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nomonsters cvar in Quakespasm or Quake Enhanced #332
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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: |
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. |
@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 And then compiling the code afterwards for your platform, which is another whole ball game. |
And btw, I tried applying Ironwail's commit |
You can apply to ironwail/quakespasm fork like this: |
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. |
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? |
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. |
Okay, I'll go do that then. Thank you both for the clarification you've provided for me! |
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. |
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
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