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!
#1874 posted by Kinn on 2016/02/16 00:29:39
Note that Windows Defender has only just started doing this - the version I had on my PC has been there for a couple of weeks with no problems. Dunno why Defender is sharting over it now :/
I Know The Answer To This
#1875 posted by anonymous user on 2016/02/16 00:32:00
use tails.
Kinn
#1876 posted by ericw on 2016/02/16 01:32:01
Windows Defender isn't detecting anything for me. I just updated the definitions now and am running the latest windows 10.
Would you mind uploading that dll somewhere, or the whole .zip that is being flagged? I'd be curious to see if it has been tampered with or is binary identical to what it should be.
Opus...
#1877 posted by Spike on 2016/02/16 01:37:35
microsoft's virus scanner spuriously detecting false positives in software that uses technology that might be a competitor to their voip product? who'd have thought it!...
Adware Is As Bad As Cancer.
#1878 posted by mfx on 2016/02/16 01:57:17
Once they started this, they prepared their demise. In my view.
Ericw
#1879 posted by Kinn on 2016/02/16 09:22:33
Windows defender removes it so I don't have it to hand but the file that this link downloads has the "trojan" apparently:
https://sourceforge.net/projects/quakespasm/files/Windows/quakespasm-0.91.0_win64.zip/download
|