From 1963c3775c30984c568f424cbaa3d8f1b7186138 Mon Sep 17 00:00:00 2001 From: Joel Baxter Date: Thu, 26 Apr 2018 22:11:44 -0700 Subject: [PATCH 1/9] uninstall support --- CHANGELOG.txt | 5 +++++ README_FIRST.txt | 2 +- installers/_mod_launch.cmd | 12 ++++++++++++ readmes/maps_and_mods/1_installing.txt | 4 +++- 4 files changed, 21 insertions(+), 2 deletions(-) diff --git a/CHANGELOG.txt b/CHANGELOG.txt index 2328b3a..87884aa 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -1,3 +1,8 @@ +**** v1.8 (??? 2018) + +- Added mod uninstall support in the installer. + + **** 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. diff --git a/README_FIRST.txt b/README_FIRST.txt index 37211b1..be6c16b 100644 --- a/README_FIRST.txt +++ b/README_FIRST.txt @@ -15,7 +15,7 @@ You might want to keep an eye out in the future for a newer release of Mark V. Y The included version of Mark V is build 1036 from January 2017. -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. *** How to use this diff --git a/installers/_mod_launch.cmd b/installers/_mod_launch.cmd index e5e60e9..323bdcc 100644 --- a/installers/_mod_launch.cmd +++ b/installers/_mod_launch.cmd @@ -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 diff --git a/readmes/maps_and_mods/1_installing.txt b/readmes/maps_and_mods/1_installing.txt index 1a51888..3feca1d 100644 --- a/readmes/maps_and_mods/1_installing.txt +++ b/readmes/maps_and_mods/1_installing.txt @@ -45,7 +45,9 @@ Any Quake mod can be uninstalled by just deleting its folder. For content downloaded through Mark V, its original zipfile is also saved inside the "id1\_library" folder. You can delete that zipfile if you don't think you'll want it again any time soon. -For convenience there's an "uninstall" console command in Mark V. You could for example do: +For convenience the installer batch files will give you an uninstall option once a mod has been installed. + +There's also an "uninstall" console command in Mark V. You could for example do: uninstall travail to remove the "travail" game folder and its contents, or you could do: uninstall travail full From 2f2a9c10b22f7e44710e7d8bb13768d4716a71f0 Mon Sep 17 00:00:00 2001 From: Joel Baxter Date: Sat, 28 Apr 2018 20:58:57 -0700 Subject: [PATCH 2/9] menu tweaks --- installers/install_2016_episodes.bat | 16 +++++------ installers/install_classic_episodes.bat | 18 ++++++------ installers/install_modern_episodes.bat | 38 ++++++++++++------------- installers/install_music.bat | 16 +++++------ installers/install_other_picks.bat | 38 ++++++++++++------------- installers/install_other_picks_2.bat | 28 +++++++++--------- 6 files changed, 77 insertions(+), 77 deletions(-) diff --git a/installers/install_2016_episodes.bat b/installers/install_2016_episodes.bat index c77c70e..1e3ba36 100644 --- a/installers/install_2016_episodes.bat +++ b/installers/install_2016_episodes.bat @@ -32,12 +32,12 @@ call :installed_check ad_v1_70final call :installed_check dm4jam echo( echo Custom episodes released in 2016 or later: -echo 1: dopa - Dimension of the Past ^(2016^)%dopa_installed% -echo 2: gotshun-never-released_levels - The "lost" levels ^(2016^)%gotshun-never-released_levels_installed% -echo 3: func_mapjam9_2 - Func Map Jam 9 - Contract Revoked / Knave theme ^(2017^)%func_mapjam9_2_installed% -echo 4: qump - Quake Upstart Mapping Project ^(2017^)%qump_installed% -echo 5: ad_v1_70final - Arcane Dimensions 1.7 ^(2017^)%ad_v1_70final_installed% -echo 6: dm4jam - DM4 Jam ^(2018^)%dm4jam_installed% +echo %dopa_installed% 1: dopa - Dimension of the Past ^(2016^) +echo %gotshun-never-released_levels_installed% 2: gotshun-never-released_levels - The "lost" levels ^(2016^) +echo %func_mapjam9_2_installed% 3: func_mapjam9_2 - Func Map Jam 9 - Contract Revoked / Knave theme ^(2017^) +echo %qump_installed% 4: qump - Quake Upstart Mapping Project ^(2017^) +echo %ad_v1_70final_installed% 5: ad_v1_70final - Arcane Dimensions 1.7 ^(2017^) +echo %dm4jam_installed% 6: dm4jam - DM4 Jam ^(2018^) echo( set menu_choice=menu_exit set /p menu_choice=choose a number or just press Enter to exit: @@ -191,9 +191,9 @@ REM functions used above :installed_check if exist "%1" ( - set %1_installed= - ready to play + set %1_installed=* ) else ( - set %1_installed= + set %1_installed= ) goto :eof diff --git a/installers/install_classic_episodes.bat b/installers/install_classic_episodes.bat index 716447b..f07e7eb 100644 --- a/installers/install_classic_episodes.bat +++ b/installers/install_classic_episodes.bat @@ -31,13 +31,13 @@ call :installed_check zer call :installed_check descent call :installed_check nehahra echo( -echo "Classic" custom episodes to install: -echo 1: prodigy_se - Prodigy Special Edition ^(1997^)%prodigy_se_installed% -echo 2: bbelief - Beyond Belief ^(1997^)%bbelief_installed% -echo 3: mexx9 - Penumbra of Domination ^(1997^)%mexx9_installed% -echo 4: zer - Zerstoerer ^(1997^)%zer_installed% -echo 5: descent - ^(The Final^) Descent ^(2000^)%descent_installed% -echo 6: nehahra - Nehahra ^(2000^)%nehahra_installed% +echo "Classic" custom episodes: +echo %prodigy_se_installed% 1: prodigy_se - Prodigy Special Edition ^(1997^) +echo %bbelief_installed% 2: bbelief - Beyond Belief ^(1997^) +echo %mexx9_installed% 3: mexx9 - Penumbra of Domination ^(1997^) +echo %zer_installed% 4: zer - Zerstoerer ^(1997^) +echo %descent_installed% 5: descent - ^(The Final^) Descent ^(2000^) +echo %nehahra_installed% 6: nehahra - Nehahra ^(2000^) echo( set menu_choice=menu_exit set /p menu_choice=choose a number or just press Enter to exit: @@ -154,9 +154,9 @@ REM functions used above :installed_check if exist "%1" ( - set %1_installed= - ready to play + set %1_installed=* ) else ( - set %1_installed= + set %1_installed= ) goto :eof diff --git a/installers/install_modern_episodes.bat b/installers/install_modern_episodes.bat index 2e5d2c0..6727992 100644 --- a/installers/install_modern_episodes.bat +++ b/installers/install_modern_episodes.bat @@ -41,23 +41,23 @@ call :installed_check rrp call :installed_check func_mapjam5 call :installed_check mapjam6 echo( -echo Modern ^(pre-2016^) custom episodes to install: -echo 1: oum - Operation: Urth Majik ^(2001^)%oum_installed% -echo 2: rapture - Rapture ^(2001^)%rapture_installed% -echo 3: soe_full - Soul of Evil ^(2002^)%soe_full_installed% -echo 4: contract - Contract Revoked ^(2002^)%contract_installed% -echo 5: terra - Terra ^(2005^)%terra_installed% -echo 6: chapters - Contract Revoked: The Lost Chapters ^(2005^)%chapters_installed% -echo 7: travail - Travail ^(2007^)%travail_installed% -echo 8: warpspasm - Warp Spasm ^(2007^)%warpspasm_installed% -echo 9: rmx-pack - Remix Map Pack ^(2008^)%rmx-pack_installed% -echo 10: nsoe2 - Soul of Evil: Indian Summer ^(2008^)%nsoe2_installed% -echo 11: arcanum - Arcanum ^(2011^)%arcanum_installed% -echo 12: dmc3 - Deathmatch Classics Vol. 3 ^(2011^)%dmc3_installed% -echo 13: unforgiven - Unforgiven ^(2011^)%unforgiven_installed% -echo 14: rrp - Rubicon Rumble Pack ^(2014^)%rrp_installed% -echo 15: func_mapjam5 - Func Map Jam 5 - The Qonquer Map Jam ^(2015^)%func_mapjam5_installed% -echo 16: mapjam6 - Func Map Jam 6 - Fire and Brimstone ^(2015^)%mapjam6_installed% +echo Modern ^(pre-2016^) custom episodes: +echo %oum_installed% 1: oum - Operation: Urth Majik ^(2001^) +echo %rapture_installed% 2: rapture - Rapture ^(2001^) +echo %soe_full_installed% 3: soe_full - Soul of Evil ^(2002^) +echo %contract_installed% 4: contract - Contract Revoked ^(2002^) +echo %terra_installed% 5: terra - Terra ^(2005^) +echo %chapters_installed% 6: chapters - Contract Revoked: The Lost Chapters ^(2005^) +echo %travail_installed% 7: travail - Travail ^(2007^) +echo %warpspasm_installed% 8: warpspasm - Warp Spasm ^(2007^) +echo %rmx-pack_installed% 9: rmx-pack - Remix Map Pack ^(2008^) +echo %nsoe2_installed% 10: nsoe2 - Soul of Evil: Indian Summer ^(2008^) +echo %arcanum_installed% 11: arcanum - Arcanum ^(2011^) +echo %dmc3_installed% 12: dmc3 - Deathmatch Classics Vol. 3 ^(2011^) +echo %unforgiven_installed% 13: unforgiven - Unforgiven ^(2011^) +echo %rrp_installed% 14: rrp - Rubicon Rumble Pack ^(2014^) +echo %func_mapjam5_installed% 15: func_mapjam5 - Func Map Jam 5 - The Qonquer Map Jam ^(2015^) +echo %mapjam6_installed% 16: mapjam6 - Func Map Jam 6 - Fire and Brimstone ^(2015^) echo( set menu_choice=menu_exit set /p menu_choice=choose a number or just press Enter to exit: @@ -330,9 +330,9 @@ REM functions used above :installed_check if exist "%1" ( - set %1_installed= - ready to play + set %1_installed=* ) else ( - set %1_installed= + set %1_installed= ) goto :eof diff --git a/installers/install_music.bat b/installers/install_music.bat index 139b4b8..35039a5 100644 --- a/installers/install_music.bat +++ b/installers/install_music.bat @@ -24,17 +24,17 @@ call :music_installed_check id1 call :music_installed_check hipnotic call :music_installed_check rogue echo( -echo Soundtrack files to install for main campaign or missionpacks: -echo 1: id1\music - original