News | Forum | People | FAQ | Links | Search | Register | Log in
Simple Quake Launcher 2
SQL2 is a simple ZDL-inspired map/mod/demo launcher for Quake, Quake 2, Hexen 2 and Half-Life.

Obligatorial Screenshot

FEATURES:
- Small and easy to use.
- Detects maps and demos in folders, .pak and .pk3 files.
- Displays map titles ("message" worldspawn key).
- Can launch demos (displays map titles for them as well).
- Can create shortcuts to play the game using currently selected options.
- Can run a random map at random skill.

INSTALLATION:
Extract SQLauncher2.exe into your Quake / Quake 2 / Hexen 2 / Half-Life directory.

SYSTEM REQUIREMENTS:
.net Framework 4.5

LEGACY:
The older, WinXP-compartible iteration of this project can be found here.

DOWNLOAD
Great News 
This is awesome news. I think many folks here on func underestimate how difficult it is for newbs to run the game. Thanks MaxEd. 
Demos 
Most of my demos show up as red and "unsupported" however they do play back for the most part.

I love the addition of the shortcuts... very nice touch. 
As Before, Great! 
also great if yer not a newbie, but have been away from quake for quite a while, and forgotten where folders go, like ME! 
SQL 2.1 
Most of my demos show up as red and "unsupported"

Should be fixed now. Please update to SQL 2.1.

If there are still demos, which are displayed with "Unknown demo format" title, please post a link to them. 
Very Nice, Indeed. 
Wow, this is just a wonderful little program. Thank you very much.

And creating desktop shortcuts is GOLD! 
Praises 
Ingenious, you improved the original release even more! SQL is easly my most favorite tool to launch Quake-related contents by now. Thanks a lot for delivering a compact and usage-optimized launcher that's going to last! 
 
I can't run this yet, because Avast is nagging me ("this is a very rare file, we'll send it to our labs to analyze before letting you run it").

Anyway, the "EP1: Scourge of Armagon" title can be a bit misleading. You meant to say "expansion pack 1", but some people may read it as "episode 1". And the official nomenclature for both of the official packs is "mission pack" anyway, so changing it to "MP1: Scourge of Armagon" may be more clear.

In AdQuedit I name them like "Quake Mission Pack 2 (Rogue): Dissolution of Eternity", but most people don't like long names, so it's understandable that you want to keep it short.

The features seems really nice. Maybe it'll replace AdQuedit as my main launcher. 
Alright, I've Got It Working 
It has some limitations:

There's no way to define the mods' names. The modlist shows only the folder names, so there's no way to display "dopa" as "Dimension of the Past" other than renaming the folder itself, for example.

The maplist only shows the custom maps from the mod's map folder. It doesn't show the custom maps that are placed inside id1/maps, even though I place almost all custom maps in id1/maps and run them using my debug mod (to test custom engine features).

The launcher's settings aren't saved, it seems.

If those limitations were solved, I'd certainly use it as my main launcher. It's nice to have a maplist and demolist that can be used by any engine. 
Hrmmmm... IDK Mankrip 
Then that would become "Complicated Quake Launcher"(CQL), hehehe

But seriously, you'd need:

1)User definable/editable aliases for folder names, saved to the already in use .ini settings file?

2)In drop down box for maps, with custom Mod selected, include stock id/maps location "check box"/option?

3)The launcher does save the last session of use AND it can also create a shortcut for you in 2 location(your choice).

Which I think is even better than internal saving of many settings. As it allows you to bypass the launcher altogether and get right into your game.

Not to bad overall, could still maintain it's simplistic elegance and usability without becoming bloated. 
 
1) Yes.

2) Perfect!

3) Where is the .ini file saved? I've put the launcher in my Quake executable folder, but there's no .ini for it in there.

Also, I've only looked around at the launcher's options, but didn't use it to launch anything. Is the .ini file only saved when we launch the game? If the .ini file isn't saved upon closing the program without launching anything, that'd explain the absence of a .ini file.

[edit] Now I've used it to launch the game, and the .ini file was saved when I closed the program afterwards. But maybe the problem before was Avast getting in the way somehow. 
It's So "clean" Looking! 
The only way I could see avoiding clutter would be like this:

https://i.imgur.com/P8WRogC.jpg

1)"Create an alias for this folder", of course, would require a separate child window for name input.

and...

2)"Include the id1/maps folder" would be a checkbox.

Tooltip text could be "friendlier"!

Anyways, just a few thoughts. I can use it as is perfectly fine. 
 
The "EP1: Scourge of Armagon" title can be a bit misleading
Changed.

There's no way to display "dopa" as "Dimension of the Past" other than renaming the folder itself
What's wrong with renaming the folder itself?..

The maplist only shows the custom maps from the mod's map folder. It doesn't show the custom maps that are placed inside id1/maps, even though I place almost all custom maps in id1/maps
Sorry, mind-reading support is not yet implemented...
More seriously, this can't be done without also removing the ability to launch mods from subfolders (which was a requested feature for SQL1), because it implies adding all folders and subfolders within the game folder as mod items, which can potentially populate the Mods list with dozens of unrelated folders (see all the subfolders Arcane dimensions comes with).

The launcher's settings aren't saved, it seems.
The settings are saved only if the game was launched at least once before closing the launcher. 
SQL 2.2 
Also, SQL 2.2 is now available.

- Quake: improved demo map path validation logic.
- Quake: renamed official mission pack menu items ("EP" -> "MP").
- UI: added a tooltip to Command Line textbox.
- UI: custom command line parameters can now be cleared by MMB-clicking them.
- Fixed several issues related to (re)storing and displaying of custom command line parameters.
- Fixed a bug in folder maps detection logic. 
#12 
this can't be done without also removing the ability to launch mods from subfolders

In standard cases:
quake.exe -game mod_dir +map ../../id1/maps/custom_map.bsp

For mods in subfolders, just add extra an "../" for each subfolder level.

Sorry, mind-reading support is not yet implemented...

I won't reply to this thread anymore. 
Post A Reply:
Name:
Title:
Body:
message
question
exclamation
idea
flame
noflame
error
skull
beer
moon
pent
rocket
sheep
pacman
pig
cheese
worldcraft
gauntlet
crate
pitfall
pimp
smile
cool
sad
frown
oi
yay
tongue
evil
wink
neutral
q1
q2
q3
ut
hl
cs
doom
dkt
serious
cube
Website copyright © 2002-2017 John Fitzgibbons. All posts are copyright their respective authors.