QMLauncher

Yeah, I have same build and get the errors (when I attempt vanilla quake and try to enter a difficulty level portal, I get "error" instead of Easy, Medium or Hard. Then It crashes a few minutes later. Must be one of my cfg files since Ironwail and vkQuake run flawlessly.
You probably have a problem with some configuration files, because everything works fine for me. Good engine. But there is one drawback. There are no underwater effects. When the player is underwater, it seems that he is simply hanging in zero gravity. Or maybe I did not find where this option is turned on.
Try this version of the launcher. It's almost final. I ran Zircon on it.
 

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You probably have a problem with some configuration files, because everything works fine for me. Good engine. But there is one drawback. There are no underwater effects. When the player is underwater, it seems that he is simply hanging in zero gravity. Or maybe I did not find where this option is turned on.
Try this version of the launcher. It's almost final. I ran Zircon on it.
Everything is working as it should, except for the zircon issue of course. Still get the portal errors. Like I said before, not a big deal. If I want to play Nehahra, I'll just launch it directly with zircon and it works fine. Yeah, no underwater effects in zircon I noticed. It would be hard to tell if you're underwater or on land lol One interesting thing about zircon and QMLauncher is that I get controller support when I launch with it (or at least full analog movement) whereas standalone zercon has no controller support. I wonder what cfg file is doing that.

zircon_64_sdl2_2024_08_04_09_20_53_444.jpg
 
Everything is working as it should, except for the zircon issue of course. Still get the portal errors. Like I said before, not a big deal. If I want to play Nehahra, I'll just launch it directly with zircon and it works fine. Yeah, no underwater effects in zircon I noticed. It would be hard to tell if you're underwater or on land lol One interesting thing about zircon and QMLauncher is that I get controller support when I launch with it (or at least full analog movement) whereas standalone zercon has no controller support. I wonder what cfg file is doing that.
Tried Zircon on Quake Remastered. There are indeed errors and crashes. On vanilla Quake it works great.
Tested and found the cause of the crashes. When launched from the launcher, the engine does not see the bin32 and bin64 folders that are in the engine folder. If you copy them to the game folder, everything works.

I can make a fix specifically for this engine. Before starting the game, you can create symbolic links to the bin32 and bin64 folders in the game folder. After finishing the game, delete them. But there is one nuance. Symbolic links can only be created in a Windows account with administrator rights. And you may have to run the launcher as an Administrator. Is it worth adding support for the Zircon engine to the launcher? Or is it easier to copy the necessary engine folders to the game folder?
 
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Tried Zircon on Quake Remastered. There are indeed errors and crashes. On vanilla Quake it works great.
Tested and found the cause of the crashes. When launched from the launcher, the engine does not see the bin32 and bin64 folders that are in the engine folder. If you copy them to the game folder, everything works.

I can make a fix specifically for this engine. Before starting the game, you can create symbolic links to the bin32 and bin64 folders in the game folder. After finishing the game, delete them. But there is one nuance. Symbolic links can only be created in a Windows account with administrator rights. And you may have to run the launcher as an Administrator. Is it worth adding support for the Zircon engine to the launcher? Or is it easier to copy the necessary engine folders to the game folder?
Coincidentally that's exactly what I did before I saw your post and you're right! It's the steam version of Quake that's the problem. I installed QMLauncher in the zircon folder with a standard non-steam installation of Quake and low and behold it works. I think people should just be warned that the steam version of Quake will launch zircon with errors under QMLauncher but if you want to do a fix that's up to you. This does make me want to re-install everything in a fresh non-steam version of quake but then I'd have to reinstall all my maps since I can't seem to just transfer everything over with just the QMlauncher data files, unless there's a special way to do it.
 
Coincidentally that's exactly what I did before I saw your post and you're right! It's the steam version of Quake that's the problem. I installed QMLauncher in the zircon folder with a standard non-steam installation of Quake and low and behold it works. I think people should just be warned that the steam version of Quake will launch zircon with errors under QMLauncher but if you want to do a fix that's up to you. This does make me want to re-install everything in a fresh non-steam version of quake but then I'd have to reinstall all my maps since I can't seem to just transfer everything over with just the QMlauncher data files, unless there's a special way to do it.
I reinstalled Quake Remastered from Steam. Tried copying the engine to the Quake Remastered folder. I also have crashes. Apparently the engine is not fully compatible with the Remastered version of the game.
To transfer your maps build to a non-steam version of the game, simply copy all the folders of the installed mods to the non-steam version of the game folder. The launcher stores the settings and information about the mods in the mod folder. So the descriptions, cover, list of maps, labels for the maps, and other information will be copied along with the mod folder. Also, transfer the files QMLauncher.ini, QMLExtEngine.dat, QMLInstalledArchives.dat. (This is where the launcher settings, mod list, labels, etc. are stored) to the non-steam version of the game folder. Copy the launcher itself there too. Everything should work.
 
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Motorboy updated QMLauncher with a new update entry:

QMLauncher v1.8.0

v1.8.0
Now you can resize all launcher windows.
Added the ability to set color labels for maps (button to the right of the list of maps or in the map list editing window)

Added the ability to use sourceport engines without copying them to the game folder (v1.8.0+).
Click the button to the right of the list of engines and add the desired engine.

Fixed detected bugs.
Minor fixes and optimizations.

Read the rest of this update entry...
 
