RE: Lol [the Save Issue]
#740 posted by szo on 2014/04/26 09:54:31
Fixed in the quakespasm svn repository as of rev. 902:
http://sourceforge.net/p/quakespasm/code/902/
Yeah - That Server Save Thing Is A Real Bomb
Thanks Eric. You're a great hacker.
I committed the new keyboard bindings.
*Sorry* - but have reversed your weapon cycle order. Be thankful i didnt bind jump to right mouse. Oz can change it back if he wants, and apply the complicated patches whatever.
QS Changes
Hmmm - we're going to put the new default.cfg and the custom background image into a separate pak i think , for the next release.
Might change the background image too if i can find a decent new one.. suggestions ? They have to be 8-bit.
Please No Unnecessary Stuff
#743 posted by negke on 2014/04/27 11:43:35
I'm much in favor of clean exe (and dll if required) releases. Additional files like paks or folders are clutter.
RE: Please No Unnecessary Stuff
#744 posted by szo on 2014/04/27 11:53:59
I'm much in favor of clean exe (and dll if required) releases. Additional files like paks or folders are clutter.
id1/quakespasm.pak is purely optional, not required for operation. The real clutter was the way we used to violate the engine for content customizations, and now not.
#745 posted by dwere on 2014/04/27 14:41:38
Was it really necessary to include that custom background image in the first place? I mean, it's nice and all, but still.
#746 posted by Joel B on 2014/04/27 17:08:22
FWIW: if an engine has custom content, I prefer that it squirrels it away in a custom directory, rather than id1. E.g. the approach used by super8, reQuiem, Qrack, ezQuake, etc.
#747 posted by Spike on 2014/04/27 20:20:20
including stuff like an id1/*.pak infects other engines (having to take care with numbering paks is stupid). we really don't want quakespasm branding etc in other engines because users are already stupid enough.
custom/private gamedirs are indeed the way to go if you're trying to push custom stuff for a specific engine.
#748 posted by szo on 2014/04/27 21:13:58
including stuff like an id1/*.pak infects other engines (having to take care with numbering paks is stupid). we really don't want quakespasm branding etc in other engines because users are already stupid enough.
custom/private gamedirs are indeed the way to go if you're trying to push custom stuff for a specific engine.
I see. How about not using any subdir for it at all and loading directly from com_basedir and/or com_userdir?
#749 posted by Spike on 2014/04/27 23:56:58
Append it to the end of the exe if you want to be fancy about it, like self extracting zips.
Shoving it in the basedir should be safe I guess, no worse than a dll.
Either way, you might need to come up with some cunning way to not break mod-specific (as opposed to engine-specific) conbacks etc, especially if its a tga. That's more of a general problem though. meh.
#750 posted by szo on 2014/04/28 00:50:10
Append it to the end of the exe if you want to be fancy about it, like self extracting zips.
We used to embed the pic by perversely violating the engine, and I managed to persuade Steve about using a pak, so no, I won't do that :)
Shoving it in the basedir should be safe I guess, no worse than a dll.
Yeah, easiest and non-infectious solution, IMO.
you might need to come up with some cunning way to not break mod-specific (as opposed to engine-specific) conbacks etc, especially if its a tga. That's more of a general problem though. meh.
The pak is loaded just and only after id1/pak0.pak, so any other mod with a customized conback or anything else are safe, those include the hipnotic and rogue mission packs.
Screenshot Made In Xubuntu
#751 posted by mfx logged out on 2014/04/28 07:01:59
Someone over at quaddicted reported this:
http://i.imgur.com/gvkld5W.jpg
RE: Screenshot Made In Xubuntu
#752 posted by szo on 2014/04/28 10:40:59
Seems that the issue happens with screen widths that aren't a multiple of 4. Fixed in the quakespasm svn repository at rev 909:
http://sourceforge.net/p/quakespasm/code/909/
Fix will be integrated in the next release, whenever that happens.
Sv_aim
#753 posted by ericw on 2014/04/28 19:38:44
Would it make sense to change the default sv_aim value to 1 in Quakespasm (to disable aim-assist)?
and maybe make it CVAR_ARCHIVE since most of the other control preferences are saved too?
#754 posted by negke on 2014/04/28 23:42:28
Maybe something along the lines of "if mouselook=on -> autoaim=off".
Yes
#755 posted by ijed on 2014/04/28 23:44:39
Autoaim sucks.
#757 posted by AAS on 2014/05/07 16:22:39
Please, add CVAR_ARCHIVE to gl_cshiftpercent
... and pretty much everything else.
#758 posted by Spirit on 2014/05/22 22:37:31
please let us "record demo", "load quick.sav" without stopping the demo record.
Fitz does it, DP does it, reQuiem does it. In fact I think it is possible in stock Quake engines too.
Fitzquake Does It?
#759 posted by metlslime on 2014/05/23 00:49:26
there are features even i didn't know about :)
Fitzquake does it but on my pc you have to hit the console button to make it work (otherwise it stays stuck)
CD Tracks
#761 posted by sock on 2014/06/17 13:26:26
It seems everyone is doing something slightly different which is a headache for mod makers, because I wanted to switch music tracks during a map.
DP/FTE are using CD command, like for example:
CD PLAY TRACK04
(Music tracks can be several places)
QS is using a MUSIC command, like for example:
MUSIC TRACK04
(Music tracks must exist in ID1/MUSIC)
Is it possible QS could have a CD command to match the other client engines?
A Work Around For The Moment Could Be
#762 posted by dooomer on 2014/06/17 13:53:19
to use external ent file which I know is supported by DP and am pretty sure is also supported by FTE seeing how versatile an engine FTE is.
And the next step is to use bat files or other means to switch different ent files depending on the choice of engine.
Rip Em To Wav Or Ogg?
#763 posted by ijed on 2014/06/17 14:39:38
#764 posted by Spirit on 2014/06/17 15:09:42
requiem uses "cd play X" too.
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