campaign%id1_music_installed% +echo Soundtrack files for main campaign or missionpacks: +echo %id1_music_installed% 1: id1\music - original campaign if exist hipnotic ( - echo 2: hipnotic\music - Scourge of Armagon%hipnotic_music_installed% + echo %hipnotic_music_installed% 2: hipnotic\music - Scourge of Armagon ) else ( - echo ^(missionpack 1 not present^) + echo ^(missionpack 1 not present^) ) if exist rogue ( - echo 3: rogue\music - Dissolution of Eternity%rogue_music_installed% + echo %rogue_music_installed% 3: rogue\music - Dissolution of Eternity ) else ( - echo ^(missionpack 2 not present^) + echo ^(missionpack 2 not present^) ) echo( set menu_choice=menu_exit @@ -92,7 +92,7 @@ goto :eof REM function used above :music_installed_check if exist "%1\music" ( - set %1_music_installed= - already installed + set %1_music_installed=* ) else ( - set %1_music_installed= + set %1_music_installed= ) diff --git a/installers/install_other_picks.bat b/installers/install_other_picks.bat index 771c4b2..a1c0de7 100644 --- a/installers/install_other_picks.bat +++ b/installers/install_other_picks.bat @@ -40,23 +40,23 @@ call :installed_check mappi call :installed_check rubicon2 call :installed_check ne_ruins echo( -echo A selection of other maps to install ^(part 1^): -echo 1: czg07 - Insomnia ^(2000^)%czg07_installed% -echo 2: koohoo - The Castle of Koohoo ^(2001^)%koohoo_installed% -echo 3: czg03 - Ceremonial Circles ^(2001^)%czg03_installed% -echo 4: gmsp3 - Day of the Lords ^(2003^)%gmsp3_installed% -echo 5: ac - Adamantine Cruelty ^(2004^)%ac_installed% -echo 6: e1m1rmx - The Slipgate Duplex ^(2004^)%e1m1rmx_installed% -echo 7: menk - Menkalinan ^(2004^)%menk_installed% -echo 8: kinn_marcher - The Marcher Fortress ^(2005^)%kinn_marcher_installed% -echo 9: lunsp1 - Concentric Devastation ^(2005^)%lunsp1_installed% -echo 10: red777 - Red 777 ^(2005^)%red777_installed% -echo 11: fmb_bdg - This Onion ^(2007^)%fmb_bdg_installed% -echo 12: apsp2 - Plumbers Don't Wear Ties ^(2009^)%apsp2_installed% -echo 13: arwop - A Roman Wilderness Of Pain ^(2009^)%arwop_installed% -echo 14: mappi - Red Slammer ^(2010^)%mappi_installed% -echo 15: rubicon2 - Rubicon 2 ^(2011^)%rubicon2_installed% -echo 16: ne_ruins - The Altar of Storms ^(2011^)%ne_ruins_installed% +echo A selection of other maps ^(part 1^): +echo %czg07_installed% 1: czg07 - Insomnia ^(2000^) +echo %koohoo_installed% 2: koohoo - The Castle of Koohoo ^(2001^) +echo %czg03_installed% 3: czg03 - Ceremonial Circles ^(2001^) +echo %gmsp3_installed% 4: gmsp3 - Day of the Lords ^(2003^) +echo %ac_installed% 5: ac - Adamantine Cruelty ^(2004^) +echo %e1m1rmx_installed% 6: e1m1rmx - The Slipgate Duplex ^(2004^) +echo %menk_installed% 7: menk - Menkalinan ^(2004^) +echo %kinn_marcher_installed% 8: kinn_marcher - The Marcher Fortress ^(2005^) +echo %lunsp1_installed% 9: lunsp1 - Concentric Devastation ^(2005^) +echo %red777_installed% 10: red777 - Red 777 ^(2005^) +echo %fmb_bdg_installed% 11: fmb_bdg - This Onion ^(2007^) +echo %apsp2_installed% 12: apsp2 - Plumbers Don't Wear Ties ^(2009^) +echo %arwop_installed% 13: arwop - A Roman Wilderness Of Pain ^(2009^) +echo %mappi_installed% 14: mappi - Red Slammer ^(2010^) +echo %rubicon2_installed% 15: rubicon2 - Rubicon 2 ^(2011^) +echo %ne_ruins_installed% 16: ne_ruins - The Altar of Storms ^(2011^) echo( set menu_choice=menu_exit set /p menu_choice=choose a number or just press Enter to exit: @@ -316,8 +316,8 @@ REM functions used above :installed_check if exist "%1" ( - set %1_installed= - ready to play + set %1_installed=* ) else ( - set %1_installed= + set %1_installed= ) goto :eof diff --git a/installers/install_other_picks_2.bat b/installers/install_other_picks_2.bat index 1859879..9ca96c3 100644 --- a/installers/install_other_picks_2.bat +++ b/installers/install_other_picks_2.bat @@ -35,18 +35,18 @@ call :installed_check func_mapjam2 call :installed_check func_mapjam3 call :installed_check retrojam6 echo( -echo A selection of other maps to install ^(part 2^): -echo 17: honey - Honey ^(2012^)%honey_installed% -echo 18: e1m5quotha - Gloomier Keep ^(2012^)%e1m5quotha_installed% -echo 19: apsp3 - Subterranean Library ^(2012^)%apsp3_installed% -echo 20: something_wicked - Something Wicked This Way Comes ^(2012^)%something_wicked_installed% -echo 21: fmb_bdg2 - For My Babies - Bin Dunne Gorne 2 ^(2013^)%fmb_bdg2_installed% -echo 22: mstalk1c - Midnight Stalker ^(2013^)%mstalk1c_installed% -echo 23: ivory1b - The Ivory Tower ^(2013^)%ivory1b_installed% -echo 24: func_mapjam1 - Func Map Jam 1 - Honey Theme ^(2014^)%func_mapjam1_installed% -echo 25: func_mapjam2 - Func Map Jam 2 - IKblue/IKwhite Theme ^(2014^)%func_mapjam2_installed% -echo 26: func_mapjam3 - Func Map Jam 3 - Zerstoerer theme ^(2014^)%func_mapjam3_installed% -echo 27: retrojam6 - Retro Jam 6 - Egyptian theme ^(2017^)%retrojam6_installed% +echo A selection of other maps ^(part 2^): +echo %honey_installed% 17: honey - Honey ^(2012^) +echo %e1m5quotha_installed% 18: e1m5quotha - Gloomier Keep ^(2012^) +echo %apsp3_installed% 19: apsp3 - Subterranean Library ^(2012^) +echo %something_wicked_installed% 20: something_wicked - Something Wicked This Way Comes ^(2012^) +echo %fmb_bdg2_installed% 21: fmb_bdg2 - For My Babies - Bin Dunne Gorne 2 ^(2013^) +echo %mstalk1c_installed% 22: mstalk1c - Midnight Stalker ^(2013^) +echo %ivory1b_installed% 23: ivory1b - The Ivory Tower ^(2013^) +echo %func_mapjam1_installed% 24: func_mapjam1 - Func Map Jam 1 - Honey Theme ^(2014^) +echo %func_mapjam2_installed% 25: func_mapjam2 - Func Map Jam 2 - IKblue/IKwhite Theme ^(2014^) +echo %func_mapjam3_installed% 26: func_mapjam3 - Func Map Jam 3 - Zerstoerer theme ^(2014^) +echo %retrojam6_installed% 27: retrojam6 - Retro Jam 6 - Egyptian theme ^(2017^) echo( set menu_choice=menu_exit set /p menu_choice=choose a number or just press Enter to exit: @@ -256,9 +256,9 @@ REM functions used above :installed_check if exist "%1" ( - set %1_installed= - ready to play + set %1_installed=* ) else ( - set %1_installed= + set %1_installed= ) goto :eof From 715e7fd020ffefe56e52e50fbf3f72560f82638c Mon Sep 17 00:00:00 2001 From: Joel Baxter Date: Tue, 8 May 2018 13:29:37 -0700 Subject: [PATCH 3/9] draft installer changes for new Mark V --- installer.bat | 4 +- installers/_mod_install.cmd | 23 ++-- installers/_mod_patch_install.cmd | 10 +- installers/install_2016_episodes.bat | 80 +---------- installers/install_classic_episodes.bat | 5 - installers/install_modern_episodes.bat | 106 +-------------- installers/install_other_picks.bat | 60 +-------- installers/install_other_picks_2.bat | 127 +----------------- .../mod_extras/nehahra/readme_spirit.txt | 19 +++ installers/mod_extras/quoth/launch.bat | 1 - 10 files changed, 49 insertions(+), 386 deletions(-) create mode 100755 installers/mod_extras/nehahra/readme_spirit.txt diff --git a/installer.bat b/installer.bat index 86a05e2..55e86ea 100644 --- a/installer.bat +++ b/installer.bat @@ -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% @@ -48,3 +48,5 @@ goto :menu :7 call "installers/install_other_picks_2.bat" goto :menu + +:menu_exit \ No newline at end of file diff --git a/installers/_mod_install.cmd b/installers/_mod_install.cmd index 0c20d49..9e0725a 100644 --- a/installers/_mod_install.cmd +++ b/installers/_mod_install.cmd @@ -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 "%modname%"... +) else ( + set gamedir=%~n2 + echo Installing mod "%modname%" as "%gamedir%"... +) +set %modname%_success=false REM CD up to Mark V dir if necessary if "%markv_exe%"=="" ( @@ -38,15 +43,15 @@ if not exist "id1\pak1.pak" ( ) 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 @@ -76,7 +81,7 @@ 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 diff --git a/installers/_mod_patch_install.cmd b/installers/_mod_patch_install.cmd index 23c1b32..ba10348 100644 --- a/installers/_mod_patch_install.cmd +++ b/installers/_mod_patch_install.cmd @@ -61,14 +61,14 @@ 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. @@ -81,18 +81,18 @@ 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 diff --git a/installers/install_2016_episodes.bat b/installers/install_2016_episodes.bat index 1e3ba36..41b6536 100644 --- a/installers/install_2016_episodes.bat +++ b/installers/install_2016_episodes.bat @@ -55,7 +55,6 @@ pause goto :menu :2 -REM The "lost" levels doesn't normally have its own gamedir, but let's give it one if not exist gotshun-never-released_levels ( if not exist "hipnotic\pak0.pak" ( echo This content requires missionpack 1 to currently be installed. @@ -64,15 +63,6 @@ if not exist gotshun-never-released_levels ( goto :menu ) else ( call "%~dp0\_mod_install.cmd" gotshun-never-released_levels - md gotshun-never-released_levels 2> nul - md gotshun-never-released_levels\maps 2> nul - move id1\maps\q1map1.bsp gotshun-never-released_levels\maps > nul - move id1\maps\e1u?.bsp gotshun-never-released_levels\maps > nul - move id1\maps\e1sl1.bsp gotshun-never-released_levels\maps > nul - move id1\maps\e2u?.bsp