#160 posted by necros on 2012/01/29 19:31:22
oops sorry, there should be a condump.txt file in your /quake/drake290111/ folder. :P
Mac OS X User Map/quakespasm Issue
#161 posted by peter tron on 2012/01/29 21:20:11
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
#162 posted by necros on 2012/01/29 21:36:43
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?
#163 posted by peter tron on 2012/01/29 22:11:39
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
#165 posted by negke on 2012/01/30 11:30:56
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
#166 posted by peter tron on 2012/01/30 12:06:23
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:
#168 posted by peter tron on 2012/01/30 14:15:55
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:
#169 posted by peter tron on 2012/01/30 14:17:38
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
#171 posted by negke on 2012/01/30 14:55:48
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.
#172 posted by Spirit on 2012/01/30 15:06:23
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
#173 posted by negke on 2012/01/30 15:15:41
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.
#175 posted by Spirit on 2012/01/30 16:21:36
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!
#176 posted by @ Spirit on 2012/01/30 16:38:15
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.
#177 posted by Spirit on 2012/01/30 16:45:43
Sweet! Then it were the quotes. I should have thought of that. Have fun!
@ Spirit
#178 posted by peter tron on 2012/01/30 16:58:44
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!
#180 posted by peter tron on 2012/01/30 19:04:46
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?
#181 posted by Spirit on 2012/01/30 20:18:40
Quakespasm does not support .ent files.
Actually ...
#182 posted by Baker on 2012/01/30 20:46:48
0.85.5 ..... Added support for loading external entity files, controlled by new cvar 'external_ents'
My Mistake!
#183 posted by peter tron on 2012/01/31 05:57:27
Sorry Hannes,
I meant to say this is when I am running Quake with DP.
Can Quakespasm handle more than 10 custom audio tracks?
#184 posted by szo on 2012/01/31 22:41:33
> Can Quakespasm handle more than 10 custom audio tracks?
I don't think that any engine would have any such limitation. So yes, quakespasm plays map-dictated music, be that track2 or track22 or whatever, as long as your disc possess that track or you have a proper rip of it.
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