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Posted by Baker on 2010/08/20 23:27:49 |
This engine needs its own thread.
Feedback: I like the OS X version, but I have to start it from the terminal for it to work and can't just double-click it like a traditional OS X app. I'm sure you guys already know this, either way great engine.
http://quakespasm.sourceforge.net/ |
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 More On The Randmap Command :
#993 posted by Barnak on 2014/08/15 22:51:13
Let me elaborate on the idea of that "randmap" command :
You start QS and drop down the console to type "randmap". QS then loads an arbitrary map from your id1/maps folder (mods are all excluded).
You then play that map to the end, and use its exit. That map then loads its predefined second map. Fine. The randmap don't interfere here.
You play the second map (called from the first one), and decide you don't like it. You drop down the console and type "randmap" again. QS then loads a new randomly selected map. If you still don't like it, you could use the randmap command again, until you like the map. And so on.
If a map ends to the default start map, then no problem. You can call the randmap at any time.
This command is simply a way of picking up an arbitrary map in your id1/maps folder.
It may also happens that the command loads the same map again (random selection without memory). This is not a problem since you could call that command again. The chance that it gives you the same maps several times is low if you have hundreds of custom maps inside your id1/maps folder.
The ability to bind the randmap command to a keyboard shortcut would be extremely usefull, IMHO.
 Quakespasm Spazzing Out
#994 posted by Orl on 2014/08/15 23:25:07
Post #55 applies to me, except I am running Windows 8 and the latest version of Quakespasm. This is on my laptop.
Simply put, mouse movement is wildly erratic, spinning the camera at high speeds in any direction, even when mouse sensitivity is at its lowest. While spinning like crazy for a second or two, it will even cause Quakespasm to freeze for a minute.
The other problem is this: http://www.stjohninthewilderness.org/wp-content/uploads/2014/08/quakespasm.jpg
As you can see, the game resolution is bigger than what its actually supposed to be. You can imagine when attempting to change the resolution to 1920x1080 sections of the screen are completely cut off, like the status bar.
My laptop is running Windows 8.1 64-bit, AMD A8-5550M CPU, and AMD Radeon HD 8550G graphics card. Drivers are all up to date.
Anyone have any ideas or experience something similar?
 Post #55
#995 posted by Cocerello on 2014/08/15 23:57:34
It happens to me too, it always did with all the versions of Quakespasm i used (0.85.5 to 0.85.10), but in my case it never freezes, only spins till i learn how to make it look forward again.
For now it happens in my dual core PC with Windows XP sp2. Have to check in others.
I never worried about it because i thought it was an issue with the mouse or with Windows' drivers. I also always thought that it happened too in other Quake engines and in other videogames, but now that you are saying that, Orl, i am beginning to doubt.
The more i think, the more i see that the issues i had with other videogames can be explained or are unrelated. Have to check the other Quake engines i currently use.
#996 posted by Spirit on 2014/08/16 00:37:22
Barnak, it would seem out of place to add such a command to an engine that is otherwise rather oblivious to "content". I would love to see an engine with all the Quake Injector functionality built in, but until then I don't think such command would fit the philosophy.
I would offer to write a Bash script to do this if you are on Linux? Otherwise maybe https://www.quaddicted.com/reviews/random_map.php is enough for ideas?
 Orl
#997 posted by ericw on 2014/08/16 02:18:00
Hm, based on the screenshot I'm guessing it's an incompatibility between SDL 1.2 and the windows 8 dpi scaling. Can you try setting the windows dpi to the original small size, "100%", and see if that fixes it? Not a proper fix, of course.
if that's it, this sounds like something SDL2 might fix. I don't have an sdl2 quakespasm windows build handy, but can put it on my todo list.
Cocerello, any chance you're using dpi scaling too?
 @ericw
#998 posted by Spike on 2014/08/16 04:02:05
try http://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/engine/client/quake.manifest
first part disables silent file redirection (grr).
second part disables dpi scaling (so fullscreen isn't broken any more).
both tell windows to go away and stop breaking things. neither appear to be possible with an winapi call.
save it as foo.exe.manifest next to your foo.exe and you should be able to use it without recompiling the exe.
 You Were Right Ericw
#999 posted by Orl on 2014/08/16 04:41:08
After disabling DPI scaling within the compatibility options for quakespasm, it not only fixed the resolution, but also the mouse issue. The mouse works fine now, and there doesn't seem to be any problem whatsoever.
 Ericw
#1000 posted by Cocerello on 2014/08/16 09:41:53
I'll check, but i won't get to see that PC again till september.
If the one i have here has the same problem, i'll tell you if that fix works.
 @Spirit
#1001 posted by Barnak on 2014/08/16 16:28:46
>I would offer to write a Bash script to do this if you are on Linux? >Otherwise maybe >https://www.quaddicted.com/reviews/random_map.php is enough for >ideas?
I'm on OS X.
And no, using a web site to select a random map isn't usefull. I would like to randomly select a map from my personnal collection, from WITHIN the game (QS).
I think this command would be a great addition to the game, especially if you do have lots of maps in our id1/maps folder. And since I can't put the game to the background (a Quake3 feature that I was asking for Quake1), I can't consult the internet while QS is running.
