But we have come to an offtopic here with this one.
For the 'autoexec' or multiple instances of these, the rule of thumb is to understand how does overwriting of data work; which is a basic principle for how most mods operate, in particular around the 'idTech' scene. It is very simple. It is literally all about who says how things are meant to go. Overwriting bases on the order of issuing, which means, the first thing is going to get compromised by the second, the second by the third and the final thing gets the last word. There are nuances to it, but in short, the order of things, is crucial - likewise with selecting a difficulty level before the map loading in 'Quake'.
]]>Love the site!
]]>Yeah, that's why I read through them, to make sure I take into consideration mod specific commands and integrate them into my .cfg.
I know I'd like to have a command that sets corpse_time to 0, 'cause in Warpspasm the corpses disappear after a few seconds, and I find that essentially-multiplayer feature artificial in a single-player campaign.
Well, if you know the difference between them let me know.
]]>For the 'quake.rc' and the risk of 'autoexec' instances collision; it is good to mind that mod authors sometimes would carry mod specific content through the unique config parameters, influencing - for example - the speed of movement or certain other gameplay related factors.
Once I thought, y'know, what if to have had all the enemy, weapon, health, equipment and loot stats - maybe even some physics related parameters - in one config file, without having to dig through a billion of scattered files in some PAK or WAD archive of sort, making tweaking and modding simply easier. Under the condition though, that such database, would be very well sorted and described. Such file, would pass the parameters to the engine per each game start. What would change, essentially, even from a loading time standpoint? Albeit, what would change, for the benefit of low level modding?
@Gila The original source code of the engine?, or of the entire game? I'm just asking 'cause I've seen the terms "engine" and "source port" being used interchangeably and remember someone correcting that and saying that they don't mean the same thing.
These are understandably not the same thing; but I am guilty of using the notions you mention, interchangeably.
]]>@Gila I use Mark V at 125 fps and I have a few problems with elevators, quite rarely though, and that's about it. But, ¿what exactly is the difference between a game engine and a source port? Wondered about that.
Sourceport is what it is - literally a port/adaptation of the original source code for a certain platform, system, etc. Often adding new features.
]]>Also, does it underscore the difference between the 'QSS' and the original 'Quakespasm' - after all, it appears these are not practically the same thing, just with one of them having some extra sparkles on.
As Spirit already mentioned, QuakeSpasmSpiked has many other features (some might not be apparent). One of the most mentioned is that graphics in QSS can run at more FPS than 72, since the graphic stuff was separated from the game/physics engine, while most of other sourceports break the game with FPS higher than 72 in Quake.
To call out a base folder and a map folder, is eventually easier than building ladders of inclusive directories, which either do take unnecessary amount of disk space with repeated content, or require constant micromanagement.
Yeah, that's what I'm going to do now.
]]>If you go through a skill selection hall, the skill level changes per the skill portal chosen and the game continues with that skill level, which is the one memorized in the .sav file, so when you load a saved game you get the skill level you saved with.
Quake.rc is a text file, just like .cfg files. It's the file where you mainly call for the execution of .cfg files.
]]>Interesting that the trick with double "-game" parameter, works only under 'QSS' - good to know, before calling it a 'Quakespasm' universal kind of trait. Also, does it underscore the difference between the 'QSS' and the original 'Quakespasm' - after all, it appears these are not practically the same thing, just with one of them having some extra sparkles on.
'Underdark Overbright', is an example where I needed to load the base ['Copper'] and the campaign separately. The campaign, would not work without the base properly - even though, the introductory map in this unique case, did appear; which could be somewhat misleading; for if the base had been loaded improperly, the starting map would have been simply unsolvable; which could turn some people away, wondering. Notwithstanding, plenty of mods requiring some custom base of assets, simply do throw out an error in the engine console, if started without the required base.
Mingling folders is not always the most handy or optimum way out. I have downloaded plenty of maps that require, for example, 'Arcane Dimensions' or 'Quoth', so I have one folder per each of these bases - placed parallel to an 'id1' folder - with all the maps, jams and campaigns, located simply next to them, respectively in own separate directories. To call out a base folder and a map folder, is eventually easier than building ladders of inclusive directories, which either do take unnecessary amount of disk space with repeated content, or require constant micromanagement. The latter is based on assumption that if one puts the content of a map folder in the directory of the map-required base, it should be enough to call out just that one inclusive folder; even though I have not tried it personally.
@'I Like Quake', I do have some little experience with 'autoexec' in 'Tech4' and 'Tech2'. For what I know, the 'autoexec' itself cannot be overwritten - unlike the basic, machine-made 'config' - therefore any change to 'config' issued during the gameplay continuum, would be only temporary; since as soon as with the next engine start, the changes are again imposed by the 'autoexec'. Good idea to throw a skill level setting there, in the 'autoexec', if one wishes to always play with the selected one by default. What if, though, one has selected a different difficulty level the "organic" way - in an introductory hall - does the 'autoexec' then influence this decision, or does the game save file own the last word?
For the 'quake.rc' file, I have seen that it is kind of an 'autoexec', certain way, but I do not know anything further about how it works - it seems to have no clear equivalent in any later iterations of the 'idTech' engine.
]]>You can get the Hipnotic pack here, along with the Rogue pack and other good stuff:
http://quake.speeddemosarchive.com/quake/guide.html
under Step 1: Download and install Quake.
Note: bind "impulse 225" to a key for the Laser Cannon in Hipnotic.
You can also bind, using aliases, multiple weapons to the same key and toggle between them (for case you want to bind the Laser Cannon together with the Lightning Gun).
But in QuakeSpasmSpiked, double "-game" command parameters indeed do work! Interesting.
]]>I don't think that works. Only one game parameter is supported. For example, I just tried -game ad -game eoe, and then when it loaded up, you can check this value by typing "game" in console. It resulted in "ad" only value. Quake can not combine mods.
And even if some mod is based on another mod, usually parts of the base mod are included. For example, Dwell1 and SMEJ2 are based on Copper mod, but they already include everything needed from Copper, so you don't need to use double -game parameter.
I don't do this much myself so I can't tell you everything about it, but I know that it does work. To my knowledge, it was added to QuakeSpasm when Quoth was released, and is necessary to run some packs based on Quoth, such as Func Map Jam 9. For that, you can either do -quoth -game jam9 or -game quoth -game jam9. It won't let you just mix progs though, and will only work properly if the maps are made with compatible progs (e.g. Copper and AD are both compatible with id1 but not with each other).
So if you wanted to run dopa with AD, you would launch with -game ad -game dopa. You can also use this for organising episodes into their own game folder instead of sticking them in one maps folder. If, for another example, you wanted to keep the udob maps outside of the copper folder, you could put them in Quake\udob\maps, and then when you wanted to run them use -game copper -game udob.
You are correct about SMEJ, Dwell and Pun being packaged with copper, and not requiring this to work.
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