#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.
#765 posted by Spike on 2014/06/17 15:27:10
@sock
cd play not cd loop?
incidentilly, fte has a 'music' command for compat with q3, which needs an extra argument to control/disable looping ("-" to disable).
so take your pick. :P
@dooomer
ent files won't help with music/named faketracks. they're technically limited to numbered tracks only, which are a pain however you look at it.
you need qc for anything else, which at least prevents the need for horrendous user intervention (which you just know would go horribly wrong).
@ijed
I assume he's stuck on the step after that - the great thing about standards is that there are so many to choose from.
I Meant
#766 posted by ijed on 2014/06/17 16:41:39
Make another standard!
Play them from Qc...
#767 posted by ericw on 2014/06/17 19:36:10
Yeah it's annoying, I always felt you should be able to use "cd play 4" in quakesapsm and have the track04.ogg play.
But, as ijed says, the right way for a mod to do it is with qc; this should work in DP and QS:
WriteByte (MSG_ALL, SVC_CDTRACK);
WriteByte (MSG_ALL, 2); // 2 is track number
WriteByte (MSG_ALL, 2); // 2 is track number
courtesy of Baker. http://forums.inside3d.com/viewtopic.php?f=2&t=4552&p=41367&hilit=svc_cdtrack#p41367
There's some useful info on how different engines handle soundtracks here: http://neogeographica.com/site/pages/guides/soundtrack_solutions.html
In short, both QS and DP handle music in the form: moddirectory/music/track02.ogg
Don't Use "cd Play"
#768 posted by Baker on 2014/06/18 04:17:54
"cd play" doesn't save to a savegame file.
So if you use cd tracks for "mood music" and use "cd play", saving the game and reloading it you will notice it didn't preserve.
And It Is Bad For Demo Replay Too
#769 posted by Baker on 2014/06/18 04:23:21
If you start recording a demo AFTER a "cd play" and you play it back, it didn't happen.
In both cases using the SVC_CDTRACK does preserve.
Some QC ace here could easily write a bit of QuakeC to expose the correct method within a map.
#770 posted by Spike on 2014/06/18 05:12:45
no. svc_cdtrack is not preserved in demos. I just checked markv. not preserved.
saved games are server-side. the server doesn't have a clue what the last svc was, and certainly doesn't have a way to update it without potentially bugging out mods.
even if it was saved/recorded, it would still be rewound.
also, sock did seem to explicitly say 'cd play' and not 'cd loop' - and svc_cdtrack doesn't support playing without looping, in which case cutting it short is probably the better choice over rewinding to start and then forcing it to inexplicably loop anyway.
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