News | Forum | People | FAQ | Links | Search | Register | Log in
General Abuse
Talk about anything in here. If you've got something newsworthy, please submit it as news. If it seems borderline, submit it anyway and a mod will either approve it or move the post back to this thread.

News submissions: https://celephais.net/board/submit_news.php
First | Previous | Next | Last
 
commandline:
`-foo` - stuff the engine has to explicitly check for at startup.
`+foo` - stuff the engine inserts into its command buffer to execute like any other command you might type at the console.

Note that Quake2-onwards (and thus also FTE) recognises `+set cvar value` (and +seta) as special and ensures those named cvars are set even before the engine can register them, which allows such cvars to affect initialisation before configs can even be read. These cvars will then ALSO be executed via the cbuf which will replace any config.cfg values for them (which a -set would fail to do, hence the need for such a hack).

Note that many engines will accept either -game and +game/+gamedir. -game will force the engine to initialise that specific gamedir from the start, while +game[dir] will execute configs from your id1 gamedir THEN try switching to the new gamedir after, which may result in your quake.rc/default.cfg/autoexec.cfg values getting mixed up between mods.
So you probably want to stick with -game.
Note that 'game hipnotic' or 'game rogue' commandline parameters are not special, and thus will probably not tweak the network protocol nor enable the mission-pack-specific huds.


binds:
`+foo` - will issue a `-foo` release event when the key is released.
`-foo` - not special, treated like any other bind.

Note that `bind a "+forward;+back` will insert `-forward;+back` when released, which is often not what was intended. create a pair of aliases to work around that. 
 
Although in Quakespasm and its derivatives, and probably several other modern Quake engines too, if you try to activate hipnotic or rogue mod folders using the "-game" cmdline option or the "game" console command, those mod folders _are_ treated specially. The program will enable the engine code paths for the correct missionpack as if you had done "-hipnotic" or "-rogue" on the cmdline. This was to help keep people from shooting themselves in the foot since it's pretty clear what they're trying to do in those cases... although it does muddy the water about how all these ways of doing things are meant to behave.

(Similarly, activating the "quoth" mod folder is special-cased to implicitly activate "-hipnotic" as well.) 
Episdoe 4 Replacements? 
Fuck Sandy 
#31938 
try Nehahra (without using nomonsters 1) 
Tremor E4 
 
BASED SANDY 
 
Which Was The Map With The Bathroom Shambler Encounter 
and the bar of soap? 
Soapbler.bsp 
@RickyT33 
NEW QUAKE NEW QUAKE NEW QUAKE ! 
Quakecon2021 
Quake Rerelease 
Details, screenshots and trailer:

https://www.microsoft.com/en-us/p/Quake/9P1Z43KRNQD4 
Interesting... 
it's more enhanced than I expected -- models are higher poly, there is animation interpolation, they added splitscreen....

There's one screenshot where they have a dynamic shadow casting light from a muzzle flash. 
 
I bought it for my Switch and first impressions are good - it looks great and plays hellishly smooth. I could have done without some of the "enhancements" but most of them are toggleable - the menus have all the important stuff to turn on and off.

I'm going to give at least e1 a spin tonight. I think the Switch is a very natural home for Quake, and it'll be great to get some gaming with it on the move. 
Runs Quoth 
I like it! But some people are having performance issues :D 
Dont Support Micro$oft Bethe$da 
#31956 
The irony of it being on Github is not lost on me. 
About The Secret Counter 
Is it possible for the secret counter to be bugged, as in, having two secret triggers in the level but the counter displaying more than that? Or is the counter simply displays the total number of secret triggers within the level, without any chance of bugging out? 
Erc 
It's pretty hard to see any way that the secret counter could go wrong in standard Quake. There's one line of code that ever uses total_secrets, and it adds one each time the trigger_secret spawn function is executed.

I'd open your .map file in a text editor and search for trigger_secret, see how many times it appears. 
 
Thanks for the reply Preach, much appreciated. 
5 posts not shown on this page because they were spam
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.