#2192 posted by Joel B on 2018/05/23 22:12:48
Are you sure you are using the most recent version of Mark V?
#2193 posted by Baker on 2018/05/23 22:23:00
There's no way current Mark V would install/unpack qump to anything except its own folder.
Johnny Law and I used qump as one of the test subjects for getting the install unpack perfected.
#2194 posted by Gunter on 2018/05/23 23:59:02
Ah, you're right about that; I have a separate test folder and didn't copy the today's newest Mark V there before testing. I was using 1.98.
I'm testing again with 1.99 annnd... it installed correctly to a qump folder.
Johnny, since you are familliar with a lot of the map packs, do you know of any others besides the 4 I mentioned that come with OGG soundtracks?
#2195 posted by Gunter on 2018/05/24 00:16:06
Quick comment -- I wanted to look at qump's skyboxes on the original start map. Of course, qump includes its own start.bsp, meaning it overrides the usual start.bsp (as it should).
Then I went to the Levels menu and scrolled down past Qump's "Start - Between Worlds" map, all the way to the bottom section for "Original Quake Levels," hoping Mark V would know to use the start.bsp located in the pack file if I selected it from the "Original Levels" list... but... it doesn't, and qump's start.bsp still runs.
How about forcing it to use the original levels from the pak file if they are specifically selected from that section of the Levels menu? Is that possible?
#2196 posted by Baker on 2018/05/24 00:31:51
Thinks: I wonder if this same topic "over and over and over and over spam" reaches the point where moderator assistance becomes necessary? I sure hope not.
#2197 posted by Gunter on 2018/05/24 18:43:59
I wonder if moderators will start taking action on all the passive-aggressive posts on this site? I sure hope not, even though a lot of people around here are [edited by moderator]
#2195
#2198 posted by mankrip on 2018/05/24 20:03:45
Good catch.
What you want is possible as long as the unpacked maps are in a different gamedir (qump/maps) while the original Quake packs remains in id1.
Start the pack with -game qump, and type map ../../id1/maps/start in the console.
When running mods, it would be wise for the maps menu to add this relative path to the original maps' names.
[edited By Moderator] No Offence
#2199 posted by spy on 2018/05/24 20:12:47
i don't get that fancy shit, like automatically extraction to that given folder, the peeps are too lazy nowadays
just download the hotdamned archive, and extract it according the readme file
Manually*
#2200 posted by spy on 2018/05/24 20:13:51
#2201 posted by mankrip on 2018/05/24 20:20:22
About the "OGG drains too much battery" issue, that can be perfectly worked around by making the engine transcode the OGG files to MP3 and saving the resulting MP3 files to the storage flash/disk drive during engine bootup. This way, when the game wants to play music the MP3 files will be there.
Optionally, the OGG files could be automatically deleted after the MP3 files are saved, to conserve storage space. I'd leave such an option turned off by default, though.
@spy
#2202 posted by Baker on 2018/05/24 21:50:50
It's true. Few people will use the install command.
It's a stepping stone to full blown built-in "Quake Injector".
At this point is only needs a nice user interface inside the engine.
I want it to be very sophisticated like the Quake Injector, but I also want it to look nice and Quakey in the engine.
Maybe next "development season" I'll talk with Johnny Law and get his thoughts.
I would also kind like of like to enhance the frogbot support to offer some way of setting up the frogbots nice and easy in the engine. (Maybe "development season".)
/Next time things
<--- There He Goes!
#2203 posted by Baker on 2018/05/24 22:02:49
Ended up doing a final revision for redfield especially because the map uses alpha masked models (I like alpha masked models and want them to be used in Quake).
I'll be back sometime before Christmas and do split screen for sure and I'll probably check the thread every few weeks in read-only mode.
/Back around Christmas, I imagine.
Baker
#2204 posted by spy on 2018/05/24 22:15:26
I would also kind like of like to enhance the frogbot support to offer some way of setting up the frogbots nice and easy in the engine. (Maybe "development season".)
Wow, sounds nice!
There He Goes
#2205 posted by Qmaster on 2018/05/24 22:31:55
Or so he said last time. We'll see....
#2206 posted by Gunter on 2018/05/24 23:51:43
@mankrip, nice, that would be a really clever way to "support" OGGs on systems such as Android that can't play OGG natively. Though I'm not sure how much of a delay might occur the first time the transcoding occurred. And it wouldn't help in my situation, as I would be right back where I started, with MP3. But still, that would be a clever workaround to allow maximum compatibility for soundtracks on all platforms.
@Baker
I've got a pretty thick skin so I can handle being called a "dumbf*ck." But I have never run Quake on Linux and have not tested Mark V on anything but Win7.
As far as the install command. I plan on covering that in the upcoming Mark V video. I love that feature and anything that will make it easier for people to play my maps is welcome. It's not laziness IMO. There are too many alternatives for people's attention.
#2208 posted by Gunter on 2018/05/25 01:43:08
Mistaken identity. There's actually an FvF player called Dr.DUMBFUCK who I told to come here and report his Linux issue, heh. #2137
But I guess you could be Dr. Dumptruck!
#2209 posted by mankrip on 2018/05/25 02:50:38
it wouldn't help in my situation, as I would be right back where I started, with MP3.
Then I don't see what's the problem. I don't pay attention to most posts.
#2210 posted by Gunter on 2018/05/25 03:02:06
Shortest version: on my WinXP netbook, loading an MP3 causes Mark V to completely freeze up for up to 20 seconds, but an OGG file of the same track loads in 1 second or less.
#2211 posted by mankrip on 2018/05/25 04:07:54
Then the MP3 playback needs fixing.
@Gunter
I've been following the thread and didn't notice that name. LOL
Mark V And Xinput
#2213 posted by Joel B on 2018/05/25 04:46:29
Baker, here's a note for your next session. :-)
Sometimes I play Quake through Steam in-home streaming. My controller in that case is a Steam controller that presents as an Xinput joystick + buttons. This works with Quakespasm, but not with the latest Mark V (even with the -joystick option specified).
The console says:
joystick not found — invalid joystick capabilities (6)
Reading back through some previous posts I can’t quite tell if I should have expected this to work or not. So, FYI.
Cool Stuff
#2214 posted by Redfield on 2018/05/25 07:31:14
Thanks for putting out that new release Baker. You are da boss. My map should be out with the release of the upcoming mapjam.
#2213
Yeah, I still have issues too. I still have to physically unplug my other controller (whether set to dinput or xinput) just to get Mark V to recognise my XBone controller. I, too, was unclear if these issues were addressed or deferred... I'm not the brightest bulb on the Christmas tree so it's nice to see I'm not the only one a little confused here. :)
[edited By Moderator] Not Sure If This A Bug, But
#2216 posted by spy on 2018/05/25 16:59:10
Let's say i'm running a background streaming video in my browser
i run MV, and in that case, the fps are locking at 60
i terminate the streaming video, the fps are upping to their max
i'm still cannot figure this shite
|