SQL V1.07:
#32 posted by MaxED on 2014/09/01 00:53:02
Fixed a crash when trying to read a file with "Read-only" attribute.
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Select Skill Then Load Map
#33 posted by parubaru on 2014/12/03 14:08:54
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
#34 posted by MaxED on 2014/12/03 20:20:15
Is that expected behaviour in Quake?.. Because it looks like an engine bug to me.
#35 posted by JneeraZ on 2014/12/03 20:50:10
I wonder that as well. Seems like the order should be arbitrary.
#36 posted by necros on 2014/12/03 20:55:43
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.
#37 posted by metlslime on 2014/12/03 22:06:55
+ 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
#38 posted by MaxED on 2014/12/03 22:59:39
Thanks for clarifying this stuff.
Changed "skill" and "map" commands order in 1.08.
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Source
#39 posted by parubaru on 2014/12/03 23:18:09
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. :)
#42 posted by TERMiNAL on 2017/02/24 17:38:02
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.
@Terminal
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
#44 posted by Kinn on 2017/02/24 19:08:15
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
#45 posted by Jago on 2017/08/26 14:19:16
Is map names not being read/displayed correctly a known problem: http://imgur.com/a/dgJTS ?
SQL V1.10:
#46 posted by MaxED on 2017/08/28 02:00:30
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.
Download
@MaxED
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!
#49 posted by Lo Frag Traff on 2017/08/29 21:10:55
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!
Err...
#50 posted by Jago on 2017/08/30 04:37:37
So instead of fixing how the map names look, you have now hidden them altogether?
Maxed
#51 posted by yhe1 on 2017/08/30 08:18:44
Sorry to bring this up here, but how is the Quake 2 n64 to PC thing going?
#52 posted by MaxED on 2017/08/30 10:53:58
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
#53 posted by negke on 2017/08/30 11:07:10
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.
#54 posted by MaxED on 2017/08/30 11:38:03
Yeah, except I've already added all those characters to the tool :)
Map Names
#55 posted by Jago on 2017/08/30 15:36:31
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: http://imgur.com/a/sAHAX
#56 posted by MaxED on 2017/08/30 16:05:58
Your version is outdated. Download the current one.
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