Quakespasm Spiked Help
#31761 posted by
Drew on 2020/12/03 04:18:00
I'm old and feeble and confused.
Got new semi-decent laptop capable of playing some maps and also Microsoft Excel so quite excited to play quake agian.
Installed quakespasm spiked as it's apparently gold stnadard. Trying to play DU2. installed as per usual but map not found. game is id1;du2.
Not sure when semi-colons got involved or how to avoid them; I'm not entirely comfortable with their use in grammatical or gaming scenarios
ID1 Maps Not Found Either
#31762 posted by
Drew on 2020/12/03 04:40:13
I just put the thing in the quake folder as per typical install
old skool GLquake works fine
#31759 / #31760
#31764 posted by anonymous user on 2020/12/05 20:01:21
Same question about KMQ2 - no idea what benefits would the following feature actually provide:
-Added basegame3 cvar to load data from up to 3 other other mods. Works in conjunction with basegame and basegame2, which must be set first.
^does this only apply to a mods folder resources like sounds/textures/models and thats all?
#31765 posted by
Joel B on 2020/12/06 01:03:00
It generally lets you replace/override any file that would be loaded from a folder.
In practice IMO there's two general reasons to want to be able to activate multiple mod folders.
* To play a map that goes with a mod (but was released separately from the mod).
* To override/replace media from a mod, like textures or sounds.
Of course you can do these things by dumping files into the original mod folder, but it can be a lot cleaner in various ways if you put the "new stuff" in its own separate folder rather than polluting the original mod folder.
For example this is why it is nice and easy to deal with Quoth maps these days (in Quake 1), since any modern/maintained singleplayer Quake engine supports the dedicated "-quoth" argument that lets you activate the quoth folder along with whatever other folder you want (that has a map release in it).
If you want to do this generally for any set of mod folders though, then you can't keep adding specialized hardcoded arguments like "-quoth". Quake engines like QSS, vkQuake, FTE, and DarkPlaces give you a generic way to activate a set of folders. And KMQ2 does as well, although using a different syntax.
Genetic Algorithms In Strafe Jumping
MIssion64 - A Quake2 For N64 Remake Mod Was Released Today
#31769 posted by AnonymousCoward on 2020/12/21 17:05:58
AnonymousCoward:
#31770 posted by
metlslime on 2020/12/21 17:19:07
That link didn’t work for me.
Ogre Nosewear
Messing around with some Ogre skins and it dawned on me that in the Rogue version the second skin for h_ogre.mdl has a nose ring. The second body skin has no nose ring.
I wonder if anyone made an edited skin or knows the story behind this quirk?
Q1 Test Ogre.
#31773 posted by
madfox on 2020/12/24 12:45:16
I think that goes back to the first screenshots of the Q1Test Ogre. On the scrambled screenshots it looks as if it had a quirky nose.
The discussion ended like... do vomits have eyes?
Merry Christmas
#31774 posted by
SleepwalkR on 2020/12/24 22:53:14
I hope everyone is having a good time despite everything. Even though it was a shit year overall, you lot kept the scene going and released a record number of maps. I‘m happy to be a part of this community and to be contributing a small part to keeping it going. Let‘s all hope that 2021 will be a better year, especially for those who were hit the hardest.
Merry Christmas
#31775 posted by
metlslime on 2020/12/24 22:57:39
I just came in to say, yesterday was the 18th birthday of func. And also, merry Christmas!
Also want to give a big thanks to Sleepwalkr for hosting func in the more recent years plus additional tech support he has provided for the site.
Happy Func_mas!!
#31777 posted by
Shambler on 2020/12/25 21:19:36
Big up to metl, sleepl, and everyone who participates :)
Speed Mapping Vanilla Progs
Has anyone created a progs specifically for speedmaps? Simple things like fixing kill count, Shambler collision and other bugfixes? I'm thinking about doing this.
I know traditionally, dropping maps into id1/maps was the SOP but I always make a mod folder for SM releases. Users could back up the standard progs if they prefer that method.
Dumptruck:
#31783 posted by
metlslime on 2021/01/15 18:42:44
There is the "Ultimate Regular Quake Patch" which is supposed to be a good replacement for the id1 progs, fixing things like fish count and megahealth double-rot speed etc, without changing any gameplay.
https://www.quake-info-pool.net/files/addons/
@metlslime
Cool. I was aware of this one but it adds quite a bit with bots and skins etc. I'll mess around with it and see if it's a good candidate for speed mapping.
Anyone know why fimg and Wally refuse to open my gfx.wad?
Fimg returns an "invalid extension" error, Wally attempts to load the thing but all items within are grayed out.