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Merge branch 'release/1.8'
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neogeographica committed May 9, 2018
2 parents 9e37d22 + 3d7c958 commit 0a372b2
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13 changes: 13 additions & 0 deletions CHANGELOG.txt
Original file line number Diff line number Diff line change
@@ -1,3 +1,16 @@
**** v1.8 (May 2018)

- Added mod uninstall support in the installer utility.

- Cosmetic improvements to the installer menus.

- Included version 1.99 of Mark V. This new version has expanded limits to allow playing ad_sepulcher, XInput gamepad support (with the -joystick argument), touchscreen support, co-op savegames, and other goodies. Updated docs where necessary.

- Note that mark_v.exe is now the DirectX variant; the OpenGL variant is gone. This means you will need the DirectX 9 Runtime (see "readmes\basic\1_setup.txt"). And if you have an older version of dx9_mark_v.exe laying around you can delete it.

- The installer utility has been rewritten to take advantage of improvements in Mark V's "install" feature. One side effect of this change is that you do not need .Net Framework 4.5 for the installer functionality now. (It is still required if you use Simple Quake Launcher 2.) This does however also mean that the new installer WILL NOT work with the older versions of Mark V.


**** v1.7 (Apr 2018)

- Included Simple Quake Launcher 2 instead of the original Simple Quake Launcher 1.x, and changed the readme-files discussion to be appropriate for SQL2. Note that this new version now requires the .Net Framework 4.5 instead of 3.5.
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16 changes: 8 additions & 8 deletions README_FIRST.txt
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Expand Up @@ -13,9 +13,9 @@ You might want to keep an eye out in the future for a newer release of Mark V. Y

**** Version info

The included version of Mark V is build 1036 from January 2017.
The included version of Mark V is 1.99 from May 2018.

As for this whole package of stuff, it's version 1.7. If you want to see what has changed since the previous releases, see "CHANGELOG.txt". If you've been using a previous version of this package, you can overwrite those files with the ones from this new release; that won't hurt whatever Quake configuration you've set up.
As for this whole package of stuff, it's version 1.8. If you want to see what has changed since the previous releases, see "CHANGELOG.txt". If you've been using a previous version of this package, you can overwrite those files with the ones from this new release; that won't hurt whatever Quake configuration you've set up. (This version in particular does have some notes in the changelog that you should read if you are overwriting a previous version of this package.)


*** How to use this
Expand All @@ -26,17 +26,17 @@ You can also just use this package as a new Quake installation starting from scr

Things to do:

- Note that Simple Quake Launcher 2 and some aspects of the installer make use of Microsoft .Net Framework version 4.5 or later. If you are on Windows 8 or 10, you are probably fine. For more details, especially if you are on Windows 7 or Vista, see the "1_setup.txt" file in the "readmes\basic" folder.

- If you're starting a new Quake installation from scratch here, you need to move or copy your "pak0.pak" and "pak1.pak" files (Quake game data) into the "id1" folder. If you already have another Quake installation on your computer somewhere, you can try running the "installer" batch file and choosing the first menu option; this can usually automatically find and copy those pak files for you.

- Also in the installer menu, you can pick the second option to install the Quake soundtrack.
- Quit out of the installer for now, and try running mark_v.exe. This Quake engine requires the DirectX 9 runtime. If you play other games on this system then you may already have this installed. If however Mark V fails to start, see the "1_setup.txt" file in the "readmes\basic" folder for a link to get the necessary DirectX stuff.

- While you have Mark V running, get your desired Quake configuration set up. The menus are sufficient for normal setup, but you can later get more "hands-on" and manually modify config files if you like. These readme files will provide more details about that if you want them.

- Quit out of the installer and run mark_v.exe just to make sure stuff works, and get your desired configuration set up. The menus are sufficient for normal setup, but you can also get more "hands-on" and manually modify config files if you like. These readme files will provide more details about that if you want them.
- Quit out of Quake and run the "installer" batch file again. You can pick the second option to install the Quake soundtrack.

- Quit out of Quake and launch the installer again. Explore the options in the installer menu to install and play some user-created addons.
- Explore the other options in the installer menu to install and play some user-created addons.

- Alternately you can use "SQLauncher2.exe", the Simple Quake Launcher 2, as another great way to manage launching Quake to play custom addons or official missionpacks or the original campaign.
- Alternately you can use "SQLauncher2.exe", the Simple Quake Launcher 2, as another great way to manage launching Quake to play custom addons or official missionpacks or the original campaign. Note that Simple Quake Launcher 2 does require Microsoft .Net Framework version 4.5 or later. If you are on Windows 8 or 10, you are probably fine. For more details, especially if you are on Windows 7 or Vista, see the "1_setup.txt" file in the "readmes\basic" folder.


If you're a Quake veteran that's probably all you need to know.
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28 changes: 15 additions & 13 deletions id1/autoexec-cfg-example-annotated.txt
Original file line number Diff line number Diff line change
Expand Up @@ -96,31 +96,33 @@
// textures.

