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engine profiles/switching/override #77

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SpiritQuaddicted opened this issue Jun 20, 2012 · 3 comments
Open

engine profiles/switching/override #77

SpiritQuaddicted opened this issue Jun 20, 2012 · 3 comments

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@SpiritQuaddicted
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related to #55

it would be nice if the user could easily switch engines (dropdown in the main window?) and/or specify an engine (+cmdline) override for maps

@SpiritQuaddicted
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Complicating this:

The map database should be able to specify supported engines (important for mod support). And the Injector should check/know if a needed engine is installed.

Should this be handled separately so the user could fallback on the default? Or should it just fill it as default and then let the user override it as he wants? How would it notice this when it redownloads the database?

How to recognise engines? By name? What about Windows/Linux/Mac? Checksums? What about self-compiled engines? Should it install engines to the Quake dir?

@hrehfeld
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hrehfeld commented Oct 18, 2016

Can we decide on categories of engines?

Something like:

  • plain (dos/winquake, glquake)
  • extended (limits)
  • effects (darkplaces etc)
  • default (any of the above)

Then users could set their preferred engines for these usecases.

@demoth
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demoth commented Jul 28, 2022

One suggestion - if the engine configurations dialog could support multiple configurations, it should be possible to select which one to use to play with a split button
image

(sorry for the photo of the screen - somehow i can not make a screenshot of the jcombobox - it just disappears)

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