I don't see how that randmap command would "not fit" QS's philosophy.
 Barnak
For umpteenth time: hit alt enter to switch to windowed mode, then go to the menu to unfreeze the mouse. Is that really so hard?
 @SleepwalkR
#1003 posted by Barnak on 2014/08/16 16:54:50
This is a pain in the ass just to select some random map.
Is it really so hard to add a randmap command ?
#1004 posted by Spirit on 2014/08/16 17:19:13
https://en.wikipedia.org/wiki/Feature_creep
It probably is not hard to add but it would be hard to do well. What about deathmatch maps, what about bsp files that are not maps, what about maps that are later part of an episode? That would be hard.
You are just one user and would probably be the only one who used this feature.
Does QS support loading a map (in a running instance) by doubleclicking it?
 @Spirit
#1005 posted by Barnak on 2014/08/16 17:30:45
Double-clicking a .bsp file to launch QS and play that map would be great too, I suppose. It's currently not working on OS X. And double-clicking a bsp file which isn't a map wouldn't be that great neither, I guess.
Do you put non-map bsp files into your id1/maps folder ?
And even if we have such maps in id1/maps, using the randmap command would simply give an error message, as if you tried to open it using the standard map command. The user then simply has to use the randmap again to select another random map.
I don't think that non-maps bsp file would cause that much troubles.
Do you put non-map bsp files into your id1/maps folder ?
Ammo boxes, health boxes, exploding boxes are all bsp files.
 "randmap" As An Alternative To "map"
#1007 posted by Barnak on 2014/08/16 17:36:39
I see the "randmap" command as simply an alternative to the usual "map" command, without a mapname argument.
Even if it selects a deathmatch map, so what ? I would use "randmap" again, until I get some playable map.
This would be so much easier to start a random game, especially with a bind to a keyboard shortcut.
#1008 posted by R00k on 2014/08/16 17:53:10
[quote]
what about my suggestion of a new console command to load a random map, so the player don't know in advance which map will be loaded.
[/quote]
In Qrack I added such a thing, though, use the existing changelevel command. So in effect if the user just types
]changelevel
without a map specified it loads a random map from the gamedir.
I'm sure it would be trivial to port.
#1009 posted by anonymous user on 2014/08/16 17:59:42
sorry to double post, Lightning Hunter requested this feature to me a few years back. His use was for FrikBots. He had all his DEATHMATCH maps and waypoint files in the frikbot folder.
I agree with Spirit, for single-player it might seem a bit disjointed.
 R00k, My Love !
#1010 posted by Barnak on 2014/08/16 18:00:26
Haa ! I knew it !
Please, port this to QS !
 Barnak
#1011 posted by spy on 2014/08/16 18:44:52
why would you wanna the randmap command???
it is a most idiotic request i've ever heard
#1012 posted by Spirit on 2014/08/16 18:51:24
To play a random map.
 @spy
#1013 posted by Barnak on 2014/08/16 18:52:47
It is certainly NOT an idiotic request. It actually says a lot about your own way of playing Quake !
As I already said several times, I have hundreds of custom maps in my id1/maps folder. Most of the times, when I launch QS, I simply don't know which maps I'm gonna play. And there's no way I can know in advance what a map is looking like, just by looking at its name in the map list.
So I start by launching a random map from the list. It's a pain in the ass to look up the whole list (hundreds of fucking weird names!), and type it in the console, then repeat the process again after I played the map.
The randmap command would ease that A LOT !
Is that so hard to understand !? WTF !
#1014 posted by Spirit on 2014/08/16 18:59:39
You do know the Quake Injector, right? It's what I use when I get a random craving. Just scroll randomly and click.
 Barnak
#1015 posted by Cocerello on 2014/08/16 19:04:39
Close your eyes, get your finger out, and point to your screen at random with the window with the maps open. Or input the ''maps'' command and press page down a random amount of secs.
Well, jokes aside, that feature isn't something that would make your life so easy that you need it for sure, judging by the amount of posts you are writing. It would save you just a little work.
The second point is that there is only a few people that would use it. Everyone has their own way of playing the maps. I for example delete them after playing.
Third what was already said before, it has conflicts with .bsp files in id1\maps\ that aren't maps.
 Spirit
#1016 posted by Barnak on 2014/08/16 19:08:11
Apparently, Quake Injector don't work very well on OS X.
And I would **hate** to use an extra program just to launch a random map. It would be much easier to launch a random map directly from within QS.
Geez, I don't need all the Quake Injector functionalities built in QS, just a random map loading as an alternative to the usual map command, that's all.
Since nobody here appears to understand what I'm asking, I'll shut my mouth and wont participate anymore to this forum.
 Maybe
#1017 posted by ijed on 2014/08/16 19:48:43
You'd have better luck if you'd asked politely instead of petulantly demanding that others spend their hobby time, which they use for fun, to implement a feature for you.
And here's a really wacky idea:
Some time ago I wanted to make custom enemies for quake. So I opened up the qc and learned how to script it. Saying "I don't know how" is not an excuse - everyone starts like that.
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