// Note that the texturemode setting below is also exposed in the Mark V menus,
// as the "Pixelation" setting in the "Video Options" menu. Only some of the
// below values are presented as choices however (excluding my personal
// recommended/favorite value GL_NEAREST_MIPMAP_LINEAR).
// as the "Pixelation" setting in the "Video Options" menu. Not all of the
// below values may be presented as choices however.

// If you set this value in the autoexec.cfg file instead of through the
// menus, then the value in autoexec.cfg will be applied whenever Quake starts,
// regardless of what you previously set in the menus.

// Set gl_texturemode for amount of texture filtering and "pixely-ness".
// There are several values for this, but a few interesting ones are:
// GL_NEAREST for pixely textures and no mipmaps (so, loss of quality on
// far objects)
// GL_NEAREST_MIPMAP_NEAREST for pixely textures and abrupt mipmap level
// transitions as the textured object gets farther away.
// GL_NEAREST_MIPMAP_LINEAR for pixely textures but smooth transitions
// between mipmap levels.
// GL_LINEAR_MIPMAP_LINEAR for smoothed textures and smooth transitions
// between mipmap levels.

// Default is GL_LINEAR_MIPMAP_LINEAR. Uncomment the following line to set
// some other value.

//gl_texturemode GL_NEAREST_MIPMAP_LINEAR

// Increase gl_texture_anisotropy for more texture clarity in some situations.
// Note that if you're using the Mark V DX9 engine then this setting only takes
// effect for the various GL_LINEAR_* texturemodes. In the GL engine though, it
// also works with the GL_NEAREST_* texturemodes (and can help improve them).
// Note that if you're using Mark V then this setting only takes effect for the
// various GL_LINEAR_* texturemodes. In some OpenGL engines though, it also
// works with the GL_NEAREST_* texturemodes (and can help improve them).
// Default is 1. Uncomment the following line to set some other value.

//gl_texture_anisotropy 8
Expand Down Expand Up @@ -165,14 +167,14 @@
// water warp
//-------------------------------------------------------------------

// All variants of Mark V support a "water warp" effect when underwater,
// like the original WinQuake. For the GL and DX9 variants, you can play
// with some settings that control the strength of this effect. At high
// screen resolutions the effect may be too strong by default. Both
// r_waterwarp_amp and r_waterwarp_cycle may be worth modifying, although
// I typically only change r_waterwarp_amp.
// Both variants of Mark V support a "water warp" effect when underwater,
// like the original WinQuake. For the DX9 variant, you can play with some
// settings that control the strength of this effect. At high screen
// resolutions the effect may be too strong by default. Both r_waterwarp_amp
// and r_waterwarp_cycle may be worth modifying, although I typically only
// change r_waterwarp_amp.
// Default is 150. Uncomment the following line to set some other value.
// Larger values decrease the strength of the warp effect, althouhg the
// Larger values decrease the strength of the warp effect, although the
// exact effect depends upon your chosen video resolution.

//r_waterwarp_amp 500
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6 changes: 3 additions & 3 deletions id1/autoexec.cfg.example
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Expand Up @@ -81,7 +81,7 @@
//r_particles 2


// transparency & mirrors (other than r_wateralpha, Mark V engines only)
// transparency & mirrors (other than r_wateralpha, Mark V only)
//-------------------------------------------------------------------

// 1 = no transparency/reflection, 0 = full transparency/reflection
Expand All @@ -94,11 +94,11 @@
//r_wateralpha 1


// water warp (Mark V engines only)
// water warp (Mark V only; this doesn't apply to the winquake variant)
//-------------------------------------------------------------------

// Default is 150. Uncomment the following line to set some other value.
// Larger values decrease the strength of the warp effect, althouhg the
// Larger values decrease the strength of the warp effect, although the
// exact effect depends upon your chosen video resolution.

//r_waterwarp_amp 500
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4 changes: 3 additions & 1 deletion installer.bat
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Expand Up @@ -16,7 +16,7 @@ echo 5: Classic episodes
echo 6: Other highly-rated maps ^(part 1^)
echo 7: Other highly-rated maps ^(part 2^)
echo(
set menu_choice=eof
set menu_choice=menu_exit
set /p menu_choice=choose a number or just press Enter to exit:
echo(
goto %menu_choice%
Expand Down Expand Up @@ -48,3 +48,5 @@ goto :menu
:7
call "installers/install_other_picks_2.bat"
goto :menu

:menu_exit
29 changes: 18 additions & 11 deletions installers/_mod_install.cmd
Original file line number Diff line number Diff line change
Expand Up @@ -10,10 +10,15 @@ if "%1"=="" (
goto :exit
)
set install_arg=%~1
set gamedir=%~n1
set %gamedir%_success=false

echo Installing mod "%gamedir%"...
set modname=%~n1
if "%2"=="" (
set gamedir=%~n1
echo Installing mod "%~n1"...
) else (
set gamedir=%~n2
echo Installing mod "%~n1" as "%~n2"...
)
set %modname%_success=false

