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AquaTiger: 2005-10-23 01:45:45 am
Never give up!
I've decided to check out Quake once again, thanks to some of the support on this forum.

However, I have noticed that JoeQuake's "gamedir" console command only loads the level structure in a given custom pak0.pak (or whatever equivalent) file - it does not seem to load anything else, including custom textures and such, which makes me think it's assuming the custom files only use the standard Quake stuff.

Is there something I'm doing wrong?  Is that how it works?  (I couldn't find any documentation that answers this issue as far as JoeQuake goes.)  Am I supposed to load a custom mod command-line to ensure it loads everything?  I don't know where to go with this.

More importantly, is there a... Quake engine that takes into account custom mods that have graphics not used in the original Quake?
Thread title:  
Mumma
I'm not 100% sure what you mean but the normal way to start custom mods is with a command line.

Generally the way to start mods is to use the -game parameter. You can make a shortcut to joequake and edit it to say "-game thismod" or even "-game mods/thatmod" if you have your mods in a directory.

Hope this helps.
Edit history:
AquaTiger: 2005-10-23 06:04:29 pm
Never give up!
It is helpful indeed.

However, I'm not entirely clear on what part you're not sure about.

If you mean the 'gamedir' console command, the version of JoeQuake I downloaded yesterday off their site has a command by that name to allow you to switch which custom mod is being used without quitting and restarting JoeQuake altogether, assuming you don't use it in the middle of an active game (in which case it just won't function).  You'd have to use it before loading a game or after disconnecting from a multiplayer server.  The thing is, though, you have to know in what directory the custom mod is located, because you follow the phrase 'gamedir' with that directory name.

I'm not going to get into the 'custom textures' bit unless you truly say that's what you're not 100% sure about.

Edit: All right, for some reason that didn't work either.  I can load the mod fine, but none of the textures show up.  Maybe JoeQuake just doesn't render the ones in that mod?

By the way, you might wonder what mod I have trouble with.  It was a mod done by a company called Quantum Axcess, and the mod is called Shrak - yes, that's how it's spelled.  There's no download link, because it was a commercial mod, and that's the only one with which I have trouble so far - I'll keep people posted.
Edit history:
CheapAlert: 2005-10-24 02:51:59 pm
I love YaBB 1G - SP1!
You sure you've started it like the obvious command:

joequake.exe -game shrak

?

By the way, most custom engines do support mods. The only one I know that breaks total compatibilty of them is Tenebrae and the author behind that is a flamey shriek.

If you wish to have addons like new textures working, try installing the textures in a textures subfolder in the id1 folder. Most engines recognize TGA textures so hopefully, HOPEFULLY they'll work with JoeQuake when you stick them in the id1 basedir.

I have shrak too Tongue
sda loyalist
The 'gamedir' command within JoeQuake has some rather strange behaviour; it seems to load the pak files and such, but as you say, misses out on custom textures. Your best bet is just to use '-game shrak' on your command line, as suggested earlier.