Ok
#29482 posted by sevin on 2017/08/04 00:26:13
So you have games/quake, games/quake1, games/quake2 or something for your Mark_V versions with full installs inside? Including all your mods? That's pretty crazy. I'm sure there's a more elegant way that wouldn't need so much redundancy.
Pretty Much
I used to throw em all into a single folder but it kind of screws up your configs after a while.
I'm sure there is a much better way to do it, probably something to do with .bat files perhaps.
Well
#29484 posted by sevin on 2017/08/04 00:34:10
I'll wait for some more input then :)
@sevin
I feel your pain for sure. Have you tried using Simple Quake Launcher tho? My Quake directory is at least 4Gbs maybe more. But I have not had to look at it in a while. With SQL you can choose engine, game (Quake, Quoth, Hipnotic etc) then game directory, map and skill level and then command line switches. It's helpful.
Now this won't completely solve your problem and I am seriously considering the same thing you are talking about BUT SQL has made things much easier to launch and switch back and forth between engines. MarkV does mess up your config but I just save mine to a custom and exec from there. There are only 2 drawbacks: it defaults the gametype alphabetically so I have to change 1000 to id1 etc. and it takes a while to load becuase it scans your Quake directory on launch.
I really like it a lot. Give it a shot.
screenshot
Download
Dumptruck
#29486 posted by sevin on 2017/08/04 01:24:13
I've had that for awhile, never really used it. I'll check it out again, thanks.
@sevin
#29487 posted by Spike on 2017/08/04 01:51:34
if its just dll conflicts (eg: 32bit vs 64bit), you can shove well-behaved engines and their dlls in some subdirectory and start them up with '-basedir ..' or equivelent
best thing to do about configs (other than smashing the developer's doors down with a sledgehammer) is to just make them read-only, and then nothing can corrupt them when you least expect it. you can use +exec for engine-specific settings, if you need them.
Fifth
#29488 posted by Qmaster on 2017/08/05 04:02:44
Winquake? Heck if a dev just added an option to disable frame interpolation what else would be different in Quakespasm?
#29476 Dumptruck
#29489 posted by Mugwump on 2017/08/05 04:57:42
I'm throwing a wild guess here but maybe if you set host_maxfps to 60 it would prevent the issues you had? I think it's set to 72 by default in QS.
Rejoice In The Findings Of The Colonthree Here!
#29491 posted by quakeulf on 2017/08/05 17:18:04
:3
Vorelings As Pets
#29492 posted by Barnak on 2017/08/05 17:50:17
I love these little bastards ! They're the most funny beasts of Quake, and I want one as a pet !
https://www.hostingpics.net/viewer.php?id=153060vorelings.jpg
Would be great to play a map designed only for them, with one thousands of these mosquitoes.
Is there a command in Quake to change all monsters to a given type ? I don't think so, but it could be cool to experiment with.
Geez they're so cute !
Dumptruck
#29493 posted by sevin on 2017/08/05 23:35:02
The engines list shows the admod engine, quakespasm sdl32 and Winquake. The rest I do not recognize. It does not show my QSS engine. How do I set the thing up to find more engines?
https://puu.sh/x2yTg/1dc2d3ece9.png
Appendix
#29494 posted by sevin on 2017/08/05 23:36:19
quakespasm-sdl2* and I do recognize Glquake of course.
Quake Champions EU Quakecon Qualifiers
#29495 posted by anonymous user on 2017/08/06 10:16:43
Recording Demo's
#29496 posted by damage_inc on 2017/08/06 11:01:28
Is there a way, keybind/alias etc, when trying to record a demo to just have it tied to the quickload(F9) key and start recording again incrementing the demo's name?
I don't play all that great and I'd like to record some demos, like many here do, but damn man... it just breaks immersion for me when I have to quickload but drop to the console and get the recording going again making sure I don't overwrite the previous one.
