Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

nomonsters cvar in Quakespasm or Quake Enhanced #332

Closed
MrTenThirteen opened this issue Aug 20, 2024 · 10 comments
Closed

nomonsters cvar in Quakespasm or Quake Enhanced #332

MrTenThirteen opened this issue Aug 20, 2024 · 10 comments

Comments

@MrTenThirteen
Copy link

Hi there,

For quite a while now I've been interested in Ironwail, but unfortunately I don't have the hardware to run it. Among the many reasons I wanted to try it out was because I had read in a recent update changelog that global functionality was added to the 'nomonsters' cvar, ostensibly for testing / debugging purposes. Ever since I started playing Quake, it's been a sore spot for me that this cvar doesn't function. Some mods implement it, such as Arcane Dimensions and Copper, but global functionality is what I've been looking for. It might seem strange, especially because it can break gameplay, but I often quite enjoy simply exploring the maps with no combat, and I have tried for a few years now to make that happen, with no success. It's either the few mods I mentioned, or Impulse 205 with Scourge of Armagon, or settling for notarget instead.
I understand that what I'm asking about isn't actually an issue or problem with Ironwail, though I hope you'll be willing to help me all the same. Do you know if there is a way for me to re-implement global functionality to nomonsters personally in Quakespasm or in the Quake Enhanced KEX engine re-release? Just that one change and I'll be about as happy as one could possibly be. I've inquired everywhere else I could think of, from func_msgboard to the Quake mapping discord, and done as much research as I could. I thought it best to ask you, since you did it for your source port. Any clarification would be very much appreciated.

Thank you,
Harrison

@andrey-budko
Copy link

Do you know if there is a way for me to re-implement global functionality to nomonsters personally in Quakespasm

Looks like all the nomonsters code is there 91d630d, you can apply this revision to quakespasm and recompile for your OS

Just did it here:
https://github.com/andrey-budko/ironwail/tree/qs_nomonsters

@MrTenThirteen
Copy link
Author

Could you go into a little more detail on how to apply the revision to Quakespasm, silly as that might sound? I admit my knowledge is very limited, layman at best basically.

@garoto
Copy link

garoto commented Aug 23, 2024

@andrey-budko is talking about dealing with source code version control software and the very specific know-how associated with those tools; e.g.: using git (the CLI program) to apply the diff (a.k.a. a patch) from Ironwail's commit with the hash 91d630d to sezero's OG Quakespasm source tree.

And then compiling the code afterwards for your platform, which is another whole ball game.

@garoto
Copy link

garoto commented Aug 23, 2024

And btw, I tried applying Ironwail's commit 91d630d via git apply to Quakespasm master tree and it failed (expected I guess). What's the magic git incantation you used andrey-budko if you dont mind?

@andrey-budko
Copy link

andrey-budko commented Aug 24, 2024

What's the magic git incantation you used andrey-budko if you dont mind?

You can apply to ironwail/quakespasm fork like this:
git clone ...
git remote add ironwail https://github.com/andrei-drexler/ironwail.git
git remote add sezero https://github.com/sezero/quakespasm.git
git fetch ironwail
git fetch sezero
git reset sezero/master --hard
git checkout -b qs_nomonsters
git cherry-pick 91d630d
cd Quake/
make clean
make -f Makefile.w64

@MrTenThirteen
Copy link
Author

I'm very sorry, I don't think I'm really capable of implementing any of this myself. I could try of course, but I would probably screw it up in truly hilarious ways, which would be amusing but counter-productive.

@MrTenThirteen
Copy link
Author

That being said, and knowing this is a bit of an ask, is it at all possible that maybe the revision 91d630d could be packaged into a patch that someone like me at the consumer level can place into the game directory? Maybe replace a file or something like that?

@garoto
Copy link

garoto commented Aug 26, 2024

Cheers @andrey-budko for the how-to, gonna test it. @MrTenThirteen your best option it seems is to open an issue in sezero's QS page and ask if he can merge this feature into QS.

@MrTenThirteen
Copy link
Author

Okay, I'll go do that then. Thank you both for the clarification you've provided for me!

@MrTenThirteen
Copy link
Author

I've opened an issue on sezero's Quakespasm page, like @garoto suggested, and I'll close this issue with this comment. Thank you again for your help.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

3 participants