gotshun-never-released_levels\maps > nul - move id1\maps\e2sl1.bsp gotshun-never-released_levels\maps > nul - move id1\maps\finale.bsp gotshun-never-released_levels\maps > nul - move id1\maps\readme.txt gotshun-never-released_levels > nul ) ) if exist gotshun-never-released_levels ( @@ -86,13 +76,8 @@ goto :menu :3 REM for Func Map Jam 9 also install Quoth if necessary -REM note that the "quoth" folder name is required for Quoth if not exist quoth ( - call "%~dp0\_mod_install.cmd" http://www.quaketastic.com/files/single_player/mods/quoth2pt2full.zip - if exist quoth2pt2full ( - move quoth2pt2full quoth > nul - del /q id1\_library\quoth2pt2full.zip - ) + call "%~dp0\_mod_install.cmd" http://www.quaketastic.com/files/single_player/mods/quoth2pt2full.zip quoth ) if exist quoth ( if not exist func_mapjam9_2 ( @@ -110,32 +95,12 @@ if exist func_mapjam9_2 ( echo Quoth as the base game. echo( ) +pause goto :menu :4 -REM Quake Upstart Mapping Project doesn't normally have its own gamedir, but let's give it one if not exist qump ( call "%~dp0\_mod_install.cmd" qump - md qump 2> nul - md qump\gfx 2> nul - md qump\gfx\env 2> nul - md qump\maps 2> nul - md qump\maps\source 2> nul - md qump\music 2> nul - move id1\gfx\env\moonhigh_*.tga qump\gfx\env > nul - move id1\gfx\env\stormydays_*.tga qump\gfx\env > nul - move id1\gfx\env\voidsmoke_*.tga qump\gfx\env > nul - move id1\maps\qump_*.* qump\maps > nul - move id1\maps\start.bsp qump\maps > nul - move id1\maps\start.lit qump\maps > nul - move id1\maps\source\qump_*.* qump\maps\source > nul - move id1\maps\source\start.map qump\maps\source > nul - move id1\music\track12.ogg qump\music > nul - move "id1\qump read me.txt" qump > nul - REM delete these uncommon dirs if empty - rd id1\gfx\env 2> nul - rd id1\gfx 2> nul - rd id1\maps\source 2> nul ) if exist qump ( call "%~dp0\_mod_launch.cmd" qump start @@ -162,10 +127,6 @@ if "%ad_v1_70patch1_success%"=="false" ( goto :menu ) if exist ad_v1_70final ( - echo Note that the included map ad_sepulcher is not playable with the - echo Mark V engine, at the time of writing this. - echo The latest version of the Quakespasm engine is recommended for that map. - echo( call "%~dp0\_mod_launch.cmd" ad_v1_70final start ) pause @@ -174,7 +135,6 @@ goto :menu :6 if not exist dm4jam ( call "%~dp0\_mod_install.cmd" dm4jam - call :dm4jam_fix ) if exist dm4jam ( call "%~dp0\_mod_launch.cmd" dm4jam start @@ -196,39 +156,3 @@ if exist "%1" ( set %1_installed= ) goto :eof - -REM Mark V does not correctly extract dm4jam -REM so we'll do it from this batch file if possible. -:dm4jam_fix -if exist dm4jam\demo1.dem ( - goto :eof -) -del /q id1\maps\dm4jam_*.* 2> nul -del /q id1\maps\start.* 2> nul -call :net45_check -if "%net45_installed%"=="true" ( - echo Fixing some install issues... - powershell.exe -nologo -noprofile -command "& { Add-Type -A 'System.IO.Compression.FileSystem'; [IO.Compression.ZipFile]::ExtractToDirectory('id1\_library\dm4jam.zip', 'dm4jam'); }" -) -if exist dm4jam\demo1.dem ( - goto :eof -) -rd /s /q dm4jam 2> nul -echo Mark V has issues installing "dm4jam"; unable to fix. -echo You can get "dm4jam.zip" from the "id1\_library" folder and -echo extract it manually into a "dm4jam" mod folder. -echo( -goto :eof - -:net45_check -powershell.exe -nologo -noprofile -command "& { trap { exit 1; } Add-Type -A 'System.IO.Compression.FileSystem'; }" > nul 2>&1 -if %errorlevel% equ 0 ( - set net45_installed=true -) else ( - echo The installed version of the .Net Framework ^(and/or of PowerShell^) prevents - echo the automatic fixing of some install issues. See "readmes\basic\1_setup.txt" - echo for more details. - echo( - set net45_installed=false -) -goto :eof diff --git a/installers/install_classic_episodes.bat b/installers/install_classic_episodes.bat index f07e7eb..0c61d08 100644 --- a/installers/install_classic_episodes.bat +++ b/installers/install_classic_episodes.bat @@ -134,7 +134,6 @@ goto :menu :6 if not exist nehahra ( call "%~dp0\_mod_install.cmd" nehahra - call :nehahra_fix ) if exist nehahra ( call "%~dp0\_mod_launch.cmd" nehahra nehstart nehahra @@ -159,7 +158,3 @@ if exist "%1" ( set %1_installed= ) goto :eof - -:nehahra_fix -move nehahra\pirit.txt nehahra\readme_spirit.txt > nul 2>&1 -goto :eof diff --git a/installers/install_modern_episodes.bat b/installers/install_modern_episodes.bat index 6727992..1c5dbbd 100644 --- a/installers/install_modern_episodes.bat +++ b/installers/install_modern_episodes.bat @@ -105,13 +105,8 @@ pause goto :menu :5 -REM Terra doesn't normally have its own gamedir, but let's give it one if not exist terra ( call "%~dp0\_mod_install.cmd" terra - md terra 2> nul - md terra\maps 2> nul - move id1\maps\terra?.bsp terra\maps > nul - move id1\maps\terra.txt terra > nul ) if exist terra ( call "%~dp0\_mod_launch.cmd" terra terra1 @@ -159,18 +154,12 @@ goto :menu :8 REM for Warp Spasm also install Quoth if necessary -REM note that the "quoth" folder name is required for Quoth if not exist quoth ( - call "%~dp0\_mod_install.cmd" http://www.quaketastic.com/files/single_player/mods/quoth2pt2full.zip - if exist quoth2pt2full ( - move quoth2pt2full quoth > nul - del /q id1\_library\quoth2pt2full.zip - ) + call "%~dp0\_mod_install.cmd" http://www.quaketastic.com/files/single_player/mods/quoth2pt2full.zip quoth ) if exist quoth ( if not exist warpspasm ( call "%~dp0\_mod_install.cmd" warpspasm - call :warpspasm_fix ) ) else ( echo Failed to install required base mod "quoth". Skipping "warpspasm" install. @@ -188,24 +177,8 @@ pause goto :menu :9 -REM Remix Map Pack doesn't normally have its own gamedir, but let's give it one if not exist rmx-pack ( call "%~dp0\_mod_install.cmd" rmx-pack - md rmx-pack 2> nul - md rmx-pack\gfx 2> nul - md rmx-pack\gfx\env 2> nul - md rmx-pack\maps 2> nul - move id1\*rmx*.txt rmx-pack > nul - move id1\gfx\env\elbrus256*.tga rmx-pack\gfx\env > nul - move id1\maps\*rmx*.* rmx-pack\maps > nul - move id1\maps\start.bsp rmx-pack\maps > nul - REM delete these unneeded files - del /q id1\fitz-rmx.bat - del /q id1\gnu.txt - del /q id1\mx.txt - REM delete these uncommon dirs if empty - rd id1\gfx\env 2> nul - rd id1\gfx 2> nul ) if exist rmx-pack ( call "%~dp0\_mod_launch.cmd" rmx-pack start @@ -228,7 +201,6 @@ REM for Arcanum also install the Drake mod set drake290111_success= if not exist arcanum ( call "%~dp0\_mod_install.cmd" arcanum - call :arcanum_fix if exist arcanum ( call "%~dp0\_mod_patch_install.cmd" http://www.quaddicted.com/filebase/drake290111.zip arcanum ) @@ -248,17 +220,8 @@ pause goto :menu :12 -REM Deathmatch Classics Vol. 3 doesn't normally have its own gamedir, but let's give it one if not exist dmc3 ( call "%~dp0\_mod_install.cmd" dmc3 - md dmc3 2> nul - md dmc3\maps 2> nul - md dmc3\maps\src 2> nul - move id1\maps\dmc3.txt dmc3 > nul - move id1\maps\dmc3*.bsp dmc3\maps > nul - move id1\maps\src\dmc3*.map dmc3\maps\src > nul - REM delete these uncommon dirs if empty - rd id1\maps\src 2> nul ) if exist dmc3 ( call "%~dp0\_mod_launch.cmd" dmc3 dmc3 @@ -313,7 +276,6 @@ goto :menu :16 if not exist mapjam6 ( call "%~dp0\_mod_install.cmd" mapjam6 - call :mapjam6_fix ) if exist mapjam6 ( call "%~dp0\_mod_launch.cmd" mapjam6 start @@ -335,69 +297,3 @@ if exist "%1" ( set %1_installed= ) goto :eof - -REM Mark V does not correctly extract arcanum -REM so we'll do it from this batch file if possible. -:arcanum_fix -if exist arcanum\maps\arcstart.bsp ( - goto :eof -) -del /q id1\maps\arcanum?.bsp 2> nul -del /q id1\maps\arcstart.* 2> nul -call :net45_check -if "%net45_installed%"=="true" ( - echo Fixing some install issues... - powershell.exe -nologo -noprofile -command "& { Add-Type -A 'System.IO.Compression.FileSystem'; [IO.Compression.ZipFile]::ExtractToDirectory('id1\_library\arcanum.zip', 'arcanum'); }" -) -if exist arcanum\maps\arcstart.bsp ( - goto :eof -) -rd /s /q arcanum 2> nul -echo Mark V has issues installing "arcanum"; unable to fix. -echo You can get "arcanum.zip" from the "id1\_library" folder and -echo extract it manually into an "arcanum" mod folder. -echo You will also need to manually download and install the Drake mod into -echo the same folder, from: http://www.quaddicted.com/filebase/drake290111.zip -echo( -goto :eof - -:warpspasm_fix -del /q warpspasm\dll 2> nul -goto :eof - -REM Mark V does not correctly extract mapjam6 -REM so we'll do it from this batch file if possible. -:mapjam6_fix -if exist mapjam6\maps\start.bsp ( - goto :eof -) -del /q id1\maps\jam6_*.