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Merge branch 'release/1.6'
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neogeographica committed Sep 15, 2017
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9 changes: 9 additions & 0 deletions CHANGELOG.txt
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**** v1.6 (Sep 2017)

- Updated some minor comments here and there.

- Rewrote the discussion of "quake.rc" a bit, to reflect the new behavior of Quakespasm 0.93.0.

- Included a newer version of Simple Quake Launcher.


**** v1.5 (Aug 2017)

- Moved a lot of autoexec.cfg commentary into a separate file autoexec-cfg-example-annotated.txt, because of traditional engine limits on cfg file sizes.
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2 changes: 1 addition & 1 deletion README_FIRST.txt
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Expand Up @@ -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 1.5. 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 1.6. 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
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9 changes: 6 additions & 3 deletions id1/autoexec-cfg-example-annotated.txt
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// This file is an EXAMPLE of the settings you could put in your autoexec.cfg
// file. To use settings in this file, either copy them into your autoexec.cfg
// file (if you already have one) or else just rename this whole file to
// autoexec.cfg.
// file. To use settings in this file, you could copy them into your
// autoexec.cfg file (if you already have one). Or you could rename the
// autoexec.cfg.example file to autoexec.cfg and then start editing that.

// (Don't use THIS file with all its comments as your autoexec.cfg file.
// This file is too big for some Quake engines to load as a config file.)

// Any line that starts with doubleslash is a comment and has no effect. If
// copying stuff to your autoexec.cfg file, you might want to leave out most
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10 changes: 7 additions & 3 deletions readmes/other_stuff/no_launcher.txt
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Expand Up @@ -71,8 +71,12 @@ The files in a mod release may contain a new different "quake.rc" that sets some

When you start up Quake, it will execute "quake.rc". This includes the case of starting up Quake with the "-game" command-line argument to make it immediately switch to a particular game folder. So in original Quake (before the "game" console command was added) mods were created under the expectation that "quake.rc" would be run when a mod was activated. Some mods rely on this behavior. Not many, but some.

So why doesn't the "game" console command execute "quake.rc"? This is something people have argued about, but the winning argument currently, as I understand it, is 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, the choice is left up to you as to whether or not you want to execute "quake.rc" (and the other config files that it runs).
So why doesn't the "game" console command execute "quake.rc"? **

Usually IMO executing "quake.rc" after activating a mod is the right thing to do, which is why I recommended that above.
This is something that Quake 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).

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".
But usually IMO executing "quake.rc" after activating a mod is the right thing to do, which is why I recommended that above.

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".

** Recently the 0.93.0 release of Quakespasm changed the behavior of the "game" command, so that it DOES now automatically execute "quake.rc" after switching game folders. So for Quakespasm 0.93.0 (and presumably later versions) it's no longer necessary to do "exec quake.rc" yourself. I'll keep an eye out to see if Mark V follows suit.
2 changes: 1 addition & 1 deletion readmes/other_stuff/pak_files.txt
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Expand Up @@ -20,7 +20,7 @@ If that installer can't find your Quake pak files, you can go look for them your

**** Getting the pak files from a Quake CD

If all you have is a Quake CD, and the installer no longer works on your version of Windows, then you can try to get the pak files directly from the CD.
If all you have is a Quake CD, and the CD's installer no longer works on your version of Windows, then you can try to get the pak files directly from the CD.

There were several different kinds of Quake CDs produced. In some cases you may be able to search through the CD's files and find the necessary pak files ready for you to copy.

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