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Simple Quake Launcher By MaxEd
Posted by MaxEd:

Simple Quake Launcher v1.0

PREAMBLE:
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.

Screenshot

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

INSTALLATION:
Extract SQLauncher.exe into your Quake directory.


SYSTEM REQUIREMENTS:
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!

Download
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Alright 
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 
Field 
 
Bakstain 
dammit 
Backstain 
 
 
Worth it. 
@spy 
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? 
There's 
qlauncher warning http://quaketastic.com/files/screen_shots/qlauncher-warning.png
it is a bit complicated to translate , as its all russian lang

qlauncher1.0 drop down menu mods http://www.imagebam.com/image/652401346420787

qlauncher1.3 drop down menu mods http://www.imagebam.com/image/9df6b8346421364 
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).

Download 
 
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.

Download 
Holyshit! The Updating Speed 
is phenomenal! Thank you very much! 
MaxEd 
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.

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

Download 
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. 
Curious 
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.

Download
Source 
 
Thanks to all for the quick reaction.

Additional thanks to MaxED for
the swift update.

Glad if I could be of any help. 
Necrobump 
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. :) 
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