#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?
@necros
#1847 posted by mh on 2016/01/27 18:28:52
Not thinking anything in particular other than I've been in a "put the bugs back" scenario before, so caution seems merited.
#1848 posted by Preach on 2016/01/27 20:06:00
All of this is clearly buggy behaviour, but is it the kind of buggy behaviour that legacy content may have dependencies on?
Is Cmd_AddCommand used for alias commands? If not, then surely only the engine is going to be calling it. That should make it safe to fix in a given engine.
But
#1849 posted by necros on 2016/01/27 21:30:52
i was thinking there may be some mod that executes commands from a config to set things up and maybe they typed the command with/without caps.
Question
#1850 posted by Kinn on 2016/01/30 21:11:43
Is fence texture support on .mdl planned?
Water
#1851 posted by Aspokala on 2016/01/31 08:51:00
Is there a way to change water color? Underwater everything is beige and in dark corridors I can't see anything.
Aspokala
#1852 posted by ericw on 2016/02/01 00:06:38
try setting "gl_cshiftpercent 50" in the console (default is 100)
@ericw
#1853 posted by Baker on 2016/02/01 01:33:03
Mark V has a cvar r_watercolor for the underwater cshift color. There is also r_lavacolor, r_slimecolor.
In the engine code itself, it is referred to as called r_watercshift as a more descriptive internal name.
Yay
#1854 posted by Aspokala on 2016/02/01 02:47:48
Thank you, ericw. Now underwater fights aren't a pain anymore.
PS. I'm planning to speedrun a forgotten map pack.
Suppress Launch Dialogue
Am I correct in understanding that, on OSX, there is no way to suppress the Quakespasm launch dialogue (which allows the selection of command line parameters and resolution)?
I am writing a shell script to compile my map and then launch it in the game and it would be great if I could pass an argument that tells Quakespasm to suppress the launch dialogue and go straight into the game engine.
You Can
open ./QuakeSpasm-0.91.0-beta.app --args -nolauncher
Substitute the correct bundle name, of course.
Suppress Launch Dialogue
#1857 posted by anonymous user on 2016/02/06 13:45:43
Excellent, thank you.
#1858 posted by necros on 2016/02/13 16:44:08
how do you launch this engine windowed with a specific size?
when working on maps, i prefer to keep it windowed... i am using these args:
-vid_fullscreen 0 -width 1440 -height 900 -bpp 32
it starts windowed, yet it is not using the size i specified with width and height...
Request
#1859 posted by Kinn on 2016/02/13 17:02:03
Any chance of a command similar to "kill", but...
like kill, it reloads the map but it preserves the player's position, angles, and flags such as god, notarget, noclip etc...
When mapping I find the time it takes me to noclip over to the distant area I was working on after each map reload, really adds up, especially when making millions of tiny incremental tweaks to lighting and things...
#1860 posted by Baker on 2016/02/13 17:05:39
This works fine for me:
c:\quake\quakespasm.exe -width 400 -height 300 -window
#1861 posted by necros on 2016/02/13 17:17:48
cool, thanks. looks like -window does the trick :)
Kinn
#1862 posted by mfx on 2016/02/13 17:44:24
Use "testplayerstart"?
Mfx
#1863 posted by Kinn on 2016/02/13 17:58:28
wassat?
not a command it seems
Kinn
#1864 posted by necros on 2016/02/13 17:59:30
could you do that by relying on an alias with multiple commands and some QC support?
impulse 50; kill; impulse 51
eg: impulse50 encodes player position and angles into temp1, kill restarts the map, impulse 51 uses data in temp1 to reset position?
Necros
#1865 posted by Kinn on 2016/02/13 18:01:40
well I was hoping there would be a solution that doesn't require the use of a custom mod
Hmmm
#1866 posted by Kinn on 2016/02/13 18:18:01
ok I can abuse the save/load system to reload the world whilst preserving the entity state of everything...
that may do for now :}
Kinn
#1867 posted by mfx on 2016/02/13 18:19:50
It is an entity i place to avoid noclipping 2000 units over and over.
AD doesn't have it, i used the normal "info_player_start" there.
You'll see a warning of multiple start entities in the engine, usually the engine picks the first it finds to place the player. (or was it the last?eric?)
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