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Quake Injector Alpha1
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Spirit



Joined: 20 Nov 2004
Posts: 476

PostPosted: Thu May 28, 2009 5:37 pm    Post subject: Quake Injector Alpha1 Reply with quote

megaman and Spirit present: A first alpha version of the Quake Injector.

The Quake Injector is a tool to download, install and play Quake (1) singleplayer maps from the Quaddicted.com archive. Ever been annoyed by an excruciating installation process? Could not figure out how to install a certain map? Well, this tool makes it a piece of cake. Simply pick the map and click Install.



Features




Check it out: http://haukerehfeld.de/projects/quakeinjector/
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Last edited by Spirit on Thu May 28, 2009 7:19 pm; edited 1 time in total
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Error
Inside3D Staff


Joined: 05 Nov 2004
Posts: 558
Location: VA, USA

PostPosted: Thu May 28, 2009 6:13 pm    Post subject: Reply with quote

I'd really like this a lot better if you supported mods as well. Could you do that? It'd be a non-shitty Steam like thing for all your Quaking needs!
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MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Thu May 28, 2009 6:27 pm    Post subject: Reply with quote

Looks awesome, but Error's suggestion would rule!
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Spirit



Joined: 20 Nov 2004
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PostPosted: Thu May 28, 2009 6:42 pm    Post subject: Reply with quote

I knew you would ask. Wink

Actually mod support is pretty much there (except for ones that require specific engines).

Creating the "xml background" is hard though. The base work (descriptions, screenshots) took almost 4 years and I had negke enslaved. Then I had to add the commandline, installation directory etc (that only took some days though). For maps that is considerably easier than for mods. Take a look at the techinfo bits in http://www.quaddicted.com/reviews/ quaddicted_database.xml (not linked for a reason, careful if you open it with your browser).

Also I had to repack tens of files so they would be installable (they had weird paths inside).

Last but not least, mods end up to be considerably bigger than maps.
All the maps at Quaddicted are about 2.5 Gigabytes. A decent mod archive would easily be 5 GB I guess.

The thing is that my heart pounds for maps, not mods. If someone went and created something like the Quaddicted map archive but for mods, it would be a piece of cake to include. But someone would need to do it and maintain it (and to be honest, I would not want to host it. It would be easy to say get maps from this archive and mods from that one).

It would be amazing. Mods are a even more diverse and sadly scattered thing that maps.
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Wazat



Joined: 15 Oct 2004
Posts: 732
Location: Middle 'o the desert, USA

PostPosted: Fri May 29, 2009 2:18 am    Post subject: Reply with quote

This is a *really* cool idea. It's great to have so many maps easily accessible.

I was going to point out that you don't have Halldread, but I guess that's Multiplayer only. My memories of single player are from my weapon monsters mod I guess. Wink


A mods repository would be very cool as well, though given the amount of work you put into maps I can see it being a troubling headache for whoever takes it on.


The one bug I've encountered is that DP doesn't launch when I hit play. I have to click on Configuration->Engine Configuration before it launches... and sometimes not even that works. If I press play again thinking I mispressed it last time, it can launch quake twice -- one as original quake and the other as darkplaces.
I wonder why. O_o


Beyond that, it's a very cool app!
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Spirit



Joined: 20 Nov 2004
Posts: 476

PostPosted: Fri May 29, 2009 9:22 am    Post subject: Reply with quote

That Darkplaces bug is weird, scar3crow had it too.

Thanks!
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gnounc



Joined: 06 Apr 2009
Posts: 120

PostPosted: Fri Jun 12, 2009 8:54 am    Post subject: perhaps.. Reply with quote

perhaps if someone set up the hosting site, you could set up a submission program?

almost like ID3 tags for mp3's, you could have a list of all the required fields, (author, year, basemod, dependancy links etc)

they fill out the info, a screenshot, and upload the mod prepackaged to specs, and voila?

then new mods could have a standard submission program, and users could slowly fill out the backlog!
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Spirit



Joined: 20 Nov 2004
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PostPosted: Fri Jun 12, 2009 1:50 pm    Post subject: Reply with quote

Thanks to Sajt I have such thing for Quaddicted, I modified it a bit and it looks like this:
http://s1.image.gd/o/f6/f642d3314f5baa632ab56cd8636ce823c119651d.png

Modifying it for mods would be easy. It relies on the zip files being accessible though, so it would need to be on the same machine as them.
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gnounc



Joined: 06 Apr 2009
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PostPosted: Fri Jun 12, 2009 7:54 pm    Post subject: thats Excellent! Reply with quote

you could make the mod submission just another tab on the map submission program.

keep it all unified so you dont have to go looking for the maps one, the mods one etc

a structured repository is exactly what quake has needed, for a very very long time

thanks you 2
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Spirit



Joined: 20 Nov 2004
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PostPosted: Fri Jun 12, 2009 8:39 pm    Post subject: Reply with quote

Please read my post above: http://forums.inside3d.com/viewtopic.php?p=16802#16802
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Spirit



Joined: 20 Nov 2004
Posts: 476

PostPosted: Mon Jul 12, 2010 11:20 am    Post subject: Reply with quote

Great new version is out: http://www.celephais.net/board/view_thread.php?id=60441
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Ranger366



Joined: 18 Mar 2010
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Location: Berlin (Germany)

PostPosted: Mon Jul 12, 2010 11:30 am    Post subject: Reply with quote

Spirit wrote:
Great new version is out: http://www.celephais.net/board/view_thread.php?id=60441


AWESOME
much better than scrolling through quaddicted list. awesome tool, good work!
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mk



Joined: 04 Jul 2008
Posts: 94

PostPosted: Mon Jul 12, 2010 7:01 pm    Post subject: Reply with quote

Idea: optional (down)loading of the available custom .vis, .ent, .lit and .way files for each map.

However, I don't know if Quaddicted has such things.

[edit] The maps in there are amazing, I'm installing this now.
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Spirit



Joined: 20 Nov 2004
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PostPosted: Mon Jul 12, 2010 8:56 pm    Post subject: Reply with quote

.vis is something development related? Can't really think of a use for that for the end-user.

.ent means modded maps, probably without the mapper's consent, not my piece of cake

.lit or rtlights are making maps look different from how the mapper made them, I don't like them (same as "re-textures" (apart from Starbuck's ultra-faithful and high-quality Debaser))

.way would be for DM bots. This tool currently only covers singleplayer maps. I do have a huge collection of multiplayer maps on Quaddicted too but it is largely unmaintained and just a "dump". Not sure.

Sorry. Very Happy
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Mon Jul 12, 2010 9:31 pm    Post subject: Reply with quote

Spirit wrote:
.lit or rtlights are making maps look different from how the mapper made them


This may not be always the case, right ? You're assuming there are no cases of mappers that deliberately created .lit files for their work.
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