#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.
#196 posted by negke on 2012/02/06 23:39:31
I wish QS would stop spamming the console with all the "FindFile: blahblag.pcx" messages.
#197 posted by necros on 2012/02/07 00:31:50
yeah what is that?? if it's just looking for external images, it should be putting out errors unless there IS an image in the first place.
#198 posted by necros on 2012/02/07 00:32:09
it shouldn't be
Vsync
#199 posted by peter tron on 2012/02/07 02:28:08
I was wondering how to enable vsync.
I've been looking around, but nothing comes up ('vid_wait' or 'vid_wait_override') are commands I have seen, but they are nor clear enough for me to understand..
Any ideas?
Cheers!
Baz.
#200 posted by necros on 2012/02/07 02:30:38
in the windows version, it's in the video options menu.
Vid_vsync
#201 posted by mh on 2012/02/07 03:45:18
But beware - some gfx cards on some platforms don't support app controlled vsync under OpenGL and expect you to set it via their control panel.
Vsync
#202 posted by Baker on 2012/02/07 04:36:24
Quakespasm is detecting vsync capability because it probably checking for that GL_swap_control extension, but needs to check for GL_ARB_sync for the Mac at least with the modern Macbook Pros
[That's kind of a fiasco and not fair to the developer. There shouldn't be several different ways to detect sync capability. On Windows even sometimes you have to check WGL extensions instead of the GL extensions. That's just wrong.]
Vsync
#203 posted by peter tron on 2012/02/07 04:42:00
Well, whenever I run a user mod/map in QS, the Quake video options menu lists vsync as 'n/a'.
Is there away to enable it?
No.
#204 posted by Baker on 2012/02/07 05:06:39
Not without the developers making a change to Quakespasm.
VSync Continued
#205 posted by Baker on 2012/02/07 07:17:00
GL_ARB_sync is not related to vsync. Apparently that is something else (sync multiple GPUs).
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