#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
Case-sensitive Console
#1841 posted by parubaru on 2016/01/26 12:54:50
I just realized you can type in small or big.
Is this a feature for case-sensitive OSs?
In Windows versions it does not seem to be a very useful feature, because if you happen to use a capital letter in a console command it says 'unkown command'.
RE: Case-sensitive Console
#1842 posted by szo on 2016/01/26 17:26:36
Seems like it is not case-sensitive for commands, but it _is_ so for cvars. The behavior seems to be the same in the original quake source too.
#1843 posted by metlslime on 2016/01/26 17:31:31
all quake engines do this. it's not very useful.
Example.
#1844 posted by parubaru on 2016/01/26 19:01:10
I don't know the difference between command and cvar.
If you type 'mAp e1m1', it will load e1m1.
If you type map E1m1, it won't.
Is that what 'it is not case-sensitive for commands,
but it_is so for cvars' means?
@parubaru
#1845 posted by mh on 2016/01/26 20:48:00
"map" is a command. What the engine not being case-sensitive for commands means is that "map", "Map", "mAp", etc will all work and will all change the map.
It's actually even worse because the engine is case-sensitive in some places for commands, but not in others. Cmd_AddCommand for example is case-sensitive, so it would in theory let you add "mAp" and "map" as separate commands. Cmd_ExecuteString is case-insensitive so which of the hypothetical two it actually executes depends on the order they're added in (or something else if you e.g sort commands for faster finding).
All of this is clearly buggy behaviour, but is it the kind of buggy behaviour that legacy content may have dependencies on?
Mh
#1846 posted by necros on 2016/01/27 14:34:08
Are you thinking like cfgs and stuffcmd/localcmd?
|