To transfer your maps build to a non-steam version of the game, simply copy all the folders of the installed mods to the non-steam version of the game folder. The launcher stores the settings and information about the mods in the mod folder. So the descriptions, cover, list of maps, labels for the maps, and other information will be copied along with the mod folder. Also, transfer the files QMLauncher.ini, QMLExtEngine.dat, QMLInstalledArchives.dat. (This is where the launcher settings, mod list, labels, etc. are stored) to the non-steam version of the game folder. Copy the launcher itself there too. Everything should work.
Yes, that worked. Thx. It's good to keep your Quake installation clean and tidy and free of Steam "remasters" to avoid any possible future issues. Not to beat a dead horse, but I find a weird offset at 4K (3840 X 2160) whenever I install Nehahra with QMLauncher then run it with zircon. I can't use the menu to exit because the cursor won't go down to Exit, and when I select Options, the item below it comes up instead. Nehahra will work fine if I launch it directly from zircon though. This only happens with Nehahra. Other maps install and play fine with QMLauncher using zircon. I think I'm done with zircon (no reason to use it if there's no underwater effects) and Nehahra with its terribad voice acting lol I heard it's an excellent map pack otherwise. Maybe someday some ambitious soul with time on their hands will port it over to ironwail or vkquake.
 
Yes, that worked. Thx. It's good to keep your Quake installation clean and tidy and free of Steam "remasters" to avoid any possible future issues. Not to beat a dead horse, but I find a weird offset at 4K (3840 X 2160) whenever I install Nehahra with QMLauncher then run it with zircon. I can't use the menu to exit because the cursor won't go down to Exit, and when I select Options, the item below it comes up instead. Nehahra will work fine if I launch it directly from zircon though. This only happens with Nehahra. Other maps install and play fine with QMLauncher using zircon. I think I'm done with zircon (no reason to use it if there's no underwater effects) and Nehahra with its terribad voice acting lol I heard it's an excellent map pack otherwise. Maybe someday some ambitious soul with time on their hands will port it over to ironwail or vkquake.
Tried to run Nehahra on the Zircon engine. After a while, the game crashed to the desktop.
It seems that this mod can only be run and play normally on the FTEQW engine. Tested several cards. Everything seems to work. The graphics are better than in Zircon. There are real-time shadows, beautiful water with refraction and underwater effects, bloom hdr and other special effects. If you haven't tried this engine yet, give it a try.
It also Nehahra work on the Directq and MarkV engines. Maybe on other engines too. Tested on what I have. But it looks best on FTEQW.
 
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Wow, didn't know that it supported Nehahra. Will give it a try. FTE doesn't play as fast and smooth as Ironwail or vkQuake, but seeing that these are the fastest source ports I've ever used, It's understandable. FTE is the only quake source port that supports 5.1+ surround sound so it'll finally be nice to hear Quake in 5-channel audio. Thanks for telling me about this
 
Motorboy updated QMLauncher with a new update entry:

QMLauncher v1.8.3

Many minor fixes visual and in code .
Several detected bugs have been fixed.
When deleting a mod folder, added information that the mod folder is deleted from the disk with all its contents without the possibility of recovery.


The launcher will most likely not be updated in the near future unless bugs are discovered or users ask for something to be added.

Read the rest of this update entry...
 
Haven't tested v1.8.3 yet but I did have a slight issue with 1.8.0 disappearing from my task bar occasionally but still running. Will report if that still happens in 1.8.3.
 
What a great launcher. It's been really indispensable for getting back into Quake. It's a great way to visualize and organize your collection, as others have said.

I get an instant-quit crash on Windows 10 when clicking on the "A-Z" button under mod sorting. When the app is re-opened, whatever changes I had made to the collection in the last session are lost. Is there a crash report I can add for more info? I have <20 mods and it's all very standard.

Can the list of files in the "Select folder containing mod resources" window be made clickable to open? It would be a nice shortcut for reading the TXT file included with a new mod during the typical install process.
 
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What a great launcher. It's been really indispensable for getting back into Quake. It's a great way to visualize and organize your collection, as others have said.

I get an instant-quit crash on Windows 10 when clicking on the "A-Z" button under mod sorting. When the app is re-opened, whatever changes I had made to the collection in the last session are lost. Is there a crash report I can add for more info? I have <20 mods and it's all very standard.

Can the list of files in the "Select folder containing mod resources" window be made clickable to open? It would be a nice shortcut for reading the TXT file included with a new mod during the typical install process.
Viewing text files when installing from an archive I will add in the next version.
All settings you made in the launcher are saved when you exit the launcher correctly. When the launcher crashes, the data is not saved.
Regarding the error when sorting mods. Everything works fine for me. I was unable to repeat this error with a crash. Try the launcher version at the link below. I changed something in the code. Perhaps there will be no crashes.
 
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Viewing text files when installing from an archive I will add in the next version.
All settings you made in the launcher are saved when you exit the launcher correctly. When the launcher crashes, the data is not saved.
Regarding the error when sorting mods. Everything works fine for me. I was unable to repeat this error with a crash. Try the launcher version at the link below. I changed something in the code. Perhaps there will be no crashes.
Thank you so much! A-Z sorting works perfectly in the build you linked. I really enjoy how QMLauncher makes discovering and playing new mods so easy.
 
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Motorboy updated QMLauncher with a new update entry:

QMLauncher v1.8.9

Fixed a rare case of launcher crash when sorting mods alphabetically in the mod sorting window.
When deleting a mod from the main window - now the mod is deleted only from the mod list. You can delete a mod folder in the add mod window (select the folder in the list and press the right mouse button).
Fixed the disappearance of colored map labels when rescanning or resetting the map list in the edit map list window.
In the mod installation window from the archive, you can now double-click to...

Read the rest of this update entry...
 
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