A Misunderstanding On Your Part
#171 posted by negke on 2012/01/30 14:55:48
What you tried was to enter command line switches (with - and +) in the console, which of course doesn't work. They are supposed to be used when launching the engine. Gamedir and map can we changed in the console, but heapsize cannot.
I don't know how it works on OSX, but usually you would open an execute prompt in the OS and run the game with the command line "quakespasm.exe -heapsize 128000 -game drake290111 +map arcstart". May not be called .exe there but you'll get the idea.
#172 posted by Spirit on 2012/01/30 15:06:23
oooooh, did you paste to the launcher box including the quotes? that might explain it.
this should work:
-game drake290111 +map arcstart
-game is a special command line parameter. originally you could not select the game (mod) to load when quake was already running. only later some engines added support for using "game xyz" in the console. "map" on the other hand is a command. you can pass commands to an engine on startup with a + while in the console you just type their string.
please never ever use mods/packs that alter your id1. you'll end up with problems and in many cases you will play some fancy bling-bling that does not have much to do with the original game. you might experience maps and mods much different from how they were intended to be.
Oh Right
#173 posted by negke on 2012/01/30 15:15:41
I didn't realize this was about the Quake Injector.
Neggers
I think it isn't. But on OS X, QuakeSpasm has a fancy launcher that allows you to enter the command line parameters and set the resolution.
#175 posted by Spirit on 2012/01/30 16:21:36
It is not about the Quake Injector. drake is not installable through it. I should probably fix that but then there would be a mod in the map listing, oh the horrors, oh the possibilities of hatred!
Sorted!
#176 posted by @ Spirit on 2012/01/30 16:38:15
Hi Hannes,
-game drake290111 +map arcstart has worked like a charm!
it now skips the main Quake screen and takes me straight to the Arcanum intro map.
Many thanks, all!
Baz.
#177 posted by Spirit on 2012/01/30 16:45:43
Sweet! Then it were the quotes. I should have thought of that. Have fun!
@ Spirit
#178 posted by peter tron on 2012/01/30 16:58:44
I suppose these are are all little things that could be added to the FAQ on the main Quad site, so newcomers don't suffer psychotic breaks trying to figure out things they've never had any experience with!
Cool
Have fun, and if you find any bugs related to QuakeSpasm, post them here!
Plenty 'o' Fun!
#180 posted by peter tron on 2012/01/30 19:04:46
I'm lovin' it!
Nice intro with the axe wielding zombie stuff, nice touch.
I was discussing having ogg files being triggered by certain maps in Quake, and if I understand correctly, you can have a completely unique track to be mapped for all 32 maps in Quake.
It seems that every map is binded to a certain audio track (10 track, 2 to 11).
e1m1 always triggers "8" in the cdtracks folder
e1m2 always triggers "6".
I have opened up e1m1's .ent file and changed the number from "sounds" "8" to, say, "sounds" "2", but it never triggers the track02 file in the cdtracks folder.
Any ideas?
#181 posted by Spirit on 2012/01/30 20:18:40
Quakespasm does not support .ent files.
Actually ...
#182 posted by Baker on 2012/01/30 20:46:48
0.85.5 ..... Added support for loading external entity files, controlled by new cvar 'external_ents'
My Mistake!
#183 posted by peter tron on 2012/01/31 05:57:27
Sorry Hannes,
I meant to say this is when I am running Quake with DP.
Can Quakespasm handle more than 10 custom audio tracks?
#184 posted by szo on 2012/01/31 22:41:33
> Can Quakespasm handle more than 10 custom audio tracks?
I don't think that any engine would have any such limitation. So yes, quakespasm plays map-dictated music, be that track2 or track22 or whatever, as long as your disc possess that track or you have a proper rip of it.
Cdtracks Folder
#185 posted by peter tron on 2012/01/31 23:24:01
Really?
It's just that whenever I have tried to make e1m1's .ent file trigger track02 in the cdtracks folder, it never works. it always triggers track06.
The .ent file is written as "sounds" "6", so I have tried to change the "6" to a "2", so it should trigger track02. but it still keeps triggering track06 ("6").
Is it something to do with my .ent files map files?
I'm finding this really hard to solve.
Extern_ents Cvar?
#186 posted by Baker on 2012/02/01 00:06:13
Do you have this set to 1 *BEFORE* you load your map?
If not, Quakespasm will not be loading an external ent file at all. You should change the map name for E1M1 to something like "My Slipgate Complex" to prove to yourself visually that the external ent file you made is being loaded.
I guess I am saying, you are saying the problem is soundtracks but do you have conclusive proof your external ent files are loading at all?
My Mistake!
