookshop and often punching in EAN's I can say: Finally an engine where typing from the numpad works!!
Here's hoping more engines follow this example.
No Spawn Function For Func_dm_only
#1575 posted by adib on 2015/09/01 02:59:10
I'm trying to set my jam 6 level for deathmatch. Navigation would improve with some teleports. Then I found this entity func_dm_only, a teleporter for deathmatch only. But standard id1 doesn't seem to have it and I get a "no spawn function for" console message.
Any ideas? I believe id1 progs.dat should have this entity...
Sorry!!! Wrong Thread!
#1576 posted by adib on 2015/09/01 02:59:59
Recolored Texture/skin Bug
#1577 posted by ericw on 2015/09/03 21:13:47
Arghh, QS 0.90.1 has a bug where a random texture or skin gets shifted colors after a video mode change. ("map start", change video mode, "map e1m2" and you will have a gray shotgun).
I'm working on a fix for it
#1578 posted by necros on 2015/09/03 21:37:07
must be on certain gfx cards as it doesn't happen to me.
#1579 posted by ptoing on 2015/09/03 22:03:32
I had this happen to me as well where sometimes I got a red shotgun.
#1580 posted by Joel B on 2015/09/03 22:29:54
That's a rare drop.
You can combine it with the red super-shotgun to make a level one tri-barrel.
Only If
#1581 posted by ijed on 2015/09/05 03:24:37
You have the first and third rune though.
Having any of the others just summons the dopefish.
Haha
#1582 posted by ericw on 2015/09/05 03:44:39
The bug was running the shirt/pants recoloring code on a random texture. There's a bug report with more details.. I put in a workaround (hopefully) last night.
The latest dev build with the fix is here if anyone wants to try it.
It's Early And I'm Still A Bit Drunk
So you can imagine what I misread shirt/pants recoloring code as
#1584 posted by Kinn on 2015/09/05 10:34:17
It's like Quake 2's damage skins - as scary things transpire, brown patches appear on one's trousers.
Hahah
#1585 posted by ijed on 2015/09/06 00:17:38
That Was
#1586 posted by ijed on 2015/09/06 00:26:42
A RMQ feature, but it got bugger and went to /bed.
SDL2 Build Issue
#1587 posted by path0gen on 2015/09/07 13:27:02
hi again, found an issue with the sdl2 builds, both stable and dev. every time i start the engine in fullscreen mode with resolution lower than native, the screen flickers terribly as if half of the frames are dropped. it goes back to normal if i vid_restart or alt-tab. native resolution works fine, as well as windowed and borderless fullscreen modes. that doesn't affect sdl builds. graphics card is nvidia.
Thx
#1588 posted by ericw on 2015/09/07 19:56:50
Reproduced that right away on 0.90.1 launching with "-width 1920 -height 1080 -fullscreen" on Windows 10. Will investigate it..
It seems fine if you switch within the video menu.
Path0gen
#1589 posted by ericw on 2015/09/07 22:39:16
I think I fixed it, there is a dev build here
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