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Simple Quake Launcher By MaxEd
Posted by MaxEd:

Simple Quake Launcher v1.0

One day I've got tired of editing .bat files to launch Quake maps. I went online to find something similar to ZDL, but for Quake. I haven't found anything usable there (Quake Injector is a bit too cumersome for my tastes...), so I decided to make one myself.


- Small and easy to use.
- Can detect maps in folders and .PAK files (.PK3 support is planned).

Extract SQLauncher.exe into your Quake directory.

Microsoft .Net Framework 3.5.
NOTICE: if you already have .Net Framework 4.0 or newer installed, you'll still need to install 3.5 version, because newer versions are not backwards compatible with it!

Nice! Please use a proper host like Quaketastic:
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff

Great choice on the map ;) 
i got a lotsa batch files too
to launch a multiple mods for quake
this is seems handy 
Obligatory Barnak Question: 
is there a random map command (button)? 
Have A Waffle 
is there a random map command (button)?
Actually, why not? :)

SQL v1.01:
You can now play a random map from a random mod at random skill.
Folders without maps are no longer shown in the "Game" drop-down.

Its has happened. Really thanks MadED! 
And, because I'm good at finding bugs right after I've uploaded a new version of something, here's SQL v1.02:

The last map in the "Maps" list was selected instead of a required map when trying to guess the start map.
Duplicate maps are no longer shown in the "Maps" list even if a mod (e.g. Nehahra) contains duplicate maps.

It's kind of cool how it loads the icon of executable. 
It's a Windows exe. Not a Mac solution.

Again, a simple randmap.bsp file located inside the id1/maps folder, that would launch a random bsp file from a predefined list would be the best solution, IMHO. 
What Barnak Asks For 
seems to be quite similar to what can be done using Baker's undergate map pack.
This pack comes with a launcher map, or a hub of some sort, via which you can easily access all the maps in the pack (mostly the hall of fame maps as rated in the now defunct Underworld Reviews site)

One catch, though, is that the hub map doesn't randomize the accessible maps. You need to manually pick which one map you want to play. Though this can be "randomized" by closing your eyes and walking blindly in the map, until you stumble into one of the teleporters leading to a map. 
It would also help if the -hipnotic and -rogue flags were set for at least hipnotic and rogue mission packs themselves. 
Is there a bulletproof way to detect these packs? Do all quake ports support these flags? Won't they work just by running them like "someengine.exe -game hypnotic / rogue"? 
no, of course not, this is QUAKE!
all nq engines will (qw engines might not).
-game instead of the official/specific argument results in the hud being buggy in most engines. 
Packs Are Few 
and they released only so much of them.

so the launcher simply needs to check the folder name, and if the name is hipnotic, rogue, quoth, or nehahra, then use the relevant commandline accordingly. Not much code needed I would say. 
SQL V1.03: 
- Map titles (a map's "message" worldspawn key) are now shown in the "Maps" drop-down.
- Added special handling for hipnotic, rogue, quoth and nehahra mods (based solely on folder names).
- PK3 files are now scanned for maps.

when I said all nq engines would understand hipnotic/rogue, I meant only hipnotic and rogue. quoth and nehahra are 3rd-party mods and are not guarenteed to be supported in any way - consult engine docs for these. I really have no idea which engines support those two. :s 
i've got new version(1.03)
and its send me some warnings, ok
in the fild where i have to chose the mods
its enable just backstaint, ok
gotta switch back to my batch files 
Worth it. 
i've got new version(1.03) and its send me some warnings, ok
What warnings?

in the fild where i have to chose the mods
its enable just backstaint, ok

Which mods should be there? How are they located inside of your Quake folder?

Sorry, I cannot fix anything if all you say is "boo doesnt work, also blackstein". 
Do you have a donate button I can use? 
qlauncher warning
it is a bit complicated to translate , as its all russian lang

qlauncher1.0 drop down menu mods

qlauncher1.3 drop down menu mods 
SQL V1.04 
- Mods in subfolders are now detected (e.g. Quake/mods/func_mapjam2 will now be detected) (this PROBABLY fixes spy's problem).
- PAK files: maps located in subfolders inside of "maps" folder are no longer added to the maps list.
- "-game" parameter is now added for quoth and nehahra mods alongside with "-quoth" / "-nehahra" flags.
- "-game" parameter is now added when an official map pack is located in a subfolder inside of Quake folder (like "Quake/mods/ROGUE").
- Possibly fixed a crash related to text buffer overflow when parsing a map's entities (this PROBABLY fixes spy's crash).

Do you have a donate button I can use?
No... I've lost the last one years ago... 
SQL V1.05: 
- Screen resolution can now be picked.
- Fixed a couple of bugs related to mod names with spaces in them.

Holyshit! The Updating Speed 
is phenomenal! Thank you very much! 
thanks, it works now (v.104) 
Thank You So Much! 
Thumbs up man! 
SQL V1.06: 
- Changed "Quoth" checkbox into "Base Game" drop-down, which allows you to choose between Quake, Quoth, Nehahra and 2 official map packs.

- Added "Refresh" buttons to Games and Maps lists.

- Fixed incorrect map name when trying to launch a random map from a given mod.

- Engine and mod folder are now checked for existence before launching.

- Some improvements in application logic.

SQL V1.07: 
Fixed a crash when trying to read a file with "Read-only" attribute.

Select Skill Then Load Map 
Dear MaxED!

Thank you for SQL.
Your efforts are highly appreciated.

However, shouldn't the '+ skill' be BEFORE the '+map'
in the command line preview?

I tried loading a couple of maps.
Came to the conclusion that putting the +map before the + skill
in the command line means
the mob show up as if normal skill was selected
(I mean the monster count and
monster type, not the behaviour),
regardless of which skill has actualy been chosen.

