#71 posted by JneeraZ on 2008/03/07 14:43:46
I'll take a look at that this weekend. I seem to remember trying it before and it wouldn't even start up but we'll see. I think it's a classic app...
#72 posted by JneeraZ on 2008/03/07 14:47:31
Whoops, my bad ... that does indeed run but it looks to be a viewer. I don't see a way to import files or write out a new PAK. Blargh...
I may have to write something then. Yucky.
 Scrolling Text
#73 posted by Preach on 2008/03/07 15:16:35
The new scrolling text works really well, I'm glad you got that working. But if it bugs you that it's still scrolling out slowly - which irritated me more in the original quake than here - then this is the way to create mod specific cvar defaults without annoying people with custom configs.
Find quake.rc from the id1 directory, and copy it to your mod directory. If you open this file with a text editor you'll see the following contents:
// load the base configuration
exec default.cfg
// load the last saved configuration
exec config.cfg
// run a user script file if present
exec autoexec.cfg
//
// stuff command line statements
//
stuffcmds
// start demos if not allready running a server
startdemos demo1 demo2 demo3
This is basically run like a cfg file when quake starts up. The best place to put custom cvar defaults is between exec config.cfg and exec autoexec.cfg. This way the last saved engine settings from the id1 directory imported in config.cfg get overriden, but a player can still choose to change your mod's setting by adding a line in autoexec.cfg. The command that doubles the speed is
scr_printspeed 16
You'll also notice that the same file sends the commands to start the regular quake demos that play when you start up the game. You can replace those with commands to play some new demos of gameplay in the arenas. Or you could add the command
map qsStart
to jump the player straight into the skill selection map.
#74 posted by Mikko on 2008/03/07 17:45:05
I gave this one a try yesterday and I think it progresses a bit too slowly. The map the game calls "tough" didn't get challenging on hard skill level until at about 26th wave.
I'll check the other maps today.
#75 posted by JneeraZ on 2008/03/07 19:01:24
Definitely try the new version. Many things have been tweaked.
 Pak Files Are Not Exactly Complicated...
#76 posted by mwh on 2008/03/07 22:04:19
Though I somehow have managed to avoid writing a pak file creator so far.
#77 posted by JneeraZ on 2008/03/07 22:17:11
I might write one eventually for OSX but I have a few other projects to do first...
#78 posted by THERAILMCCOY on 2008/03/08 02:42:26
This is excellent, exactly the kind of mod Quake is suited to. The only major issues I have when playing this are more the result of flaws in the Quake engine than anything in the mod. For instance, functioning aiming and hearing all sounds are pretty much essential in this mod, yet by default in Quake weapon fire isn't in sync with the crosshair and sounds are dropped when too much is going on. I know Joequake has a fixed crosshair while FitzQuake and Aguirre's engine seem to fix dropped sounds, but is there any engine out there that fixes both of these problems?
 A Lil Bug...
#79 posted by metalseed on 2008/03/09 02:06:31
After dying and restarting, the next weapon cmd crashes the level.
 Posted Earlier But Skipped
#80 posted by madfox on 2008/03/09 04:49:27
great mod!
I have never played deathmatch, but this one gave me the q3 feeling I really enjoyed in Q1!
Good Job, Willem!
#81 posted by JneeraZ on 2008/03/09 12:50:43
"After dying and restarting, the next weapon cmd crashes the level."
Urr .. OK. Weird! I'll look at the code and see if something obvious jumps out I guess.
#82 posted by metalseed on 2008/03/10 03:56:30
..I neglected to mention that this happens in the hall of choices before i pick one of the 3 maps. That 3rd map is tough. I sure am tired of falling in the lava with no place to get out.
 Why Was The Elder Area Nerfed ?
#83 posted by Sielwolf on 2008/03/10 06:11:29
I liked the jumping over lava, quite the thrill :) you could have just put teles in there, losing a good amount of health would have been enough punishment, and players would be able to continue.
 Updated The Link...
#84 posted by metlslime on 2008/03/10 06:23:32
to point to the new information page instead of the old blog entry
#85 posted by JneeraZ on 2008/03/10 11:52:45
Siel
Sorry, the monsters wouldn't cross the func_wall I was toggling no matter what I did. I took them out for the sake of gameplay. Monsters who don't chase you aren't much of a threat. :)
 Lava..
#86 posted by metalseed on 2008/03/10 23:52:00
hate it.
#87 posted by JneeraZ on 2008/03/10 23:59:12
It hungers for your flesh. Your crispy, delicious flesh.
 Willem, About Pak Utility,
#88 posted by Dooomer on 2008/03/11 01:28:31
I don't know, maybe, just maybe, you can use a dos based utility together with a mac version dosbox.
 Pak Utility
#89 posted by gb on 2008/03/11 09:25:09
I use something called QEU3, under Linux. Command line programs, comes with the source code, so maybe you could make it work? Contains pak, wad etc utils.
Can't you even run Linux programs under OSX? There is xpak (I think thats the name) for X11. Can you run wine (ugh...)?
#90 posted by JneeraZ on 2008/03/11 11:30:31
Command line utilities? DOS? Please. :)
I mean, thanks for the suggestions but I've been command line free for years now and I'm not going back. Heh.
 Apple Snob
#91 posted by gb on 2008/03/11 14:00:38
:-P
Baaad, bad command line. How do you compile your maps? Drag and drop?
No, I meant such little things could perhaps be easier to port. Or attach to your map editor. Or somesuch. I mean they are open source. /shrug
 Willem =
#92 posted by ijed on 2008/03/11 14:23:14
The dissenting Mac user.
#93 posted by JneeraZ on 2008/03/11 14:37:14
"Baaad, bad command line. How do you compile your maps? Drag and drop? "
ToeTag. :)
"No, I meant such little things could perhaps be easier to port. Or attach to your map editor. Or somesuch. I mean they are open source. /shrug"
I'll probably do something eventually along those lines if I have enough need of it. I can read PAK files so there's no reason I couldn't write something to create them.
#94 posted by JneeraZ on 2008/03/11 14:38:06
"The dissenting Mac user."
No, no ... discerning. :)
 Ha! I Knew It!
#95 posted by HeadThump on 2008/03/11 16:19:40
ToeTag. :)
The editor is just a compiled batch file with a lot of bells and whistles thrown in. Command line free, my right cheek bottom :)
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