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?)
Mfx
#1868 posted by Kinn on 2016/02/13 18:32:10
Right - I have never managed to get region compile to work in netradiant, so I'd have to stick to using one info_player_start and keep moving it around with me, which would be a pain.
Meanwhile, I have stuck this in my config:
bind "F5" "echo Dev Reload...; wait; save devsave; wait; load devsave;"
Of course no entity changes can be viewed with this, but it works a charm for refreshing the world geometry and lighting, which will save me a bunch of pain already.
Windows Defender Is Detecting Quakespasm As Malware
#1869 posted by Kinn on 2016/02/16 00:21:13
Windows Defender is now detecting the latest QuakeSpasm as malware:
See: http://i.imgur.com/UfR6zS9.png
It detected it when I tried to run the version already on my computer, and then when I tried to download the engine again, it caught it again on the download.
Sourceforge Is The Asshole Here
#1870 posted by anonymous user on 2016/02/16 00:24:47
Lets move this project to github?
That Were My Two Cents
#1871 posted by mfx on 2016/02/16 00:25:18
^
Another Image
#1872 posted by Kinn on 2016/02/16 00:25:32
This image shows the culprit file when it detected it on my existing installed version:
http://i.imgur.com/ogwJcHr.png
See that it flags the file quakelibopusfile-0.dll
I'm assuming it's a false positive, but it's stopping me from playing it right now :(
Yeah
#1873 posted by anonymous user on 2016/02/16 00:29:11
delete your HDD, throw the screen out the window(just to be sure), and melt your HDDs with thermite(to be super sure). Thanks Sourceforge!
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