Example: launching e1m1rmx(thx to czg&Vondur!)
by SQL v1.07 choosing 'Hard' results in loading
the Slipgate Duplex and 'playing or hard skill'
appears on the screen, but pulling down the console shows 'kills: 0/23'.

All it takes to fix this is to put '+skill' before +map in the command line and you got the full crew of 42 on board:)

At least this was my personal experience
with the following engines: JoeQuake-gl
and Quakespasm-0.90.0, both on Windows. 
Is that expected behaviour in Quake?.. Because it looks like an engine bug to me. 
I wonder that as well. Seems like the order should be arbitrary. 
that makes sense though. the engine will process the commands in the order it receives them, so if you put your +map in there, it will load the map first (using the default setting for skill) and then change the skill setting after the map has loaded. 
+ commands are just stuffed into the console in the order given, after the game is initialized

- commands are handled in a predefined order regardless of the order in the command line, during initialization 
Thanks for clarifying this stuff.
Changed "skill" and "map" commands order in 1.08.

Thanks to all for the quick reaction.

Additional thanks to MaxED for
the swift update.

Glad if I could be of any help. 
After a post over at Quakeone I thought someone should bump this thread, if for no other reason than to say the latest version (though a year and a half old) is now 1.09.

Personally, I'd like to see the program get a more prominent home. It's really handy for newbs trying to get into Quake... Anything that makes that easier can only be good for the community. :) 
I like this little program a lot.

I download the .zip files and load the maps with the SQL.

To me it's better than all the typing in the console, and also better than quake injector which is clunky. 
Agreed. It takes a little while to load and I wish there were a couple more features like load .dem and profiles. Haven't found a better launcher yet.

I also use Nercos' compiler to launch the game a lot by hitting Ctrl+R ;) 
Just Tried This. It's Good Stuff 
Couple of suggestions:

1) Currently - if map is set to [no map] it forgets this when restarted - ideally it should remember to keep the [no map] preference.

2) Please include a tickbox to optionally include all maps in id1/maps as well as the mod-specific maps when you have a non-id1 mod set. 
Map Names 
Is map names not being read/displayed correctly a known problem:
SQL V1.10: 
Fixed long startup times when Quake directory contained lots of maps/mods.
Map titles are now displayed more accurately.
Map titles from BSP2/2PSB maps are now displayed.

THANK YOU!!!!!!!

I've been hoping someone would come along and make some tweaks to this. 
Great Stuff! 
Pretty glad to see you update this super handy tool. 
Top Stuff MaxED! 
i can load quake stuff manually, but if i go away for a few months, i9 tend to forget how to do it!

QI is pretty good, although it's not perfect.

i will definitely be using this to load up stuff after i complete all the arcane dimensions maps ;)

it looks super intuitive! 
So instead of fixing how the map names look, you have now hidden them altogether? 
Sorry to bring this up here, but how is the Quake 2 n64 to PC thing going? 
So instead of fixing how the map names look, you have now hidden them altogether?
Unless a map is in a .pk3 archive, it's name should be displayed. If it's not, I'd like to see that map.

How is the Quake 2 n64 to PC thing going?
Slowly. You can play the current build (has 7 finished maps ATM) by downloading it from the github, extracting the contents of "Mission64-data-master" folder into "KMQuake 2/Mission64" folder, then running "Launch.bat" from said folder). 
Was It Really A Problem To Begin With 
The map titles in question use special characters to appear as colored letters and symbols in game which usually conflict with regular OS expressions. I'd argue it's not worth the effort of manually adding all those characters to the tool just because very few maps, this case deathmatch maps exclusively, use a non-standard naming scheme; a wildcard character like "?" seems just fine. 
Yeah, except I've already added all those characters to the tool :) 
Map Names 
Unless a map is in a .pk3 archive, it's name should be displayed. If it's not, I'd like to see that map.

All of them: 
Your version is outdated. Download the current one. 
I had some version already on my system already installed and after reading about a newer version downloaded one in the original post, which apparently was OLDER. Heh. Now the names look correct :) 
Maybe Shambler Can Update The Download Link In The OP 
Custom Resolutions? 
Awesome tool. I suggest allowing to edit the resolution apart of selecting one of the predefined ones. I need 1680x1050. 
You can add the custom resolution toward the bottom in the additional command line box. -width 1680 -height 1050 
Not A Request 
...but more of a question for MaxED. Could you add in a way to edit the command line? There are some command line args that need to come before map. I found that in order to play Ter Shibboleth with SQL I had to select "No Map" then +sv_protocol 999 +map shib1

Or is there some other better solution? I am not thinking about power users here. I recommend SQL in posts all over the place for beginners. I had to some digging to get this mod to work with SQL. 
@ Dumptruck_ds 
i think my issue with Ter Shibboleth was relevant to what you just mentioned.

it loaded for me ok in sql, but effed up textures etc.

then i put in:
sv_protocol 999
gl_farclip 256000

then map shib1.

then it was fine.

really love sql though.

i like the filters with the quake injector, but the simplicity/user frindliness of sql makes me happy. 
+map should probably always be the last thing in the command line, so maybe just hard code it to the end? 
Yeah I can't think of a reason to have +map early in the command line. 
SQL Presets 
While I would never suggest making this great lil' program complicated, have you ever thought about saving more than the last ran options to your .ini file... as saved presets?

A lonnnnnng time ago I made "Modrunner95", hehe! My Win95 version of SQL. It allowed saving to the .ini file different settings/options and seemed a good feature.

As far as UI elements go it would only require the addition of a drop down combo box and a way to get a "name" for the preset from the user. A lil' bit of code to populate the box with multiple .ini file entries ofc. 
I agree, this would be pretty damn helpful. 
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