 Lmao   
		#1815 posted by  Kinn on 2016/01/18 19:18:33  
		I use uBlock Origin too. Just click "Temporarily" olol  
	 
		
		
		#1816 posted by Baker on 2016/01/18 19:21:47 
		I use FireFox + AdBlock Plus and Quakespasm's SourceForge page works just fine.   That's all I'm saying!  
	 
		
		 @Baker   
		#1817 posted by Tamarisk on 2016/01/18 19:42:16 
		Not telling anyone to move anything. Just letting them know. Sourceforge has bigger problems anyway.
  
 I'm a savvy user so yes I unblocked it. I was just posting an FYI.
 
  http://www.infoworld.com/article/2929732/open-source-software/sourceforge-commits-reputational-suicide.html  
	 
		
		 I Use   
		#1818 posted by  ijed on 2016/01/18 19:47:25  
		Adblock.  The original one written by one guy.
  
  I don't really trust the others since I got massive slowdown from Adblock Plus one time and another from uBlock.  
	 
		
		
		#1819 posted by  JneeraZ on 2016/01/18 20:06:32  
		Adblock ... I also installed a YouTube specific ad blocker.  
	 
		
		
		#1820 posted by  JneeraZ on 2016/01/18 20:07:08  
		Called, surprisingly enough ...
  
  "Adblock for Youtube"
  
  Heh.  
	 
		
		 @Tamarisk   
		#1821 posted by Baker on 2016/01/18 20:13:06 
		I was just saying suggestion sounds a bit extreme. ;-)
  
  And if other adblockers don't have issue, sounds like uBlock needs to get on the ball.  
	 
		
		
		#1822 posted by  Kinn on 2016/01/18 20:40:21  
		Adblock seemed to hog resources. uBlock Origin is light as a feather, in my experience (Chrome). All the kool kids seem to use uBlock Origin also.  
	 
		
		 Huh   
		#1823 posted by  ijed on 2016/01/18 21:08:34  
		I use adblock on its own to block youtube crap as well, seems to work fine.
  
  It does have a problem with more than one ad blocker installed at once though (on chrome) because each becomes a new instance that doesn't play nice with the others.  
	 
		
		
		
		I use ABP... seems standard  
	 
		
		
		#1825 posted by  Spirit on 2016/01/18 21:41:03  
		Just fyi �block Origin is the best ad-block around, especially in terms of performance.
  
  Pro-neckbeards might like �Matrix.  
	 
		
		
		#1826 posted by  Lunaran on 2016/01/18 22:13:04  
		my keyboard doesn't have a � key  
	 
		
		
		#1827 posted by mfx on 2016/01/18 22:20:22 
		alt gr + m  
	 
		
		
		#1828 posted by  Rick on 2016/01/18 23:35:25  
		I don't have any ad blocker specifically, just NoScript and Ghostery. However, my HOSTS file is nearly a megabyte in size and has close to 30,000 entries. 
  
  It's extremely rare for me to be blocked from a reputable site, and I almost never see an ad.  
	 
		
		 Thanks   
		#1829 posted by  primal on 2016/01/20 15:34:44  
		Thanks for the new Quakespasm update. You guys are awesome.  
	 
		
		
		#1830 posted by  Joel B on 2016/01/20 21:03:22  
		Agreed!  
	 
		
		 MD3 For The Shambler In QS Engine? :)   
		#1831 posted by  Skiffy on 2016/01/23 20:45:45  
		So yea... this guy has an MD3 version as well... I convert him to MDL afterwards.
  
 I would love to include a more precise version for folks to use in Quake Spasm in the future. If that lovely tech gets added then I would just for joy.
 
  https://media.giphy.com/media/Jjbb0HlG6KgGA/giphy.gif  
	 
		
		
		#1832 posted by  Kinn on 2016/01/24 14:42:36  
		OK here is my wishlist:
  
 What are the chances of sticking in a simple external file read/write ability, accessed via QuakeC?
 
  Something a bit like this?  http://www.quake-1.com/docs/quakesrc.org/144.html  
	 
		
		
		#1833 posted by Quakeisdead on 2016/01/24 16:46:51 
		I posted it in the thread for the new Q1SP map, but whenever I try to start a game with this new updated client, the game exits to the desktop. Anybody know what's going on?  
	 
		
		 Quakeisdead   
		#1834 posted by  ericw on 2016/01/24 18:59:10  
		Is this with the "Experimental build" in the oms3 thread (quakespasm-rf6d[...].exe)?
  
  Argh, crash to desktop is the worst. No error message / dialog I assume? 
  Could be some dll conflicts. 
  If you don't mind trying a clean setup, this could help: create a empty directory. Extract all files in the QS zip. create an "id1" subdirectory in the same dir, and copy your pak0.pak/pak1.pak files to there.  
	 
		
		
		#1835 posted by quakeisdead on 2016/01/24 19:11:49 
		Haven't tried with the one in the oms3 thread, just the newest one in this thread and on the quakespasm site, 91 i believe. I'll try a clean install when I get the chance and report back.  
	 
		
		
		#1836 posted by quakeisdead on 2016/01/24 20:16:20 
		Alright so making a clean install didn't work either. To answer the previous question yep, no error message at all, just exits to desktop.  
	 
		
		
		#1837 posted by  Spirit on 2016/01/24 22:20:41  
		Run it from a cmd window, might show something  
	 
		
		
		#1838 posted by  ericw on 2016/01/25 04:16:11  
		quakeisdead, ok, thanks.
  
 Did a previous version of QS work for you?
  There are 4 QS build to choose from for windows, 32/64-bit and SDL1/2 - which are you trying, or do all fail? the full download list is here:  http://sourceforge.net/projects/quakespasm/files/Windows/
 
 One thing to check is enter "gl_info" in the console. It'll print a bunch of GL extension info, but scroll up with PageUp and check the GL_VENDOR, GL_RENDERER, GL_VERSION.
 
  Another idea is launch with the "-condebug" command line option (create a shortcut and put it in the end of the target field.) This creates a qconsole.log file that may have some info on the crash.   
	 
		
		 QC File Access   
		#1839 posted by mh on 2016/01/25 11:20:43 
		If you're going to implement this, then I strongly recommend that you first implement a Sys_FileOpenAppend function in your sys_*.c rather than using the zone-memory nastiness in the original tutorial.  I have no idea why the original authors didn't do this.  
	 
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