#30281 posted by most stupid camel on 2018/05/30 01:33:11
That's the one, thanks mankrip
#30282 posted by most stupid camel on 2018/05/30 01:48:02
Hmmmm, doesn't work. Seems to be trying to load quick.sav which doesn't exist.
#30283 posted by mankrip on 2018/05/30 02:47:28
Put a "wait;" command between both commands, it should work.
Also, it will only work when you open the save menu by pressing F2. It won't work when the save menu is opened from the main menu.
#30284 posted by most stupid camel on 2018/05/30 02:58:43
It keeps accessing quick.sav
I'm using QuakeSpasm 0.93
#30285 posted by ericw on 2018/05/30 04:16:01
bind F2 "save quick;menu_save"
works for me in Quakespasm.
Do any Quake engines have a command for "load the most recent save"? I don't know of any.
#30286 posted by most stupid camel on 2018/05/30 06:49:25
yes that works, thanks ericw and mankrip.
What's The Difference Between That
#30287 posted by Qmaster on 2018/05/30 20:36:48
And just hitting F6 to quicksave, then F9 to quick load?
#30288 posted by mankrip on 2018/05/31 01:34:34
The difference is minimal, but if it doesn't hurt anything, there's no need to be against it.
The savegame subsystem in Quake is something that could be vastly improved, in both usability and robustness. But most people don't care.
@Qmaster
#30289 posted by most stupid camel on 2018/05/31 01:52:30
Not a whole lot, just thought there was a way to "quickload" most recent save by hitting fire instead of F9. By default when you die, hitting fire loads the start of the level. Would be nice if this loaded the last hard save as I don't use F6/F9. Habit :)
@kinn
#30290 posted by spy on 2018/05/31 20:08:21
any news on your map pak
MRW When Reading Post #30290
#30291 posted by Kinn on 2018/05/31 23:00:53
Ok Normal Answer
#30292 posted by Kinn on 2018/05/31 23:14:37
I'm just sort of building stuff with the idea of it all being part of some full-length adventure game using modern quake engine tech, not really quake levels.
No imminent release date I'm afraid :}
#30293 posted by negke on 2018/06/01 12:08:47
After the Wikia debacle and other transgressions, you'll have to release a Quake version to appease the Quake gods (Vondur)!
Funny You Should Say That
#30294 posted by Kinn on 2018/06/01 12:25:57
I was always aware that the chances of such a project going tits up are pretty high, so I am deliberately designing all the content in such a way so that if the aforementioned tits were to assume a vertical trajectory, then most of the stuff can be minimally reworked and released as Quake content without everything being lost.
Thanks
#30295 posted by spy on 2018/06/01 19:29:38
No imminent release date I'm afraid :}
gotta wait, anyway
@Kinn
#30296 posted by Qmaster on 2018/06/02 03:32:57
I suppose it depends on if your project is a cow or a woman.
Either way, finish someday.
#30297
#30298 posted by mfx on 2018/06/04 08:53:14
Spam.
Is There A Tan/desert Version Of Ikwhite (Avanipaala) Or Ikblue Wad?
#30299 posted by Qmaster on 2018/06/06 03:52:16
I Remember
#30300 posted by Cocerello on 2018/06/07 16:12:53
seeing some screenshots of a cream colour like map, but donĀ“t remember if it was coloured lighting or not or if it was released.
It the colour is more subtle you could go just with coloured lighting. The effect is good, just check the exterior of my jam 2 map.
Ya, Ikwhite Plus Coloured Might Be The Best Bet.....
#30301 posted by Qmaster on 2018/06/07 22:16:26
Or I'll tan-ify it and make an iktan.wad for those desert persian arabic palaces.
#30302 posted by metlslime on 2018/06/07 23:15:07
eventually IKBlue will be converted to all colors in the quake palette. IKPurple, IKGrey, IKFullbrightRow...
Hexen2 Engine Supports
#30303 posted by spy on 2018/06/08 06:11:33
up to two progs.dat files simultaneously, is it possible to modify Q engine to make it support a multiple progs.dat files
progs.dat
progs2.dat
progs3.dat etc
IK Colours
#30304 posted by Cocerello on 2018/06/08 07:16:00
How hard is to make an IK red? And more importantly, how hard is to make the same change in all the textures so they stay coherent? I always wanted to learn to make textures and this seems like it could be an easy thing to try, but would like to know in advance.
#30303
#30305 posted by Spike on 2018/06/08 07:40:21
hexen2's maplist.txt file gives a mapname->datname lookup. This particular mechanism sucks on account of conflicts over which version of the maplist.txt file to use (as FTE can run hexen2, it also supports this feature with quake, but don't expect any other quake engine to also support it).
Its more normal for engines to have some cvar to control which .dat to use, typically named sv_progs if it exists, but could have some other name.
This also sucks. A series of maps that need a specific .dat will need the qc to figure out which one is meant to be used and thereby switch accordingly using map restarts or some other ugly mechanism.
It would be better if the engine were to figure it out based on some worldspawn field, but then which one takes precidence - the field or the cvar?
but seriously, why exactly do you want multiple dats? are you having issues with the max_regs limit of 65536? its worth noting that once hexen2's hcc compiler started optimising things properly, they ditched the whole progs2 thing with their mission pack, for good reason.
If you're after mutators/addons or some such, then FTE does support those, but the vanilla gamecode has conditionals for things in unrelated areas - for instance making a new monster is far more messy than it should be if only due to ClientObiturary using hardcoded strings for when said 'non-existant' monster kills you. I'm sure you can see the problem. You can add in all sorts of hacks to wrap functions etc, but frankly its not really worth it.
Note that fteqcc's #merge feature allows wrapping an existing mod in a similar way, and without needing any engine changes. This gives a way to still quickly adapt many mods and to do so in a slightly more robust way (as your users won't inadvertantly end up trying to apply your mutator to eg quakerally).
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