#1816 posted by Baker on 2016/01/18 19:21:47
I use FireFox + AdBlock Plus and Quakespasm's SourceForge page works just fine. That's all I'm saying!
@Baker
#1817 posted by Tamarisk on 2016/01/18 19:42:16
Not telling anyone to move anything. Just letting them know. Sourceforge has bigger problems anyway.
I'm a savvy user so yes I unblocked it. I was just posting an FYI.
http://www.infoworld.com/article/2929732/open-source-software/sourceforge-commits-reputational-suicide.html
I Use
#1818 posted by ijed on 2016/01/18 19:47:25
Adblock. The original one written by one guy.
I don't really trust the others since I got massive slowdown from Adblock Plus one time and another from uBlock.
#1819 posted by JneeraZ on 2016/01/18 20:06:32
Adblock ... I also installed a YouTube specific ad blocker.
#1820 posted by JneeraZ on 2016/01/18 20:07:08
Called, surprisingly enough ...
"Adblock for Youtube"
Heh.
@Tamarisk
#1821 posted by Baker on 2016/01/18 20:13:06
I was just saying suggestion sounds a bit extreme. ;-)
And if other adblockers don't have issue, sounds like uBlock needs to get on the ball.
#1822 posted by Kinn on 2016/01/18 20:40:21
Adblock seemed to hog resources. uBlock Origin is light as a feather, in my experience (Chrome). All the kool kids seem to use uBlock Origin also.
Huh
#1823 posted by ijed on 2016/01/18 21:08:34
I use adblock on its own to block youtube crap as well, seems to work fine.
It does have a problem with more than one ad blocker installed at once though (on chrome) because each becomes a new instance that doesn't play nice with the others.
I use ABP... seems standard
#1825 posted by Spirit on 2016/01/18 21:41:03
Just fyi �block Origin is the best ad-block around, especially in terms of performance.
Pro-neckbeards might like �Matrix.
#1826 posted by Lunaran on 2016/01/18 22:13:04
my keyboard doesn't have a � key
#1827 posted by mfx on 2016/01/18 22:20:22
alt gr + m
#1828 posted by Rick on 2016/01/18 23:35:25
I don't have any ad blocker specifically, just NoScript and Ghostery. However, my HOSTS file is nearly a megabyte in size and has close to 30,000 entries.
It's extremely rare for me to be blocked from a reputable site, and I almost never see an ad.
Thanks
#1829 posted by primal on 2016/01/20 15:34:44
Thanks for the new Quakespasm update. You guys are awesome.
#1830 posted by Joel B on 2016/01/20 21:03:22
Agreed!
MD3 For The Shambler In QS Engine? :)
#1831 posted by Skiffy on 2016/01/23 20:45:45
So yea... this guy has an MD3 version as well... I convert him to MDL afterwards.
I would love to include a more precise version for folks to use in Quake Spasm in the future. If that lovely tech gets added then I would just for joy.
https://media.giphy.com/media/Jjbb0HlG6KgGA/giphy.gif
#1832 posted by Kinn on 2016/01/24 14:42:36
OK here is my wishlist:
What are the chances of sticking in a simple external file read/write ability, accessed via QuakeC?
Something a bit like this? http://www.quake-1.com/docs/quakesrc.org/144.html
#1833 posted by Quakeisdead on 2016/01/24 16:46:51
I posted it in the thread for the new Q1SP map, but whenever I try to start a game with this new updated client, the game exits to the desktop. Anybody know what's going on?
Quakeisdead
#1834 posted by ericw on 2016/01/24 18:59:10
Is this with the "Experimental build" in the oms3 thread (quakespasm-rf6d[...].exe)?
Argh, crash to desktop is the worst. No error message / dialog I assume?
Could be some dll conflicts.
If you don't mind trying a clean setup, this could help: create a empty directory. Extract all files in the QS zip. create an "id1" subdirectory in the same dir, and copy your pak0.pak/pak1.pak files to there.
#1835 posted by quakeisdead on 2016/01/24 19:11:49
Haven't tried with the one in the oms3 thread, just the newest one in this thread and on the quakespasm site, 91 i believe. I'll try a clean install when I get the chance and report back.
#1836 posted by quakeisdead on 2016/01/24 20:16:20
Alright so making a clean install didn't work either. To answer the previous question yep, no error message at all, just exits to desktop.
#1837 posted by Spirit on 2016/01/24 22:20:41
Run it from a cmd window, might show something
#1838 posted by ericw on 2016/01/25 04:16:11
quakeisdead, ok, thanks.
Did a previous version of QS work for you?
There are 4 QS build to choose from for windows, 32/64-bit and SDL1/2 - which are you trying, or do all fail? the full download list is here: http://sourceforge.net/projects/quakespasm/files/Windows/
One thing to check is enter "gl_info" in the console. It'll print a bunch of GL extension info, but scroll up with PageUp and check the GL_VENDOR, GL_RENDERER, GL_VERSION.
Another idea is launch with the "-condebug" command line option (create a shortcut and put it in the end of the target field.) This creates a qconsole.log file that may have some info on the crash.
QC File Access
#1839 posted by mh on 2016/01/25 11:20:43
If you're going to implement this, then I strongly recommend that you first implement a Sys_FileOpenAppend function in your sys_*.c rather than using the zone-memory nastiness in the original tutorial. I have no idea why the original authors didn't do this.
#1840 posted by quakeisdead on 2016/01/26 05:11:08
Not a mapper or a programmer so I have absolutely no idea what any of that is. I guess I'll wait til the next stable release of Quakespasm to play again
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