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Quakestarter 2.1.0

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@neogeographica neogeographica released this 30 Jan 19:58

To use this package, most people should download quakestarter-2.1.zip from below. Unzip it, and start with the quakestarter_readme.txt file.

Note: For a package WITHOUT the included Quake engine (Quakespasm-Spiked), download quakestarter-noengine-2.1.zip instead. This is intended for "power users" who already have Quakespasm-Spiked or who intend to use a different Quake engine. If you're not sure which package to get, that is probably NOT the one you want; get the usual quakestarter-2.1.zip package in that case.


Most of the changes in this release are because of me revisiting the cool qbism Super8 engine (https://super8.qbism.com/) and taking care of some quirks that prevented it from working well as an alternative Quake engine launched from Quakestarter. Note that there is absolutely no guarantee that Super8 will be able to play all of our installables... but it should be able to handle most of them.

  • Various doc changes to accomodate Super8 differences.

  • Implement an "auto" setting for multigame_support (and make it the default). This will look at the Quake engine program name to try to figure out whether and how it handles activating multiple mod folders. The old "true" and "false" settings still exist as well. There's also the ability to exactly specify the multigame support syntax that your Quake engine uses. See the "quakestarter_docs\other_stuff\mod_requirements.txt" and "quakestarter_docs\other_stuff\advanced_quakestarter_cfg.txt" docs for details.

  • Don't put quote marks around any of the command-line arguments sent to the Quake engine. Engines that still use the original command-line parsing code (e.g. Super8) won't be able to handle that.

  • Work around some Super8 bugs in how it handles startdemos.

  • Put a couple of mod content patches (for "Epochs of Enmity" and "Warpspasm") into pak files, rather than leaving them as loose files. In these two cases the existing mod content is also in pak files, so if we want to modify/override that content we should pak up the new bits too. For Quakespasm-Spiked this actually is not necessary, as QSS will prioritize "loose files" over pak file contents, but for almost all other Quake engines it is necessary.

  • Supply smaller quake.rc files for Arcane Dimensions and any releases based on AD, so that they can work in Super8 (and any other Quake engine that retains the original limits on the amount of config text that can be executed). These quake.rc files still function the same; they're just way less chatty. The originals are still available there for reference.

  • Make autoexec.cfg.example a lot smaller and slightly more opinionated. This helps with engines like Super8 that have strict limits on the amount of initial config stuff that can be executed through quake.rc; it's now slightly nicer/easier to just instantly rename and start using this file; and I don't have to keep trying to maintain cut-down versions of the discussions in the annotated version.

  • Add the Blue Monday Jam to the installables (episodes/hubs, new hotness menu).

  • Always some doc improvements here and there!