* 2> nul -del /q id1\maps\start.bsp 2> nul -del /q id1\maps\start.lit 2> nul -call :net45_check -if "%net45_installed%"=="true" ( - echo Fixing some install issues... - powershell.exe -nologo -noprofile -command "& { Add-Type -A 'System.IO.Compression.FileSystem'; [IO.Compression.ZipFile]::ExtractToDirectory('id1\_library\mapjam6.zip', 'mapjam6'); }" -) -if exist mapjam6\maps\start.bsp ( - goto :eof -) -rd /s /q mapjam6 2> nul -echo Mark V has issues installing "mapjam6"; unable to fix. -echo You can get "mapjam6.zip" from the "id1\_library folder" and -echo extract it manually into a "mapjam6" mod folder. -echo( -goto :eof - -:net45_check -powershell.exe -nologo -noprofile -command "& { trap { exit 1; } Add-Type -A 'System.IO.Compression.FileSystem'; }" > nul 2>&1 -if %errorlevel% equ 0 ( - set net45_installed=true -) else ( - echo The installed version of the .Net Framework ^(and/or of PowerShell^) prevents - echo the automatic fixing of some install issues. See "readmes\basic\1_setup.txt" - echo for more details. - echo( - set net45_installed=false -) -goto :eof diff --git a/installers/install_other_picks.bat b/installers/install_other_picks.bat index a1c0de7..7edb7d6 100644 --- a/installers/install_other_picks.bat +++ b/installers/install_other_picks.bat @@ -84,13 +84,8 @@ pause goto :menu :3 -REM Ceremonial Circles doesn't normally have its own gamedir, but let's give it one if not exist czg03 ( call "%~dp0\_mod_install.cmd" czg03 - md czg03 2> nul - md czg03\maps 2> nul - move id1\maps\czg03.bsp czg03\maps > nul - move id1\maps\czg03.txt czg03 > nul ) if exist czg03 ( call "%~dp0\_mod_launch.cmd" czg03 czg03 @@ -99,13 +94,8 @@ pause goto :menu :4 -REM Day of the Lords doesn't normally have its own gamedir, but let's give it one if not exist gmsp3 ( call "%~dp0\_mod_install.cmd" gmsp3 - md gmsp3 2> nul - md gmsp3\maps 2> nul - move id1\maps\gmsp3v2.bsp gmsp3\maps > nul - move id1\maps\gmsp3.txt gmsp3 > nul ) if exist gmsp3 ( call "%~dp0\_mod_launch.cmd" gmsp3 gmsp3v2 @@ -114,14 +104,8 @@ pause goto :menu :5 -REM Adamantine Cruelty doesn't normally have its own gamedir, but let's give it one if not exist ac ( call "%~dp0\_mod_install.cmd" ac - md ac 2> nul - md ac\maps 2> nul - move id1\maps\ac.bsp ac\maps > nul - move id1\maps\acstart.bsp ac\maps > nul - move id1\maps\ac.txt ac > nul ) if exist ac ( call "%~dp0\_mod_launch.cmd" ac acstart @@ -130,15 +114,8 @@ pause goto :menu :6 -REM The Slipgate Duplex doesn't normally have its own gamedir, but let's give it one if not exist e1m1rmx ( call "%~dp0\_mod_install.cmd" e1m1rmx - md e1m1rmx 2> nul - md e1m1rmx\maps 2> nul - move id1\maps\e1m1rmx.bsp e1m1rmx\maps > nul - move id1\maps\e1m1rmx.map e1m1rmx\maps > nul - move id1\maps\e1m1rmx_q3.map e1m1rmx\maps > nul - move id1\maps\e1m1rmx.txt e1m1rmx > nul ) if exist e1m1rmx ( call "%~dp0\_mod_launch.cmd" e1m1rmx e1m1rmx @@ -147,14 +124,8 @@ pause goto :menu :7 -REM Menkalinan doesn't normally have its own gamedir, but let's give it one if not exist menk ( call "%~dp0\_mod_install.cmd" menk - md menk 2> nul - md menk\maps 2> nul - move id1\maps\menk.bsp menk\maps > nul - move id1\maps\menkstart.bsp menk\maps > nul - move id1\maps\menk.txt menk > nul ) if exist menk ( call "%~dp0\_mod_launch.cmd" menk menkstart @@ -184,22 +155,12 @@ goto :menu :10 REM for Red 777 also install Quoth if necessary -REM note that the "quoth" folder name is required for Quoth if not exist quoth ( - call "%~dp0\_mod_install.cmd" http://www.quaketastic.com/files/single_player/mods/quoth2pt2full.zip - if exist quoth2pt2full ( - move quoth2pt2full quoth > nul - del /q id1\_library\quoth2pt2full.zip - ) + call "%~dp0\_mod_install.cmd" http://www.quaketastic.com/files/single_player/mods/quoth2pt2full.zip quoth ) -REM Red 777 doesn't normally have its own gamedir, but let's give it one if exist quoth ( if not exist red777 ( call "%~dp0\_mod_install.cmd" red777 - md red777 2> nul - md red777\maps 2> nul - move id1\maps\red777.bsp red777\maps > nul - move id1\maps\red777.txt red777 > nul ) ) else ( echo Failed to install required base mod "quoth". Skipping "red777" install. @@ -228,24 +189,12 @@ goto :menu :12 REM for Plumbers Don't Wear Ties also install Quoth if necessary -REM note that the "quoth" folder name is required for Quoth if not exist quoth ( - call "%~dp0\_mod_install.cmd" http://www.quaketastic.com/files/single_player/mods/quoth2pt2full.zip - if exist quoth2pt2full ( - move quoth2pt2full quoth > nul - del /q id1\_library\quoth2pt2full.zip - ) + call "%~dp0\_mod_install.cmd" http://www.quaketastic.com/files/single_player/mods/quoth2pt2full.zip quoth ) -REM Plumbers Don't Wear Ties doesn't normally have its own gamedir, but let's give it one if exist quoth ( if not exist apsp2 ( call "%~dp0\_mod_install.cmd" apsp2 - md apsp2 2> nul - md apsp2\maps 2> nul - move id1\maps\apsp2.bsp apsp2\maps > nul - move id1\maps\apsp2.map apsp2\maps > nul - move id1\maps\apsp2.txt apsp2 > nul - move id1\maps\apsp2.rmf apsp2 > nul ) ) else ( echo Failed to install required base mod "quoth". Skipping "apsp2" install. @@ -273,13 +222,8 @@ pause goto :menu :14 -REM Red Slammer doesn't normally have its own gamedir, but let's give it one if not exist mappi ( call "%~dp0\_mod_install.cmd" mappi - md mappi 2> nul - md mappi\maps 2> nul - move id1\maps\mappi.bsp mappi\maps > nul - move id1\maps\mappi.txt mappi > nul ) if exist mappi ( call "%~dp0\_mod_launch.cmd" mappi mappi diff --git a/installers/install_other_picks_2.bat b/installers/install_other_picks_2.bat index 9ca96c3..a1a1278 100644 --- a/installers/install_other_picks_2.bat +++ b/installers/install_other_picks_2.bat @@ -65,22 +65,12 @@ goto :menu :18 REM for Gloomier Keep also install Quoth if necessary -REM note that the "quoth" folder name is required for Quoth if not exist quoth ( - call "%~dp0\_mod_install.cmd" http://www.quaketastic.com/files/single_player/mods/quoth2pt2full.zip - if exist quoth2pt2full ( - move quoth2pt2full quoth > nul - del /q id1\_library\quoth2pt2full.zip - ) + call "%~dp0\_mod_install.cmd" http://www.quaketastic.com/files/single_player/mods/quoth2pt2full.zip quoth ) -REM Gloomier Keep doesn't normally have its own gamedir, but let's give it one if exist quoth ( if not exist e1m5quotha ( call "%~dp0\_mod_install.cmd" e1m5quotha - md e1m5quotha 2> nul - md e1m5quotha\maps 2> nul - move id1\maps\e1m5quoth*.bsp e1m5quotha\maps > nul - move id1\maps\e1m5quotha.txt e1m5quotha > nul ) ) else ( echo Failed to install required base mod "quoth". Skipping "e1m5quotha" install. @@ -99,18 +89,12 @@ goto :menu :19 REM for Subterranean Library also install Quoth if necessary -REM note that the "quoth" folder name is required for Quoth if not exist quoth ( - call "%~dp0\_mod_install.cmd" http://www.quaketastic.com/files/single_player/mods/quoth2pt2full.zip - if exist quoth2pt2full ( - move quoth2pt2full quoth > nul - del /q id1\_library\quoth2pt2full.zip - ) + call "%~dp0\_mod_install.cmd" http://www.quaketastic.com/files/single_player/mods/quoth2pt2full.zip quoth ) if exist quoth ( if not exist apsp3 ( call "%~dp0\_mod_install.cmd" apsp3 - call :apsp3_fix ) ) else ( echo Failed to install required base mod "quoth". Skipping "apsp3" install. @@ -171,7 +155,6 @@ goto :menu :24 if not exist func_mapjam1 ( call "%~dp0\_mod_install.cmd" func_mapjam1 - call :func_mapjam1_fix ) if exist func_mapjam1 ( call "%~dp0\_mod_launch.cmd" func_mapjam1 @@ -182,7 +165,6 @@ goto :menu :25 if not exist func_mapjam2 ( call "%~dp0\_mod_install.cmd" func_mapjam2 - call :func_mapjam2_fix ) if exist func_mapjam2 ( call "%~dp0\_mod_launch.cmd" func_mapjam2 @@ -192,30 +174,11 @@ goto :menu :26 REM for Func Map Jam 3 also install the patch -REM can't use normal patch installer tho since it only includes bsp/lit files set jam3_mfx_fix_success= if not exist func_mapjam3 ( call "%~dp0\_mod_install.cmd" func_mapjam3 if exist func_mapjam3 ( - set jam3_mfx_fix_success=false - echo Installing patch "jam3_mfx_fix" for "func_mapjam3"... - call "%~dp0\_mod_install.cmd" jam3_mfx_fix - if exist id1\maps\jam3_mfx.bsp ( - echo Adding/patching files: - echo func_mapjam3\maps - echo jam3_mfx.bsp - move id1\maps\jam3_mfx.bsp func_mapjam3\maps > nul - echo jam3_mfx.lit - move id1\maps\jam3_mfx.lit func_mapjam3\maps > nul - del /q id1\_library\jam3_mfx_fix.zip - echo Patched. - echo( - set jam3_mfx_fix_success=true - ) else ( - echo Failed to extract patch files from: "id1\_library\jam3_mfx_fix.zip" - echo Leaving that zipfile in place for investigation. - echo( - ) + call "%~dp0\_mod_patch_install.cmd" http://www.quaddicted.com/filebase/jam3_mfx_fix.zip func_mapjam3 ) ) if "%jam3_mfx_fix_success%"=="false" ( @@ -261,87 +224,3 @@ if exist "%1" ( set %1_installed= ) goto :eof - -REM Mark V does not correctly extract apsp3 -REM so we'll do it from this batch file if possible. -:apsp3_fix -if exist apsp3\maps\apsp3.bsp ( - goto :eof -) -del /q id1\apsp3.* 2> nul -del /q id1\maps\apsp3.bsp 2> nul -del /q id1\sound\ambience\blood.wav 2> nul -REM delete these uncommon dirs if empty -rd id1\sound\ambience 2> nul -rd id1\sound 2> nul -call :net45_check -if "%net45_installed%"=="true" ( - echo Fixing some install issues... - powershell.exe -nologo -noprofile -command "& { Add-Type -A 'System.IO.Compression.FileSystem'; [IO.Compression.ZipFile]::ExtractToDirectory('id1\_library\apsp3.zip', '.'); }" -) -if exist apsp3\maps\apsp3.bsp ( - goto :eof -) -rd /s /q apsp3 2> nul -echo Mark V has issues installing "apsp3"; unable to fix. -echo You can get "apsp3.zip" from the "id1\_library folder" and -echo extract it manually into an "apsp3" mod folder. -echo( -goto :eof - -REM Mark V does not correctly extract func_mapjam1 -REM so we'll do it from this batch file if possible. -:func_mapjam1_fix -if exist func_mapjam1\maps\jam1_arrrcee.bsp ( - goto :eof -) -del /q id1\maps\jam1_*.