Don't mean to whine but after several attempts of trying to get OTP's Jam9 map finished I m just frustrated with the process.
How is everyone else doing it?
Not Really.
#29497 posted by negke on 2017/08/06 12:18:50
You could make an alias script, but the problem is you need to record to a new file everytime and I don't think that's possible to implement.
Alternatively, you could play on coop mode with only one player where you simply respawn after dying while the demo keeps recording. Not ideal, though, because you still couldn't quickload, and it might cause problems for progression if the map doesn't take coop play into account - locked doors and other showstoppers.
Optimal solution: skip OTP's map! B)
#29498 posted by damage_inc on 2017/08/06 13:07:08
Yeah, I just bound multiple keys(6, 7, 8, 9, 0) for recording, so it's a quick F9 and the one of those in succession. Worked well enough.
Preach
#29499 posted by negke on 2017/08/06 13:51:20
There's been some confusion about the Quoth 2.2 release - patch vs full release, one of them possibly having (had) an old version of pak2.pak inside. On your site, the paks in both zips have different datestamps. Can you please give a definite answer what is what and how/if the corresponding zips on Quaddicted need to be replaced?
@sevin
I think SQL only looks in your Quake directory for the game engines all of mine show up - Fiztquake etc. I notice you have vQuake! That's the first HW accelerated Quake for the Verite V1000 card.
Dumptruck
#29501 posted by sevin on 2017/08/06 20:52:09
I guess I just have whatever comes with the Steam release, plus admod and QS. I'd like to come up with another solution to the organization problem, SQLauncher just sorts through all the junk a little better. I don't want all the junk.
Patch Version
#29502 posted by Preach on 2017/08/06 21:49:55
I downloaded the patch and the full versions, extacted pak2.pak from each, and then the progs.dat file from each copy. After checking the both the progs files and the paks themselves with a binary comparison tool, I am happy to share that the files are byte for byte identical across the patch and the full version, and it doesn't matter which one you use. The datestamp isn't a reliable indicator, because it's generated from the zip file metadata and doesn't necessarily correspond to the creation date of the actual file.
Checksum
#29503 posted by Preach on 2017/08/06 21:55:36
The SHA1 checksum for a current copy of pak2.pak is
e3 57 e0 b2 b7 87 03 e2 eb b3 2a b8 22 91 1b 77 c4 b0 a3 7a
That's the most reliable way to check the integrity.
Also Dumptruck
#29504 posted by sevin on 2017/08/06 22:00:34
Overwrote my base Quake engine (the loose engine files in the Quake folder + Winquake) with QS 0.92.1. Downloaded a fresh copy of QSS and dropped the folder in root Quake. SQLauncher won't read the QSS engine, only admod. What gives?
No Need To Vis Our Maps Anymore
#29505 posted by killpixel on 2017/08/06 22:20:55
Primitive Discarding in Vega
On a serious note, it would be awesome to have compilers with results that are this precise. I can't speak for q1 maps, but creating optimized q3 maps (and source apparently) requires quite a bit of TLC (caulk hulls, hints, area portal, detail, etc). It seems you pretty much have to consider the vis process from the very beginning and build accordingly so that by the end you've essentially vis'd the whole thing manually. I'm still a noob so I could be making it sound more labor intensive than it needs to be. Practically speaking, you'll get very good mileage out of a few well placed hints and area portals, but for really well optimized/vis'd maps you should consider vis on a per-face basis right from the beginning.
#29506 posted by metlslime on 2017/08/07 01:06:57
vis rejects things that are occluded by other geometry, the tech they are talking about in the video seems to reject things that are out of the view frustum, or backfacing, or really tiny. Quake engines already take care of frustum culling and backface culling even on unvised maps. So that's separate from what vis has to offer.
In theory, we could use hardware occlusion queries to reduce the need for vis, but i'm not sure if any quake engine uses that or if it's even practical to do it without hand-authored occlusion volumes.
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