#187 posted by peter tron on 2012/02/01 00:36:19
Hey Baker,
I went slightly off-topic (being a Quakespasm forum!).
The .ent file/cdtrack/audio file issue was something that has been plaguing me with Dark Places.
Obviously I don't wish to start a long discussion here about DP, but if you could point me in the right direction of advise me, that would be great!
Baz.
No Problem But ...
#188 posted by Baker on 2012/02/01 00:43:54
You'll need to ask in another thread. This is already confusing the hell out of several people including me by posting a DP question in a Quakespasm engine thread.
Point Taken..
#189 posted by peter tron on 2012/02/01 01:51:45
Obviously I do not wish to 'confuse the hell' out of anyone, as that would be malicious! lol!
I think it's just a testimony to how confused I'm getting with different "engines"/"mods"/".ent's"/"bsp's"/console commands" etc etc.
We were all "new" to this world, at some stage.
I'm sure i'll get to figure it all out in time!
BR.
Baz.
On A Brighter & Less 'confusing' Note..
#190 posted by peter tron on 2012/02/01 02:08:20
Quakespasm is working nicely with the quaddicted 'Arcanum' map.
No obvious bugs to report!
With the knowledge I learned from others earlier in this thread, I managed to get the 'Quoth' Quaddicted user map up and running.
I'm happy to say this is working fine so far with my Mac.
These maps will keep me busy for a while.
After that, I will come bck and ask for advice on installing the '5rivers' & 'Nehahra' maps.
I have attempted a quite a few launches with the above user maps using QS, but no dice.
Nehahra looks slightly more complex than 5rivers.
It may sound simple to some, but for newcomers, this world of mods & engines can be quite bewildering..trust me!
#191 posted by Spirit on 2012/02/01 14:13:02
oh yes! that's why we have the Quake Injector. you just need to have java installed. openjdk works from what I know. downside is that it is only maps, and mods that stay fairly close to the original Quake, well, if you consider that a downside. Drake is currently not included which is why arcanum is not supported either.
I am not sure how to best structurise a console/parameter guide, especially since my most beloved engine has not yet been publicly released. if someone wants to write one quaddicted is open for you. Quakespasm and DirectQ are currently the "supported" engines.
Sounds Lke A Good Idea
#192 posted by peter tron on 2012/02/01 19:30:13
I won't be able to use it. I can't upgrade to Java 6 on my 10,5,8 Mac, I only have Java 5.
Is there an older version of QI that would work on Java 5?
Are you saying I should write up a tutorial/walkthrough that can help Mac newcomers understand how to install maps?
I could do that based on my experience.
Sounds like a cool idea!
Givin' back some love!!
Zerstörer Problem
#193 posted by peter tron on 2012/02/06 06:12:49
I received this shocking message when trying to install Zerstörer:
"You must have the registered version to use modified games"
I say shocking, as I have the official PAK files.
I am sure that I have the correct folder structure for this type of mod installation:
Zerstörer (this is the main root folder sitting on my desktop).
Inside it:
1 x ID1 folder (with the PAK0.PAK & PAK1.PAK files)
1 x Quakespasm engine
1 x zer folder
This is standard manual installation, as far as I know.
I found the 'Zerstörer' 1.1 patch files, and replaced the 'PROGS.DAT'& 'QWPROGS.DAT' files with the new lower-case ones from the patch.
Still nothing.
It still thinks the correct ID1 PAK isn't there.
I have 17 Quaddicted mods & maps all working fine, so I know that there is nothing wrong with my PAKs.
I heard that Mac/Linux are case-sensitive operating systems, and most of the files in the 'zer' folder are in higher case. Is this the problem?
I tried renaming them all in lower-case, but still no go.
I even tried placing the ID1 folder inside the 'zer' folder (which breaks with the convention of all the other 17 mods I have successfully installed).
I'm completely out of ideas!
Any advice?
Cheers!
Baz.
Peter
#194 posted by Baker on 2012/02/06 07:26:57
Please check the thread at QuakeOne you did on Mac OS X Quake.
I'll help you to the final resolution of your problem AND I probably already posted what you needed in the last post in that thread that I don't believe you saw (it was like just a couple of days ago.
Plus it'll keep what is really a mod installation issue not related to Quakespasm out of this thread.
Quakespasm is a pretty awesome engine and it is really nice to see it let people on non-Windows platforms experience "true single player Quake" the way it is meant to be played.
Baker:
#195 posted by peter tron on 2012/02/06 15:34:55
I should have used the Quaddicted forum, in retrospect.
Trust me, i'm gradually getting there!
I did see your post, and I did reply. I have been using that formula flawlessly for the last 17 mods I got from Quaddicted.
I'll continue this over @ the DP OS x thread.
Cheers!
Baz.
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