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Quakespasm Engine
This engine needs its own thread.

Feedback: I like the OS X version, but I have to start it from the terminal for it to work and can't just double-click it like a traditional OS X app. I'm sure you guys already know this, either way great engine.

http://quakespasm.sourceforge.net/
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Re: Notarget 
notarget behavior is controlled by the progs (QuakeC), not by the engine. 
Mac OS X User Map/quakespasm Issue 
Spirit has been patiently helping me out, but whenever I try to run the 'arcanum' user map from 'quaddicted', it just boots up the original Quake.

I have dragged the contents of the 'arcanum' zip into the 'drake290111' folder.
This, in turn is contained within a main folder called 'Quake', sitting on my desktop.
The 'Quakespasm' engine exec is inside this main folder as well.
As is the id1 folder.

I double click the exec and I am prompted to enter a command into the command line parameter box.
I was told to type this:

"-game drake290111+map arcstart -heapsize 128000"

Whenever enter this, it just takes me to the main quake screen. I begin play, and it is just the introduction, followed by the slipgate complex etc.

I'm trying hard to get this to work, can anyone help?

BR.

Baz. 
 
this was probably just a typo, but there should be a space between 'drake290111' and '+map' 
 
oh also, if you can load the game up and then, as soon as it's done loading, type 'condump'

there should be a condump.txt file in your /quake/ folder. check to see if there are any errors down near the bottom you might have missed, or, if worst comes to worst, maybe post the last 20-30 lines here. 
 
oops sorry, there should be a condump.txt file in your /quake/drake290111/ folder. :P 
Mac OS X User Map/quakespasm Issue 
Cheers for getting back to me, necros, much appreciated!
I'm feeling exasperated!

I have made a space where you said.
I have also performed a condump, and I have some info. This is reprinted below:

execing quake.rc
execing default.cfg
execing config.cfg
execing autoexec.cfg
Unknown command "cl_itembobheight"
Unknown command "set"
Unknown command "set"
Unknown command "set"
0 demo(s) in loop
Unknown command "set"
(the above line repeats another 34 times, then)
Unknown command "1="
Unknown command "2="
Unknown command "set"
(The above line repeats another 16 times, then)
3 demo(s) in loop
]condump

What could this mean?

Baz. 
Ok Yeah 
someone who uses the mac version will have to chime in...

the engine is receiving some commands that it doesn't recognize... that might be overloading the buffer so that it doesn't even see your -game and +map commands or something.
are you running the executable directly or some kind of batch file (whatever the mac equivalent)?

cl_itembobheight sounds like a command for another engine, definitely, as quakespasm/fitzquake don't have that. 
Autoexec.cfg? 
S**t!

I think most of those unknown commands are coming from the autoexec.cfg file in my id1 folder.

set debris 1
set kickdebris 0
startdemos
set pushback 0
pushbacks // adjust force with below cvars
set pushbackshot1 60
set pushbackshot2 75

etc..

I have been running Dark places up until now, and the id1 folder was put together by someone who compiled lots of mods from the QuakeOne forum. It was called the "Epsilon Build", but it used a recent DP engine.

I'm still new to all this. I only started getting into all this mod/config/.ent file stuff about a week ago.. 
Peter 
I'm responsible for the Mac build. I suggest you start with a clean Quake install. At least delete all .cfg files from your id1 folder (make a backup copy first) and see if it runs then. 
Uhh 
Probably more to it, but you could have tried to just start Quakespasm normally, and then type in the console:
game drake290111
map arcstart
 
@ SleepwalkR 
Cheers for getting back to me, SleepwalkR,

I was running Quake initially as the Quake 106 shareware version, but upgraded to the official version later, so I do have the official PAK1.PAK.

I have made a backup of the ID1 folder, and all that is in this current I am using are the PAK0.PAk & PAK1.PAK files, no .cfg files in there.

It still just loads the original Quake. 
Alright 
Did you try negke's suggestion to start the game from the console? Do you still get the condump messages? 
@ Negke: 
It worked!

I bypassed the command line parameters box (leaving it 'blank') and launched the Quakespasm exec, then typed game drake290111 (then pressed the enter key).
The next line in tmap arcstart -hhe console says:
"game" changed to "drake290111"

Then I typed map arcstart (then pressed enter).

So I take it you don't have to use " & - symbols?

When I try placing these symbols into the console, it rejects them.

I tried typing heapsize 128000 on a seperate line, but was told "unknown command".
I tried having it at the end of the map arcstart line (map arcstart -heapsize 128000) , and it seemed to let it past (I assume).

Have I typed this correctly? Can the heapsize command be typed on its own, or does it have to be included as part of another sentence?

For a beginner such as myself, I was getting confused with entering " & - symbols into the console, not realizing that you don't have to type them. 
@ Negke: 
In the 3rd/4th sentence, it should have said "The next line in the console says:" 
Heapsize 
QuakeSpasm has a higher heapsize per default, so you should be fine. 
A Misunderstanding On Your Part 
What you tried was to enter command line switches (with - and +) in the console, which of course doesn't work. They are supposed to be used when launching the engine. Gamedir and map can we changed in the console, but heapsize cannot.

I don't know how it works on OSX, but usually you would open an execute prompt in the OS and run the game with the command line "quakespasm.exe -heapsize 128000 -game drake290111 +map arcstart". May not be called .exe there but you'll get the idea. 
 
oooooh, did you paste to the launcher box including the quotes? that might explain it.

this should work:
-game drake290111 +map arcstart

-game is a special command line parameter. originally you could not select the game (mod) to load when quake was already running. only later some engines added support for using "game xyz" in the console. "map" on the other hand is a command. you can pass commands to an engine on startup with a + while in the console you just type their string.


please never ever use mods/packs that alter your id1. you'll end up with problems and in many cases you will play some fancy bling-bling that does not have much to do with the original game. you might experience maps and mods much different from how they were intended to be. 
Oh Right 
I didn't realize this was about the Quake Injector. 
Neggers 
I think it isn't. But on OS X, QuakeSpasm has a fancy launcher that allows you to enter the command line parameters and set the resolution. 
 
It is not about the Quake Injector. drake is not installable through it. I should probably fix that but then there would be a mod in the map listing, oh the horrors, oh the possibilities of hatred! 
Sorted! 
Hi Hannes,

-game drake290111 +map arcstart has worked like a charm!
it now skips the main Quake screen and takes me straight to the Arcanum intro map.

Many thanks, all!

Baz. 
 
Sweet! Then it were the quotes. I should have thought of that. Have fun! 
@ Spirit 
I suppose these are are all little things that could be added to the FAQ on the main Quad site, so newcomers don't suffer psychotic breaks trying to figure out things they've never had any experience with! 
Cool 
Have fun, and if you find any bugs related to QuakeSpasm, post them here! 
Plenty 'o' Fun! 
I'm lovin' it!

Nice intro with the axe wielding zombie stuff, nice touch.

I was discussing having ogg files being triggered by certain maps in Quake, and if I understand correctly, you can have a completely unique track to be mapped for all 32 maps in Quake.

It seems that every map is binded to a certain audio track (10 track, 2 to 11).

e1m1 always triggers "8" in the cdtracks folder
e1m2 always triggers "6".

I have opened up e1m1's .ent file and changed the number from "sounds" "8" to, say, "sounds" "2", but it never triggers the track02 file in the cdtracks folder.

Any ideas? 
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