#1 posted by
Kinn on 2016/01/12 18:58:43
You'd be better off writing this as a separate map launcher program that fires up quake with a random map.
#2 posted by
Kinn on 2016/01/12 19:00:50
Bollocks to that idea, you could even do this in a batch file.
#4 posted by
Barnak on 2016/01/12 19:01:35
Then it would be OS dependant.
The idea above is to load a random map from within Quake, using the console only. This would be usefull since the player doesn't have to leave Quake, and could load many maps one after another (while staying in Quake).
If the user doesn't like a random choice, he/she could just call the random.bsp map again, directly from the console.
Observation.
#6 posted by
Kinn on 2016/01/12 19:12:51
Your proposal requires the ability to read info from a text file, so you are asking for an engine mod, nothing less.
If this has to work in game, then all you can do is pester the coder of your favourite engine to implement a console command to load a random map. No hacky random.bsp needed.
I'm On OS X
#7 posted by
Barnak on 2016/01/12 19:18:44
To me, any solution that uses the OS instead of the Quake console isn't interesting at all.
My query here is to find a solution from within Quake, without modifying the Engine (I'm using Quakespasm).
So is it possible to make a bsp fake "map" (the random.bsp file) that could read a text file inside the id1/maps folder ?
#8 posted by
Kinn on 2016/01/12 19:27:31
My query here is to find a solution from within Quake, without modifying the Engine (I'm using Quakespasm).
So is it possible to make a bsp fake "map" (the random.bsp file) that could read a text file inside the id1/maps folder ?
No that's not possible because you can't read text files without a engine mod.
I think you might be able to hack something similar with a QC mod though, but the list of maps would have to be hardcoded in a QC file, or stored in entities in the random.bsp