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Global Functionality to 'nomonsters' cvar (Ironwail revision) #109

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MrTenThirteen opened this issue Aug 27, 2024 · 7 comments · Fixed by #110
Closed

Global Functionality to 'nomonsters' cvar (Ironwail revision) #109

MrTenThirteen opened this issue Aug 27, 2024 · 7 comments · Fixed by #110

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@MrTenThirteen
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Hello there,

Over the last couple years I've been investigating and researching as much as I could to find out about Quake's 'nomonsters' cvar, which is a listed console command in the release game but does not function. Certain mods, such as Arcane Dimensions or Copper, restores it, but what I've been looking for is global functionality. I understand that very few people are even interested in it outside of testing / debugging purposes, but I genuinely quite enjoy playing games such as Quake, Unreal, Daikatana, etc. with no combat at all, and just exploring.

A fork of your source port - Ironwail - restores global functionality through a revision, 91d630d, which is wonderful, and just what I've been looking for. Unfortunately, I can't run Ironwail on my computer. I can run Quakespasm, though, and when I opened an issue on the Ironwail github page to ask if there's a way for me to implement the revision into Quakespasm, it was suggested that I open an issue here.

Is it possible to implement this revision into Quakespasm proper?

For everyone else interested, this would be a useful feature for testing / debugging purposes, and for strange people like myself, we could explore any maps from any Quake release without combat. Yes, it would break certain things in the game, but I believe the Ironwail revision code addresses some of that, and personally, I play games set up like this at my own risk anyways.

Thank you

@sezero
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sezero commented Aug 27, 2024

Will look, but no ETA or promises at all.

In the meantime, you can use notarget to avoid battle in most cases.

@Diordany
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Diordany commented Aug 27, 2024

I decided to try this out. I resolved the merge conflicts in this commit and tested this with both SDL1.2 and SDL2. Seems to work fine so far. The checks were also successful.

Edit: cherrypicked instead (see #110)

@sezero
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sezero commented Aug 27, 2024

I decided to try this out. I resolved the merge conflicts in this commit and tested this with both SDL1.2 and SDL2. Seems to work fine so far. The checks were also successful.

Create a pull request please.

@andrei-drexler: Have you encountered any issues with that nomonsters patch so far?

@Diordany
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Create a pull request please.

Opened PR in #110

@sezero sezero linked a pull request Aug 27, 2024 that will close this issue
@MrTenThirteen
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MrTenThirteen commented Aug 29, 2024

@sezero I understand about no ETA or promises. This is a niche request, but it's looking rather promising, no? I'm grateful that you all are looking into it so promptly and thoroughly. Thank you very much.

@sezero
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sezero commented Aug 29, 2024

OK, the patch is in. Let's see if it leads to any unlikely issues.

@andrei-drexler
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@andrei-drexler: Have you encountered any issues with that nomonsters patch so far?

I haven't had any reports, but it can probably cause issues with events not triggering because of the missing monsters, hence the warning and the disabled saves. I don't think there's a reliable way to avoid that, though.

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4 participants