 Umm, Sorry For Double-posting   
		#9 posted by  Mugwump on 2017/06/17 22:59:21  
		but this question only occurred to me after I posted the previous reply: and what about possible future evolutions of standard QSS? Would Spike merge your tweaks with his version?  
	 
		
		 Linux?   
		
		Will a version of the modified engine for Linux be released?  
	 
		
		 Linux   
		#11 posted by  ericw on 2017/06/18 00:46:51  
		Sorry, no binaries at the moment, if you want to try compiling from source:
  
 http://www.simonoc.com/files/ad/quakespasm-0.92.2-admod-source.zip
 
 run  make USE_SDL2=1 from the quakespasm/Quake subdirectory to build. You'll need dev packages for libsdl2, libmad, libvorbis installed from your distro's package manager.   
	 
		
		 Perfect   
		
		Compiled without any issues. Are there any new features in this version I could poke at? When I looked up Quakespasm-spike I saw mention of decals, rain and some other features.  
	 
		
		 Going To Be Playing Through This In 5 - 6 Hours   
		#13 posted by  ionous on 2017/06/18 05:12:47  
		
	 
		
		 My Quakespasm Install Is Fucked Up Now   
		
		Wonderful.  
	 
		
		 Re-installed QS Over The New Stuff   
		
		Not worth messing up my Quake directory (QS) for one map.  
	 
		
		 Sorry!   
		#16 posted by Giftmacher on 2017/06/18 08:31:34 
		I forgot to mention you can put the new engine in its own directory, like quake/qss. A couple of things ->
  
  1. Put all new engine files in quake/qss
  2. Copy the quakespasm.pak from that folder and replace the one you have in your quake root folder
  3. Make shortcuts to the new engine exes, go to preferences on these shortcuts and make sure they are running/starting from your quake root folder and not quake/qss.
  
  Sorry if this was not clear,  
	 
		
		
		#17 posted by  ericw on 2017/06/18 08:45:17  
		Did you possibly have the 64-bit version of QS installed? That would break when the new engine was extracted on top, yeah, as it and the dll's are 32-bit :(
  
 I did check that the standard "Windows (32-bit)" build of QS (from  http://quakespasm.sourceforge.net/download.htm ) and the ad_sepulcher ones can coexist in the same directory.
  Sorry about this..   
	 
		
		 Is There Any Way   
		#18 posted by  spy on 2017/06/18 10:50:00  
		to disable shellcases  
	 
		
		 Oh Btw   
		#19 posted by  spy on 2017/06/18 10:54:00  
		congrats on the release  
	 
		
		 @ Ericw   
		#20 posted by Icaro on 2017/06/18 11:46:50 
		ericw ... the OS version of QS are giving me the following error "You must have the registered version to use modified games", although the pak0 and pak1 in ID1 are taken from the original CD. No problem at all if I run the same in Windows.  
	 
		
		 Uploaded Ad_sepulcher To Quaketastic   
		
		Hope no-one minds. The speeds I was getting from Sock's website was like dial up ;)
  
 http://www.quaketastic.com/files/single_player/maps/ad_sepulcher.zip  
	 
		
		 Holy Fuck   
		#22 posted by  nitin on 2017/06/18 16:08:23  
		those screens!!!!  
	 
		
		
		#23 posted by  Joel B on 2017/06/18 18:29:24  
		Yeah this is amazing so far. Honestly the super-gigantic free-roaming Quake map is not my absolute favorite style, but I still am gobsmacked by the spooky expansive sense of place here.  
	 
		
		 #17   
		#24 posted by anonymous user on 2017/06/18 18:34:07 
		IIRC it was the 64bit version. Will check later today. But most likey that was it. Thx.  
	 
		
		 Installation Woes ?  Eric Please...   
		#25 posted by  Barnak on 2017/06/18 19:13:17  
		I'm not sure to understand the installation instructions, and I need to be certain to not make any mitsakes.
  
  I have my standard AD1.5 folder within my Quake folder.  Then after unzipping the ad_sepulcher (on my desktop), do I really overwrite all the subfolders in my AD1.5, with the folders of the same name from ad_sepulcher ?  If I do this, I'll lose many important files for AD1.5 (AFAIK), since there isn't the same number of files in those subfolders.
  
  Or do I have to overwrite the files inside each subfolder by hand, subfolder by subfolder, so I don't lose the other files in the AD1.5 subfolders ?
  
  The  QuakeSpasm-spike-admod works perfectly (until now), on my OS X Snow-Leopard system (old Mac-mini with 4GB ram only, and a crappy video card).  The new visual effects are very nice.
  
  I didn't see any rain yet.  Which maps are showing the new rain effect (if there's any) ?  Is there also some new reflection or other effects on water ?  
	 
		
		
		#26 posted by  Rick on 2017/06/18 19:23:21  
		Would it be simpler to just put this in its own unique folder? All you need to run Quake is an ID1 subfolder with PAK0.PAK and PAK1.PAK in there. Only a little over 50 MB of drive space is needed, which is a drop in the bucket these days. I have 4 or 5 different Quake folders just to keep things neat and cleanly separated.  
	 
		
		 MacOS Tips   
		#27 posted by  ericw on 2017/06/18 19:43:34  
		@Barnak unfortunately the macSO Finder can't patch the AD1.5 install with ad_sepulcher.
  
  The way to do it is on the command line. Open Terminal.app and enter:
  ditto ~/Desktop/ad_sepulcher ~/Desktop/quake/ad
  
  This assumes you have already extracted ad_sepulcher.zip on your desktop,and your AD1.5 install is in Desktop/quake/ad.
  
  This will copy everything in ad_sepulcher over the ad directory properly overwriting things.
  You can use tab completion when typing the two directories.
  
  btw you'll see the rain in ad_sepulcher.
  
  @icaro might be macOS's "gatekeeper path randomization" security feature. To defeat it you need to extract the engine zip in your Downloads folder, then drag the .app's out of the Downloads folder (e.g. to the desktop). If you don't do this the OS runs the application with a current directory of some hidden directory, so the engine is unable to find any pak files. Need to make QS detect this and explain the problem..  
	 
		
		 Eric   
		#28 posted by  Barnak on 2017/06/18 20:05:21  
		If I do the second way I described, would it do the same as what you described ?
  
  I already overwritten all the files from one sepulcher sub-folder to the same name sub-folder of AD1.5, by hand, and done the same for all the other sub-folders.
  
  Do I now have some useless files in my AD1.5 after done that ?
  
  Maybe the AD mode needs a full update, including sepulcher.  
	 
		
		
		#29 posted by  ericw on 2017/06/18 20:13:42  
		Yep, you should be fine. The "ditto" command would do the same thing as copying files from every subfolder by hand.  
	 
		
		 Thanks A Lot, Eric   
		#30 posted by  Barnak on 2017/06/18 20:31:05  
		But really, AD1.5 should be updated.
  
  I can't wait to see the new rain effect.
  
  Is there also new effects on water ?  
	 
		
		 But Really, AD1.5 Should Be Updated.   
		#31 posted by  spy on 2017/06/18 20:45:26  
		did you read the readme file by any chance?  
	 
		
		 That Read Me Is Too Long To Read All !   
		#32 posted by  Barnak on 2017/06/18 20:48:38  
		What are you refering to, in that file ?  It's 1000 pages of text !  
	 
		
		 Dammit   
		#33 posted by  spy on 2017/06/18 20:50:46  
		* Extract the contents of the zip file (overwrite all files)
    This zip file contains the latest AD Quake Code (v1.6)  
	 
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