* 2> nul -call :net45_check -if "%net45_installed%"=="true" ( - echo Fixing some install issues... - powershell.exe -nologo -noprofile -command "& { Add-Type -A 'System.IO.Compression.FileSystem'; [IO.Compression.ZipFile]::ExtractToDirectory('id1\_library\func_mapjam1.zip', 'func_mapjam1'); }" -) -if exist func_mapjam1\maps\jam1_arrrcee.bsp ( - goto :eof -) -rd /s /q func_mapjam1 2> nul -echo Mark V has issues installing "func_mapjam1"; unable to fix. -echo You can get "func_mapjam1.zip" from the "id1\_library folder" and -echo extract it manually into a "func_mapjam1" mod folder. -echo( -goto :eof - -REM Mark V does not correctly extract func_mapjam2 -REM so we'll do it from this batch file if possible. -:func_mapjam2_fix -if exist func_mapjam2\maps\jam2_cocerello.bsp ( - goto :eof -) -del /q id1\maps\jam2_*.* 2> nul -call :net45_check -if "%net45_installed%"=="true" ( - echo Fixing some install issues... - powershell.exe -nologo -noprofile -command "& { Add-Type -A 'System.IO.Compression.FileSystem'; [IO.Compression.ZipFile]::ExtractToDirectory('id1\_library\func_mapjam2.zip', 'func_mapjam2'); }" -) -if exist func_mapjam2\maps\jam2_cocerello.bsp ( - goto :eof -) -rd /s /q func_mapjam2 2> nul -echo Mark V has issues installing "func_mapjam2"; unable to fix. -echo You can get "func_mapjam2.zip" from the "id1\_library folder" and -echo extract it manually into a "func_mapjam2" mod folder. -echo( -goto :eof - -:net45_check -powershell.exe -nologo -noprofile -command "& { trap { exit 1; } Add-Type -A 'System.IO.Compression.FileSystem'; }" > nul 2>&1 -if %errorlevel% equ 0 ( - set net45_installed=true -) else ( - echo The installed version of the .Net Framework ^(and/or of PowerShell^) prevents - echo the automatic fixing of some install issues. See "readmes\basic\1_setup.txt" - echo for more details. - echo( - set net45_installed=false -) -goto :eof diff --git a/installers/mod_extras/nehahra/readme_spirit.txt b/installers/mod_extras/nehahra/readme_spirit.txt new file mode 100755 index 0000000..2cd1c56 --- /dev/null +++ b/installers/mod_extras/nehahra/readme_spirit.txt @@ -0,0 +1,19 @@ +Hi, + +This should be all the latest files and updates of Nehahra in one ready-to-go +package. The former mess of files was just too confusing. :o) +Expecting most people nowadays do not have the Seal of Nehahra movie installed +I unpacked the pak0.pak. If you have the movie installed please make +sure not to overwrite its pak0.pak with the one included in this zip! + +I made all filenames lowercase for case-sensitive operating systems. +I made nehahra/ to be the folder right in the zip instead of QUAKE/ +The latest version of aguirRe's Nehahra engine was included, it is recommended +for playing (glquake.exe, Version 3.08 Aug 2007). The readme for it is +nehahra/readmeneh.txt +You can find the latest version at http://user.tninet.se/~xir870k/ + +Enjoy! + +Spirit +11 March 2008 \ No newline at end of file diff --git a/installers/mod_extras/quoth/launch.bat b/installers/mod_extras/quoth/launch.bat index 0d7d1d7..4484acb 100644 --- a/installers/mod_extras/quoth/launch.bat +++ b/installers/mod_extras/quoth/launch.bat @@ -166,7 +166,6 @@ FOR %%G IN (tyr-quake.exe glquakebjp.exe directq.exe mark_v_winquake.exe - dx9_mark_v.exe mark_v.exe fitzquake5.exe quakespasm.exe From e133f5d9ea9ab6b42f4c592311129e2127551f0f Mon Sep 17 00:00:00 2001 From: Joel Baxter Date: Tue, 8 May 2018 13:30:19 -0700 Subject: [PATCH 4/9] draft docs changes for new Mark V --- README_FIRST.txt | 16 +++++++------- id1/autoexec-cfg-example-annotated.txt | 28 +++++++++++++----------- id1/autoexec.cfg.example | 6 ++--- readmes/basic/1_setup.txt | 25 +++++++++------------ readmes/basic/2_running.txt | 14 +++++------- readmes/maps_and_mods/1_installing.txt | 11 +--------- readmes/maps_and_mods/2_running.txt | 2 +- readmes/maps_and_mods/3_explore_more.txt | 14 +++++++++++- readmes/other_stuff/no_launcher.txt | 6 +++-- readmes/other_stuff/not_windows.txt | 2 +- 10 files changed, 62 insertions(+), 62 deletions(-) diff --git a/README_FIRST.txt b/README_FIRST.txt index be6c16b..d114bf7 100644 --- a/README_FIRST.txt +++ b/README_FIRST.txt @@ -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 1.8. 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. +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 @@ -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. diff --git a/id1/autoexec-cfg-example-annotated.txt b/id1/autoexec-cfg-example-annotated.txt index 9a88172..424232f 100644 --- a/id1/autoexec-cfg-example-annotated.txt +++ b/id1/autoexec-cfg-example-annotated.txt @@ -96,9 +96,8 @@ // 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, @@ -106,21 +105,24 @@ // 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 @@ -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 diff --git a/id1/autoexec.cfg.example b/id1/autoexec.cfg.example index ed4f52c..78dc421 100644 --- a/id1/autoexec.cfg.example +++ b/id1/autoexec.cfg.example @@ -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 @@ -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 diff --git a/readmes/basic/1_setup.txt b/readmes/basic/1_setup.txt index c4b165c..62ddff7 100644 --- a/readmes/basic/1_setup.txt +++ b/readmes/basic/1_setup.txt @@ -1,14 +1,3 @@ -**** .Net Framework - -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 should be good to go. - -If you are on Windows 7 or Vista, you may need to get a recent version of the .Net Framework from from https://www.microsoft.com/net/download/all ... make sure that you get a ".Net Framework" runtime package, not anything else like ".Net Core" or a developer pack or etc. - -FYI, unfortunately there is a problem with the combination of .Net Framework 4.7.1 (and maybe later versions) and pre-5.1 versions of PowerShell. If you have that combo of software on your system then some things here will not work. If you're choosing which version of .Net to install, you may want to stick with .Net 4.7 or earlier. Or, you could get PowerShell 5.1 from https://www.microsoft.com/en-us/download/details.aspx?id=54616 - -(Sorry about that potential hassle.) - - **** Game data You need two game data files from Quake: "pak0.pak" and "pak1.pak". Put these files inside the "id1" folder, and you're ready to play Quake. @@ -18,14 +7,20 @@ Similarly, if you own and want to play the official Quake missionpacks, each of The first option in the menu of the "installer" batch file can usually locate and copy the necessary pak files if you already have Quake installed somewhere else on this same computer. If you're having difficulties finding your pak files, see "readmes\other_stuff\pak_files.txt". -**** Simple Quake Launcher 2 +**** DirectX 9 Runtime for Mark V + +Mark V, the Quake engine included in this package, has two variants (further described in the "2_running.txt" readme). The mark_v.exe variant requires an up-to-date version of the DirectX 9 runtime package installed. If you play other games on this system then you may already have this installed. If not though, you can get it from https://www.microsoft.com/en-ie/download/details.aspx?id=35 + +Note that the "installer" batch files also make use of mark_v.exe for many things, and so they also require the DirectX 9 runtime. + -Once you have these pak files in place, one easy way to play Quake is by using Simple Quake Launcher 2, "SQLauncher2.exe". This program has a requirement for Microsoft .Net Framework 4.5 or later, as mentioned above. +**** .Net Framework for Simple Quake Launcher 2 +One easy way to play Quake is by using Simple Quake Launcher 2, "SQLauncher2.exe". This program has a requirement for Microsoft .Net Framework 4.5 or later. -**** DirectX 9 Runtime +If you are on Windows 8 or 10, you should be good to go. If you are on Windows 7 or Vista, you may need to get a recent version of the .Net Framework from from https://www.microsoft.com/net/download/all ... make sure that you get a ".Net Framework" runtime package, not anything else like ".Net Core" or a developer pack or etc. -Mark V, the Quake engine included in this package, has a few variants that cover different rendering styles and graphics APIs. Some of these variants are described in the "2_running.txt" readme. FYI if you want to use the dx9_mark_v.exe variant, you will need an up-to-date version of the DirectX 9 runtime package installed. If you play other games on this system then you may already have this installed. If not though, you can get it from https://www.microsoft.com/en-ie/download/details.aspx?id=35 +If you're on Windows XP you're out of luck for this particular thing. In that case you might want to look into getting the original Simple Quake Launcher from https://sourceforge.net/projects/simplequakelauncher/ which can work with .Net Framework 3.5 or later. **** Soundtrack diff --git a/readmes/basic/2_running.txt b/readmes/basic/2_running.txt index 1c765f6..fc63bf7 100644 --- a/readmes/basic/2_running.txt +++ b/readmes/basic/2_running.txt @@ -5,14 +5,13 @@ It's good to run mark_v.exe at least once before playing any custom content, and **** Running addons through the installer -The "installer" batch file not only provides options for installing selected addons, but it also is an easy way to launch Quake. +The "installer" batch file not only provides options for installing/uninstalling selected addons, but it also is an easy way to launch Quake. -After you have installed an item, or if you select an already-installed item, the installer will give you the option to play it, with a menu that looks like this: +After you have installed an item, or if you select an already-installed item, the installer will give you the option to play or uninstall it. The choices for playing look like this: -Launch options: -y: launch without explicitly setting a skill -n: do not launch -0-3: launch and set a default initial skill + y: launch without explicitly setting a skill + n: do not launch + 0-3: launch and set a default initial skill If you choose "y" or just press Enter, the addon will be launched using a default skill value. Usually the default skill is 1 ("Normal"), but you may want to set up a different default skill for yourself as described in the "readmes\other_stuff\no_launcher.txt" file. Then you can always just hammer the Enter key to quickly launch stuff without needing to specifically enter a skill value. (If the addon comes with its own "start" map, it may also provide a way to select the skill value in-game.) @@ -35,8 +34,7 @@ When you run "SQLauncher2.exe", you'll get a dialog window with a few settings t The first thing to choose is the "Engine": - Pick "mark_v" if you want a GLQuake look. -- Or you could pick "dx9_mark_v" (also a GLQuake look). This program uses the DirectX graphics interface instead of OpenGL. Depending on your video card and drivers, it may perform better than "mark_v". -- Pick "mark_v_winquake" if you want a more original-Quake-ish WinQuake look, instead of a GLQuake-ish look. +- Pick "mark_v_winquake" if you want a more original-Quake-ish WinQuake look, instead of a GLQuake look. Don't worry about the "Resolution" setting; you can pick your video settings in the Mark V in-game menus. diff --git a/readmes/maps_and_mods/1_installing.txt b/readmes/maps_and_mods/1_installing.txt index 3feca1d..a756b7d 100644 --- a/readmes/maps_and_mods/1_installing.txt +++ b/readmes/maps_and_mods/1_installing.txt @@ -1,6 +1,6 @@ **** Installer -This package includes an "installer" batch file to make it as easy as possible to download, install, and run a sampler of good user-created Quake content. This process will also apply any essential patches to a downloaded mod, and sometimes make other fixes to a mod so that it can use mod-recommended settings without nuking settings that you have in your own "autoexec.cfg" file. +This package includes an "installer" batch file to make it as easy as possible to download, install/uninstall, and run a sampler of good user-created Quake content. This process will also apply any essential patches to a downloaded mod, and sometimes make other fixes to a mod so that it can use mod-recommended settings without nuking settings that you have in your own "autoexec.cfg" file. Note that this install process makes use of Mark V ("mark_v.exe"). So if you are not on Windows or don't have Mark V available, it won't work. It also requires the quaddicted.com website to be up, since that's where the files come from. @@ -17,15 +17,6 @@ The installer choices are: This is NOT all the worthwhile Quake singleplayer content, not by a long shot. If you enjoy Quake SP I really recommend checking out other things at quaddicted.com, as described in the "3_explore_more.txt" file. -**** Installer issues - -Mark V (at least up through the January 2017 build) will incorrectly install a few of the maps/mods covered by this installer: arcanum, apsp3, dm4jam, func_mapjam1, func_mapjam2, and mapjam6. - -The installer script will detect that problem, and it will automatically correct it if you have .Net 4.5 (or later) installed to enable some unzip operations. If the installer tells you that you need to install/update your .Net stuff, see the ".Net Framework" part at the beginning of the "1_setup.txt" file in the "readmes\basic" folder. - -If the installer can't automatically correct the problem, it will tell you where the downloaded zipfile is so that you can extract the mod manually if you like. - - **** Mod folders This installer will put any download into its own folder, even if it is purely new content that doesn't override any original content and isn't actually a "mod". Even a single map .bsp file will get stashed under its own dedicated mod folder, when it could also have worked perfectly well if placed into the "id1\maps" folder. diff --git a/readmes/maps_and_mods/2_running.txt b/readmes/maps_and_mods/2_running.txt index 915a7f3..340dd38 100644 --- a/readmes/maps_and_mods/2_running.txt +++ b/readmes/maps_and_mods/2_running.txt @@ -28,7 +28,7 @@ For the maps and episodes covered by this installer, FYI these are the ones that **** Mod -If the content is in its own game folder -- which will always be the case for content installed through these batch files! -- then use Simple Quake Launcher 2 to select that game folder as the "Mod" to launch. +If the content is in its own game folder -- which will always be the case for content installed through these batch files -- then use Simple Quake Launcher 2 to select that game folder as the "Mod" to launch. Otherwise select the "[Default]" mod. diff --git a/readmes/maps_and_mods/3_explore_more.txt b/readmes/maps_and_mods/3_explore_more.txt index 9aa561b..8adf2cc 100644 --- a/readmes/maps_and_mods/3_explore_more.txt +++ b/readmes/maps_and_mods/3_explore_more.txt @@ -30,4 +30,16 @@ If you want more discussion about running Quake addons, see this Steam guide: ht **** Mark V install -The Mark V Quake engine supports an "install" command in the Quake console that will automatically download and install content. This is pretty neat, but there some pieces of content that Mark V does not install correctly. So I won't go into a lot of details about the "install" command in this readme. The installer batch files in this package do make use of that command though. \ No newline at end of file +The Mark V Quake engine supports an "install" command in the Quake console that will automatically download and install zipfiles that contain maps/mods, either from Quaddicted or from a complete web URL that you supply. + +For example you could do + install travail +to install the "travail" mod from Quaddicted. Or if you wanted to install a mod from some other source, you could do something like + install http://some.other.weberver/some_mod.zip + +Quake mods can be packaged in lots of quirky ways. Mark V tries to figure out how best to unpack the downloaded archive, and whether or not its contents should be placed under id1 or in its own mod directory. You can give it some guidance; let's say for example that you want to make sure that the "terra" mapset will be installed in its own "terra" directory. You could do that with the console command + install terra self +or you could even force it to be installed in a mod directory named "cheese" with the console command + install terra cheese + +Since Mark V tries to figure out how to install a mod just by examining the zipfile contents, it's possible that it could make mistakes (although it works correctly for all of the maps/mods covered here). Mark V also won't know to apply any patches that were later released for the mod. But it's the quickest & easiest way to install a mod if you know the mod's identifier and you are already running Mark V. \ No newline at end of file diff --git a/readmes/other_stuff/no_launcher.txt b/readmes/other_stuff/no_launcher.txt index 628db91..afa81dc 100644 --- a/readmes/other_stuff/no_launcher.txt +++ b/readmes/other_stuff/no_launcher.txt @@ -34,7 +34,7 @@ If the folder is named "foo" and requires missionpack 1 as a base game, then you If the folder is named "foo" and requires missionpack 2 as a base game, then you would activate it with this command: game foo -rogue; exec quake.rc -If you're curious about "quake.rc" and why you usually want to exec that config file (but sometimes might not), see the last section of this readme below. +If you're curious about "quake.rc" and why you usually want to exec that config file (but sometimes might not), see the last section of this readme below. TLDR: it should be fine to exec quake.rc, but you should probably only use the "game" command to switch from "normal" Quake to some mod. Don't use it to switch back and forth. If you want to change mods, restart Quake. **** Setting difficulty @@ -75,7 +75,9 @@ So why doesn't the "game" console command execute "quake.rc"? ** This is something that Quake community developers have talked about for quite a while. One argument has to do with the fact that some mods do rude things with their config files. For example a mod might contain an "autoexec.cfg" that overrides your own "id1\autoexec.cfg" file. So if you're using the "game" console command to activate a mod, you might want to still have the choice as to whether or not you want to execute "quake.rc" (and the other config files that it runs). -But usually IMO executing "quake.rc" after activating a mod is the right thing to do, which is why I recommended that above. +Also if there are any weird options set by the mod folder's config files, and you switch back to id1 or some other mod folder later in the same Quake session, then those weird settings can be carried over into those other configs. + +But usually IMO executing "quake.rc" after activating a mod is the right thing to do, which is why I recommended that above. If you're worried about this mod's config "escaping" into other configs, then just don't use the "game" command again after you have switched to a mod. If you want to play some other mod, restart Quake. The installer batch files in this package will occasionally put customized "quake.rc" files in mod folders, to apply mod-recommended settings in a way that does not override anything you might have in "id1\autoexec.cfg". They will also rename any "autoexec.cfg" file included in a mod so that it does not disturb whatever you have set up in "id1\autoexec.cfg". diff --git a/readmes/other_stuff/not_windows.txt b/readmes/other_stuff/not_windows.txt index ac5af2c..d2867ee 100644 --- a/readmes/other_stuff/not_windows.txt +++ b/readmes/other_stuff/not_windows.txt @@ -1,6 +1,6 @@ If you would rather play Quake on macOS or some Linux distro, you can do that! The same Quake pak files and custom content will work on any OS. -Mark V does have macOS and Linux versions available at http://quakeone.com/markv/ although they may not be quite as up-to-date as the Windows versions. You may also want to investigate other Quake engines as described in "quake_engines.txt"; Quakespasm for example has both macOS and Linux builds, as do others. +Mark V does have macOS and Linux versions available at http://quakeone.com/markv/ although they may not be as up-to-date as the Windows versions. You may also want to investigate other Quake engines as described in "quake_engines.txt"; Quakespasm for example has both macOS and Linux builds, as do others. You can get soundtrack music files from this guide: http://steamcommunity.com/sharedfiles/filedetails/?id=119489135 From f55013a720386b46c88452de5f3f455fd0a04975 Mon Sep 17 00:00:00 2001 From: Joel Baxter Date: Tue, 8 May 2018 13:30:48 -0700 Subject: [PATCH 5/9] 1.8 changelog --- CHANGELOG.txt | 12 ++++++++++-- 1 file changed, 10 insertions(+), 2 deletions(-) diff --git a/CHANGELOG.txt b/CHANGELOG.txt index 87884aa..7ca8893 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -1,6 +1,14 @@ -**** v1.8 (??? 2018) +**** v1.8 (May 2018) -- Added mod uninstall support in the installer. +- Added mod uninstall support in the installer utility. + +- Cosmetic improvements to the installer menus. + +- Included the new version 1.99 of Mark V. A couple of things to note about that: + + - mark_v.exe is now the DirectX build; the OpenGL build 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 however.) This does mean that these new batch files WILL NOT work with the older versions of Mark V. **** v1.7 (Apr 2018) From cd63d7f5539c21589496c3f4fe0a99ac78bd0622 Mon Sep 17 00:00:00 2001 From: Joel Baxter Date: Tue, 8 May 2018 14:40:12 -0700 Subject: [PATCH 6/9] changelog wording tweaks --- CHANGELOG.txt | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/CHANGELOG.txt b/CHANGELOG.txt index 7ca8893..51c7f17 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -4,11 +4,11 @@ - Cosmetic improvements to the installer menus. -- Included the new version 1.99 of Mark V. A couple of things to note about that: +- 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. - - mark_v.exe is now the DirectX build; the OpenGL build 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. +- 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 however.) This does mean that these new batch files WILL NOT work with the older versions of Mark V. +- 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) From 6a21ccd61eb8913d62485eff446741dd5240b4b8 Mon Sep 17 00:00:00 2001 From: Joel Baxter Date: Tue, 8 May 2018 14:51:12 -0700 Subject: [PATCH 7/9] wrap long printed lines --- installers/_mod_install.cmd | 6 ++++-- installers/_mod_patch_install.cmd | 6 ++++-- installers/install_2016_episodes.bat | 11 ++++++----- installers/install_modern_episodes.bat | 23 ++++++++++++----------- installers/install_other_picks_2.bat | 7 ++++--- installers/install_pakfiles.bat | 14 ++++++++------ 6 files changed, 38 insertions(+), 29 deletions(-) diff --git a/installers/_mod_install.cmd b/installers/_mod_install.cmd index 9e0725a..9828052 100644 --- a/installers/_mod_install.cmd +++ b/installers/_mod_install.cmd @@ -33,12 +33,14 @@ 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 ) diff --git a/installers/_mod_patch_install.cmd b/installers/_mod_patch_install.cmd index ba10348..a2ab77c 100644 --- a/installers/_mod_patch_install.cmd +++ b/installers/_mod_patch_install.cmd @@ -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%" ( diff --git a/installers/install_2016_episodes.bat b/installers/install_2016_episodes.bat index 41b6536..f546897 100644 --- a/installers/install_2016_episodes.bat +++ b/installers/install_2016_episodes.bat @@ -67,8 +67,8 @@ if not exist gotshun-never-released_levels ( ) if exist gotshun-never-released_levels ( call "%~dp0\_mod_launch.cmd" gotshun-never-released_levels q1map1 hipnotic - echo If you launch "gotshun-never-released_levels" outside of this installer, make sure to specify - echo missionpack 1 as the base game. + echo If you launch "gotshun-never-released_levels" outside of this installer, + echo make sure to specify missionpack 1 as the base game. echo( ) pause @@ -84,15 +84,16 @@ if exist quoth ( call "%~dp0\_mod_install.cmd" func_mapjam9_2 ) ) else ( - echo Failed to install required base mod "quoth". Skipping "func_mapjam9_2" install. + echo Failed to install required base mod "quoth". Skipping "func_mapjam9_2" + echo install. echo( pause goto :menu ) if exist func_mapjam9_2 ( call "%~dp0\_mod_launch.cmd" func_mapjam9_2 start quoth - echo If you launch "func_mapjam9_2" outside of this installer, make sure to specify - echo Quoth as the base game. + echo If you launch "func_mapjam9_2" outside of this installer, make sure to + echo specify Quoth as the base game. echo( ) pause diff --git a/installers/install_modern_episodes.bat b/installers/install_modern_episodes.bat index 1c5dbbd..7102ba6 100644 --- a/installers/install_modern_episodes.bat +++ b/installers/install_modern_episodes.bat @@ -121,8 +121,8 @@ if not exist chapters ( if exist chapters ( call "%~dp0\_mod_launch.cmd" chapters start hipnotic echo If you launch "chapters" outside of this installer, make sure to specify - echo missionpack 1 as the base game. In this case, that base game is necessary - echo even if you don't have missionpack 1 currently installed. + echo missionpack 1 as the base game. In this case, that base game is + echo necessary even if you don't have missionpack 1 currently installed. echo( ) pause @@ -139,9 +139,9 @@ if not exist travail ( ) if "%quake_travail_soundtrack_markv_fix_success%"=="false" ( rd /q /s travail - echo Failed to get mod soundtrack; rolled back the mod install. Maybe try again? - echo If you want to install just the mod without its soundtrack, you can enter - echo "install travail" in the Mark V console. + echo Failed to get mod soundtrack; rolled back the mod install. Maybe try + echo again? If you want to install just the mod without its soundtrack, you + echo can enter "install travail" in the Mark V console. echo( pause goto :menu @@ -162,15 +162,16 @@ if exist quoth ( call "%~dp0\_mod_install.cmd" warpspasm ) ) else ( - echo Failed to install required base mod "quoth". Skipping "warpspasm" install. + echo Failed to install required base mod "quoth". Skipping "warpspasm" + echo install. echo( pause goto :menu ) if exist warpspasm ( call "%~dp0\_mod_launch.cmd" warpspasm start quoth - echo If you launch "warpspasm" outside of this installer, make sure to specify - echo Quoth as the base game. + echo If you launch "warpspasm" outside of this installer, make sure to + echo specify Quoth as the base game. echo( ) pause @@ -260,9 +261,9 @@ if not exist func_mapjam5 ( ) if "%QuickerQonquer_success%"=="false" ( rd /q /s func_mapjam5 - echo Failed to apply the "Quicker Qonquer" patch; rolled back the mod install. Maybe try again? - echo If you really want to install just the unpatched mod, you can enter - echo "install func_mapjam5" in the Mark V console. + echo Failed to apply the "Quicker Qonquer" patch; rolled back the mod install. + echo Maybe try again? If you really want to install just the unpatched mod, + echo you can enter "install func_mapjam5" in the Mark V console. echo( pause goto :menu diff --git a/installers/install_other_picks_2.bat b/installers/install_other_picks_2.bat index a1a1278..131a057 100644 --- a/installers/install_other_picks_2.bat +++ b/installers/install_other_picks_2.bat @@ -73,15 +73,16 @@ if exist quoth ( call "%~dp0\_mod_install.cmd" e1m5quotha ) ) else ( - echo Failed to install required base mod "quoth". Skipping "e1m5quotha" install. + echo Failed to install required base mod "quoth". Skipping "e1m5quotha" + echo install. echo( pause goto :menu ) if exist e1m5quotha ( call "%~dp0\_mod_launch.cmd" e1m5quotha e1m5quotha quoth - echo If you launch "e1m5quotha" outside of this installer, make sure to specify - echo Quoth as the base game. + echo If you launch "e1m5quotha" outside of this installer, make sure to + echo specify Quoth as the base game. echo( ) pause diff --git a/installers/install_pakfiles.bat b/installers/install_pakfiles.bat index 8d4b6ef..ac24980 100644 --- a/installers/install_pakfiles.bat +++ b/installers/install_pakfiles.bat @@ -46,24 +46,26 @@ if not exist "id1\pak0.pak" set missing_id1pak=true if not exist "id1\pak1.pak" set missing_id1pak=true if "%missing_id1pak%"=="true" ( set missing_anypak=true - echo To play Quake, you will need both "pak0.pak" and "pak1.pak" from the original - echo Quake game data to be placed inside this folder: + echo To play Quake, you will need both "pak0.pak" and "pak1.pak" from the + echo original Quake game data to be placed inside this folder: echo "%basedir%\id1" echo One or both of those pak files are currently missing. echo( ) if not exist "hipnotic\pak0.pak" ( set missing_anypak=true - echo To play missionpack 1, you will need to put its "pak0.pak" file inside this folder: + echo To play missionpack 1, you will need to put its "pak0.pak" file inside + echo this folder: echo "%basedir%\hipnotic" - echo It is fine to not have that pak file if you don't want to play that missionpack. + echo You don't need that file if you don't want to play that missionpack. echo( ) if not exist "rogue\pak0.pak" ( set missing_anypak=true - echo To play missionpack 2, you will need to put its "pak0.pak" file inside this folder: + echo To play missionpack 2, you will need to put its "pak0.pak" file inside + echo this folder: echo "%basedir%\rogue" - echo It is fine to not have that pak file if you don't want to play that missionpack. + echo You don't need that file if you don't want to play that missionpack. echo( ) if "%missing_anypak%"=="true" ( From 938f4fc33103e9682f02e8aef5f5ff77bc4e7474 Mon Sep 17 00:00:00 2001 From: Joel Baxter Date: Tue, 8 May 2018 17:50:26 -0700 Subject: [PATCH 8/9] fix echo message Weird batch file var scoping. --- installers/_mod_install.cmd | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/installers/_mod_install.cmd b/installers/_mod_install.cmd index 9828052..e71abfd 100644 --- a/installers/_mod_install.cmd +++ b/installers/_mod_install.cmd @@ -13,10 +13,10 @@ set install_arg=%~1 set modname=%~n1 if "%2"=="" ( set gamedir=%~n1 - echo Installing mod "%modname%"... + echo Installing mod "%~n1"... ) else ( set gamedir=%~n2 - echo Installing mod "%modname%" as "%gamedir%"... + echo Installing mod "%~n1" as "%~n2"... ) set %modname%_success=false From 3d7c958b1c78e04f3ef4a5fe73a2e56b5adba0d7 Mon Sep 17 00:00:00 2001 From: Joel Baxter Date: Tue, 8 May 2018 18:25:44 -0700 Subject: [PATCH 9/9] no launch tips for uninstalled mod --- installers/install_2016_episodes.bat | 16 ++++++++++------ installers/install_classic_episodes.bat | 8 +++++--- installers/install_modern_episodes.bat | 18 +++++++++++------- installers/install_other_picks.bat | 16 ++++++++++------ installers/install_other_picks_2.bat | 16 ++++++++++------ 5 files changed, 46 insertions(+), 28 deletions(-) diff --git a/installers/install_2016_episodes.bat b/installers/install_2016_episodes.bat index f546897..cf9f99b 100644 --- a/installers/install_2016_episodes.bat +++ b/installers/install_2016_episodes.bat @@ -67,9 +67,11 @@ if not exist gotshun-never-released_levels ( ) if exist gotshun-never-released_levels ( call "%~dp0\_mod_launch.cmd" gotshun-never-released_levels q1map1 hipnotic - echo If you launch "gotshun-never-released_levels" outside of this installer, - echo make sure to specify missionpack 1 as the base game. - echo( + if exist gotshun-never-released_levels ( + echo If you launch "gotshun-never-released_levels" outside of this installer, + echo make sure to specify missionpack 1 as the base game. + echo( + ) ) pause goto :menu @@ -92,9 +94,11 @@ if exist quoth ( ) if exist func_mapjam9_2 ( call "%~dp0\_mod_launch.cmd" func_mapjam9_2 start quoth - echo If you launch "func_mapjam9_2" outside of this installer, make sure to - echo specify Quoth as the base game. - echo( + if exist func_mapjam9_2 ( + echo If you launch "func_mapjam9_2" outside of this installer, make sure to + echo specify Quoth as the base game. + echo( + ) ) pause goto :menu diff --git a/installers/install_classic_episodes.bat b/installers/install_classic_episodes.bat index 0c61d08..2f51c86 100644 --- a/installers/install_classic_episodes.bat +++ b/installers/install_classic_episodes.bat @@ -137,9 +137,11 @@ if not exist nehahra ( ) if exist nehahra ( call "%~dp0\_mod_launch.cmd" nehahra nehstart nehahra - echo If you launch "nehahra" outside of this installer, make sure to specify - echo Nehahra as the base game. - echo( + if exist nehahra ( + echo If you launch "nehahra" outside of this installer, make sure to specify + echo Nehahra as the base game. + echo( + ) ) pause goto :menu diff --git a/installers/install_modern_episodes.bat b/installers/install_modern_episodes.bat index 7102ba6..65a737c 100644 --- a/installers/install_modern_episodes.bat +++ b/installers/install_modern_episodes.bat @@ -120,10 +120,12 @@ if not exist chapters ( ) if exist chapters ( call "%~dp0\_mod_launch.cmd" chapters start hipnotic - echo If you launch "chapters" outside of this installer, make sure to specify - echo missionpack 1 as the base game. In this case, that base game is - echo necessary even if you don't have missionpack 1 currently installed. - echo( + if exist chapters ( + echo If you launch "chapters" outside of this installer, make sure to specify + echo missionpack 1 as the base game. In this case, that base game is + echo necessary even if you don't have missionpack 1 currently installed. + echo( + ) ) pause goto :menu @@ -170,9 +172,11 @@ if exist quoth ( ) if exist warpspasm ( call "%~dp0\_mod_launch.cmd" warpspasm start quoth - echo If you launch "warpspasm" outside of this installer, make sure to - echo specify Quoth as the base game. - echo( + if exist warpspasm ( + echo If you launch "warpspasm" outside of this installer, make sure to + echo specify Quoth as the base game. + echo( + ) ) pause goto :menu diff --git a/installers/install_other_picks.bat b/installers/install_other_picks.bat index 7edb7d6..f57220a 100644 --- a/installers/install_other_picks.bat +++ b/installers/install_other_picks.bat @@ -170,9 +170,11 @@ if exist quoth ( ) if exist red777 ( call "%~dp0\_mod_launch.cmd" red777 red777 quoth - echo If you launch "red777" outside of this installer, make sure to specify - echo Quoth as the base game. - echo( + if exist red777 ( + echo If you launch "red777" outside of this installer, make sure to specify + echo Quoth as the base game. + echo( + ) ) pause goto :menu @@ -204,9 +206,11 @@ if exist quoth ( ) if exist apsp2 ( call "%~dp0\_mod_launch.cmd" apsp2 apsp2 quoth - echo If you launch "apsp2" outside of this installer, make sure to specify - echo Quoth as the base game. - echo( + if exist apsp2 ( + echo If you launch "apsp2" outside of this installer, make sure to specify + echo Quoth as the base game. + echo( + ) ) pause goto :menu diff --git a/installers/install_other_picks_2.bat b/installers/install_other_picks_2.bat index 131a057..9df188e 100644 --- a/installers/install_other_picks_2.bat +++ b/installers/install_other_picks_2.bat @@ -81,9 +81,11 @@ if exist quoth ( ) if exist e1m5quotha ( call "%~dp0\_mod_launch.cmd" e1m5quotha e1m5quotha quoth - echo If you launch "e1m5quotha" outside of this installer, make sure to - echo specify Quoth as the base game. - echo( + if exist e1m5quotha ( + echo If you launch "e1m5quotha" outside of this installer, make sure to + echo specify Quoth as the base game. + echo( + ) ) pause goto :menu @@ -105,9 +107,11 @@ if exist quoth ( ) if exist apsp3 ( call "%~dp0\_mod_launch.cmd" apsp3 apsp3 quoth - echo If you launch "apsp3" outside of this installer, make sure to specify - echo Quoth as the base game. - echo( + if exist apsp3 ( + echo If you launch "apsp3" outside of this installer, make sure to specify + echo Quoth as the base game. + echo( + ) ) pause goto :menu