REM CD up to Mark V dir if necessary
if "%markv_exe%"=="" (
Expand All @@ -28,25 +33,27 @@ if not exist "%markv_exe%" (
)
if not exist "id1\pak0.pak" (
echo Couldn't find "id1\pak0.pak".
echo You could use the first option of the main installer to look for pak files on this computer.
echo You could use the first option of the main installer to look for pak
echo files on this computer.
goto :exit
)
if not exist "id1\pak1.pak" (
echo Couldn't find "id1\pak1.pak".
echo You could use the first option of the main installer to look for pak files on this computer.
echo You could use the first option of the main installer to look for pak
echo files on this computer.
goto :exit
)

REM download and install the mod
start "" /b /wait ".\%markv_exe%" +install "%install_arg%" +quit
start "" /b /wait ".\%markv_exe%" +install "%install_arg%" "%gamedir%" +quit

REM verify that download worked
if not exist "id1\_library\%gamedir%.zip" (
if not exist "id1\_library\%modname%.zip" (
echo Attempting download again...
REM short retry delay (don't use "timeout" since not available on XP)
ping 127.0.0.1 -n 4 >nul 2>&1 || ping ::1 -n 4 >nul 2>&1
start "" /b /wait ".\%markv_exe%" +install "%install_arg%" +quit
if not exist "id1\_library\%gamedir%.zip" (
start "" /b /wait ".\%markv_exe%" +install "%install_arg%" "%gamedir%" +quit
if not exist "id1\_library\%modname%.zip" (
echo Download failed. This might be a temporary issue with the server;
echo if you try again the download may succeed.
goto :exit
Expand Down Expand Up @@ -76,7 +83,7 @@ if exist "mod_extras\%gamedir%" (

echo Installed.

set %gamedir%_success=true
set %modname%_success=true

REM finally restore original working dir to be nice
:exit
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12 changes: 12 additions & 0 deletions installers/_mod_launch.cmd
Original file line number Diff line number Diff line change
Expand Up @@ -51,11 +51,23 @@ echo y: launch without explicitly setting a skill
echo n: do not launch
echo 0-3: launch and set a default initial skill
echo(
echo ^(x to uninstall, xx to also delete the cached download^)
echo(
set skill_arg=
set launch_choice=y
set /p launch_choice=choose an option, or just press Enter to launch:
goto %launch_choice%

:Xx
:xX
:xx
:XX
del /q "id1\_library\%~1.zip"
:x
:X
rd /s /q "%~1" 2> nul
goto :N

:0
:1
:2
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16 changes: 9 additions & 7 deletions installers/_mod_patch_install.cmd
Original file line number Diff line number Diff line change
Expand Up @@ -42,12 +42,14 @@ if not exist "%markv_exe%" (
)
if not exist "id1\pak0.pak" (
echo Couldn't find "id1\pak0.pak".
echo You could use the first option of the main installer to look for pak files on this computer.
echo You could use the first option of the main installer to look for pak
echo files on this computer.
goto :exit
)
if not exist "id1\pak1.pak" (
echo Couldn't find "id1\pak1.pak".
echo You could use the first option of the main installer to look for pak files on this computer.
echo You could use the first option of the main installer to look for pak
echo files on this computer.
goto :exit
)
if not exist "%target_gamedir%" (
Expand All @@ -61,14 +63,14 @@ if exist "%temp_gamedir%" (
)

REM download the patch
start "" /b /wait ".\%markv_exe%" +install "%install_arg%" +quit
start "" /b /wait ".\%markv_exe%" +install "%install_arg%" "%temp_gamedir%" +quit

REM verify that download worked
if not exist "id1\_library\%temp_gamedir%.zip" (
echo Attempting download again...
REM short retry delay (don't use "timeout" since not available on XP)
ping 127.0.0.1 -n 4 >nul 2>&1 || ping ::1 -n 4 >nul 2>&1
start "" /b /wait ".\%markv_exe%" +install "%install_arg%" +quit
start "" /b /wait ".\%markv_exe%" +install "%install_arg%" "%temp_gamedir%" +quit
if not exist "id1\_library\%temp_gamedir%.zip" (
echo Download failed. This might be a temporary issue with the server;
echo if you try again the download may succeed.
Expand All @@ -81,18 +83,18 @@ if exist "%temp_gamedir%" (
if "%has_skipfiles%"=="true" (
del /q%skipfiles% 2> nul
)
echo Adding/patching files:
REM echo Adding/patching files:
for /r "%cd%\%temp_gamedir%" %%d in (.) do (
setlocal EnableDelayedExpansion
set patch_subdir=%%d
set patch_rel_subdir=!patch_subdir:%cd%\%temp_gamedir%=!
set target_subdir=%target_gamedir%!patch_rel_subdir:\.=!
echo !target_subdir!
REM echo !target_subdir!
if not exist "!target_subdir!" (
md "!target_subdir!"
)
for %%f in ("%%d\*") do (
echo %%~nxf
REM echo %%~nxf
move /y "%%f" "!target_subdir!" > nul
)
endlocal
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