Post a reply

Write your message and submit
Are you human or robot? If you have trouble, mail to spirit åt quaddicted døt c

Checking if this is requested by a real person and not an automated program.

Go back

Topic review (newest first)

Spoike
2023-01-11 17:21:33

stuff like this is why q2 has +set as special (forcing it 3 times over), while not doing stupid stuff like ramming malicious vid_restart commands inside config.cfg before quake.rc's 'stufftext' command that handles the commandline args.

Spirit
2023-01-02 18:47:34

Sweet!

"-" is for commandline parameters, "+" is for telling the engine to "do Quake console stuff".

triple_agent
2023-01-02 17:51:37

Looks like you nailed it, @Spirit. I tried something alike time back, but I must have done something wrong, so it did not work for me. Good to probably pay attention whether one does use '-' or '+' symbol.

For the 'sed' method, a thing needs to be acknowledged, namely that in order for the "config.cfg" to be modified, it must exist, which means that first time running maps - stored in separate folders - may not click instantly.

With the problem solved - not really, the root problem seems a non-trivial systemic issue - I would like to point out in some games, the visual clearance is part of the gameplay loop, popular mostly in the post-apocalyptic genre.

Spirit
2023-01-02 12:00:23

Have you tried

/quakespasm-sdl2 ... +vid_vsync 1 +vid_restart

?

triple_agent
2023-01-01 20:26:30

I do not really know how to test the thing in a competent manner, so as to make it easy enough for me to potentially use at the same time, but I do not want to be ungrateful for your help and support here. You have a lot of Linux knowledge but 'Quake' - basing on what I observe here around this place - is quite tough to deal with on the engineering side. Your solution seems like it could click on some further level of complexity, which in my belief, may not really be worth of the effort to pursue, if the intent is not to overdo stuff.

aaron
2023-01-01 20:04:00

And yeah this is getting kinda convoluted but its just a quick fix, I hope the above solution will be sufficient ¯\_(ツ)_/¯

aaron
2023-01-01 19:56:19
triple_agent wrote:

Actually, I have run into a small issue with custom 'game' argument, such as in the following line, building upon your solution from the last instance:

./quakespasm-sdl2 -heapsize X -game X +map X

The issue seems to stem from the fact that the folder in which the 'config.cfg' file is being modified for 'vid_vsync', is the 'id1' folder, as indicated in your entry:

cd id1 && sed

while with 'game' argument, the working folder shifts to another. Therefore, one more correction needs to be added, namely to change the folder name from 'id1' to a chosen map/mod name after your initial 'cd', such as in:

cd X && sed

All things put together, that makes it a bit convoluted for me at least, I guess, to change as many arguments every time to properly launch custom content, but I never learned or verily tried to use the 'Quake Injector', although perhaps you should opt to adjust your solution for that tool.

Here's an improved version of the script, so its compatible with other directories:

cd $1 && sed -i 's/vid_vsync "0"/vid_vsync "1"/' config.cfg
cd ..
./quakespasm-sdl2 +game "$1"

where $1 would be the name of directory you want to play, specified when running (not in the script itself). So, to run base game, add this to some .sh file and go

./quake.sh id1

To run a mission pack or a mod, change the argument to the desired directory:

./quake.sh rogue

I don't have a custom map or anything beyond base game and mission packs, so I don't know if this breaks with other arguments to the Quake binary (like heapsize), but I don't think it should.

triple_agent
2023-01-01 19:16:53

Actually, I have run into a small issue with custom 'game' argument, such as in the following line, building upon your solution from the last instance:

./quakespasm-sdl2 -heapsize X -game X +map X

The issue seems to stem from the fact that the folder in which the 'config.cfg' file is being modified for 'vid_vsync', is the 'id1' folder, as indicated in your entry:

cd id1 && sed

while with 'game' argument, the working folder shifts to another. Therefore, one more correction needs to be added, namely to change the folder name from 'id1' to a chosen map/mod name after your initial 'cd', such as in:

cd X && sed

All things put together, that makes it a bit convoluted for me at least, I guess, to change as many arguments every time to properly launch custom content, but I never learned or verily tried to use the 'Quake Injector', although perhaps you should opt to adjust your solution for that tool.

triple_agent
2023-01-01 17:41:08

Excellent, it cuts it perfectly, well done. Way beyond my level of competence.

I created an 'quake.sh' file and within, pasted your line, changing the './quake' instance with './quakespasm-sdl2', then followed with other arguments, such as 'heapsize' or else to launch a custom map.

Thanks again.

aaron
2023-01-01 16:45:44
triple_agent wrote:

Unfortunately I do not, @aaron.

Well I managed to find a way to automatize this, though its not particularly elegant, nor does it actually fix the issue. You can simply run sed to replace vid_vsync in config.cfg each time before running Quake:

cd id1 && sed -i 's/vid_vsync\ "0"/vid_vsync\ "1"/' config.cfg && cd .. && ./quake

./quake is just the quakespasm binary. It'll do the job with no keybinds necessary

Spirit
2022-12-31 11:33:26
triple_agent
2022-12-31 11:27:14

Unfortunately I do not, @aaron.

aaron
2022-12-31 10:35:04
triple_agent wrote:

Having spoken of the possible VSync issues in regular 'Quakespasm' on 'Ubuntu' ["vertical sync not supported (SDL_GL_GetSwapInterval failed)"], I observed that an attempt to initiate the VSync - which the engine forces disabled, at least in my case - synchronizes the FPS on point, as if the VSync has become active. To avoid going through the menu drill each time one launches the engine, the VSync initiation trigger could be bound to a key, using autoexec entry: "vid_vsync 1; vid_restart;".

Do you know of a way to automatize this process? I am having the same issue

triple_agent
2022-09-18 22:22:00

Having spoken of the possible VSync issues in regular 'Quakespasm' on 'Ubuntu' ["vertical sync not supported (SDL_GL_GetSwapInterval failed)"], I observed that an attempt to initiate the VSync - which the engine forces disabled, at least in my case - synchronizes the FPS on point, as if the VSync has become active. To avoid going through the menu drill each time one launches the engine, the VSync initiation trigger could be bound to a key, using autoexec entry: "vid_vsync 1; vid_restart;".

triple_agent
2022-02-16 14:31:37

@'Lysander', regarding your question about 'Linux' distro that I use - put in another topic - I use the 'Linux' go-to, which is just 'Ubuntu'. When it comes to 'Debian', I like the logo but if you pay close enough attention, this is not exactly the 'Debian' logo my avatar features.

For 32-bit games only, I use downloadable 'Steam' runtime.

Going back to the topic: ever since some latest 'Ubuntu' update, the 'vkQuake' version "1.12.2" works just fine for me. When it comes to 'Vulkan', there is a thing for it in the Linux world, as you must know.

Board footer