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		#224 posted by Poorchop  on 2019/07/07 05:32:49You're right in that all the torches get rendered in AD. I think everything with a particle effect on it essentially gets rendered from torches to armor.
 Using the boss fight in ad_azad as a benchmark, QSS grinds to a freeze with the default settings. With r_part_maxparticles set at 16384 down from the default 65536, the fight is actually pretty playable. It still drops well below 60fps though. I wonder if it's just my CPU - using a first generation i7 at 2.67 GHz.
 
		
		#225 posted by Poorchop  on 2019/07/11 06:10:52I tried ad_azad in FTE with the Quakespasm preset and the game doesn't slow down at all for me in ad_azad (general FTE slowdown issues aside). I get a consistently smooth frame rate all throughout the boss fight whereas it freezes for me at certain parts in QSS. I don't get it.  
		 Entities Are Stuck In Ceiling And Walls #226 posted by CV  on 2019/10/11 17:50:37I very like QSS engine for all that can QS classic plus all, that can’t QS classic, but QSS do, especially for .pk3 and skin replacement for .mdl support. (I don’t really understand, why it two simply things still not realized in Quakespasm.) 1.	I want report/get help to fix one sadly bug in QSS:
 On some maps models (monsters, ammo boxes, other entities) are stuck in ceiling and walls, or simply in air. Like this laser fences out of place on rub2m2 map:
 https://imgur.com/PFv07di
 Similar bug there is in Quakespasm on Scourge Of Armagon (hipnotic) MP, where silver key drops down thru floor. It fix with
 sv_gameplayfix_droptofloorstartsolid "1"
 QSS reports about it as “unknown command”
 How to fix it?
 2. Why QSS developer don’t announce about new releases?
 
		 Entities No More Stuck In Ceiling And Walls #227 posted by CV  on 2019/10/12 18:02:03Unexpected for myself, I found decision to solve it! 
I just run QSS with sv_protocol 999
 
 Tested on Rubicon 2 and RRP and bug not happened.
 
		 Upd #228 posted by CV  on 2019/10/13 11:42:46This trick still does not work on
  dm4jam_draqu_promeus.bsp
  coe1.bsp of Coven of Ebony
  e4m7.bsp	
  some others.
 https://i.imgur.com/xxAPJH3.png 
		 From It's Own Thread..... #229 posted by Shambler  on 2019/11/23 10:08:13Two of the three maps of this classical mod doesn't load in QSS:
https://www.quaddicted.com/reviews/rrp.html  It loads well with the latest version available of QS. But what's wrong with this mod under QSS?
 
  On OSX, QS cannot load mods from within the game, and cannot quit using the usual command-Q, while QSS can do all these. WTF?  
		 How To Disable The Added Effects In Arcane Dimensions? #230 posted by algo  on 2019/12/16 14:30:41I love this port apart from that feature. I tried pr_checkextensions 0 but nothing happened. More than anything else I just want to disable the glow effect that happens when your bullets hit a wall. Thanks, hope you can help!  
		 Ignore #230 #231 posted by algo  on 2019/12/16 14:42:12Sorry, I was using pr_checkextensions 0 in console. Once I put it in config and then loaded the game it worked fine. Thanks for the fantastic port.  
		 Steps #232 posted by madfox  on 2019/12/17 02:04:29Put this start.ent in your Id folder.
Link is down.
 
		 Framerates #233 posted by Flesh420  on 2019/12/27 15:18:06Referring to Poorchop: I ran into the framedrops with Quakespasm while playing Ad.  I made it about half way through the maps then my frames tanked.  At first I thought it was my pc, but then I experimented with Spiked and still got the crap framerates. Same with another port I can't remember.  I put Fritz into the directory and suddenly my config was reset and the framerate was normal.  I just made a fresh Quakespasm folder and put my save in there and all is well.  No idea what the cause was or how to replicate it but both Spiked and regular QS were both affected.  
		
		#234 posted by necros  on 2019/12/30 02:07:57woah wtf...  how did i not see this before.
 huh... with this, i wouldn't need to have my mod spawn rain drops and create 2gb demo files.
 
 there's a lot to look at here, i hope i have the time to work through this.
 
		
		#235 posted by Tribal  on 2020/05/22 16:45:19I think there's something wrong with the last quakespasm-spiked release :/
  I was playing ww's map for sm107, and there's a rocket launcher that is supposed to fall after you kill some vores (look in this video at 02:41 https://www.youtube.com/watch?v=NLVdlI4rB-A  ) 
 
  With the new version of quakespasm-spiked the rocket-launcher doesn't fall, but with an older version that i have on my PC it works perfectly.
 
  Also, if you play the map "ad_beep1m2" (The Lima Project by Comrade Beep) with the new quakespasm-spiked, the player cant' move at all when you load the map. This issue don't exist if you play with an older version of the engine :P
 
  what's going on? :P  
		 Previous Version 0.93.2 X_win64 22.11.19 Works Fine #236 posted by CV  on 2020/05/24 11:52:36It would be nice to publish few latest builds of QSS for example, as it is for DP and QS classic.  
		 @CV #237 posted by AAS  on 2020/05/28 15:42:31Try pr_checkextransion 0  
		
		#238 posted by AAS  on 2020/05/28 15:43:19... pr_checkextension 0  
		
		#239 posted by R00k  on 2020/06/02 20:14:37i thought there was a certain "sv_gameplayfix..." for when a model is touching another entity, and the bottom entity is removed then the gravity applies to the top. I would guess that the RL is sitting on an invisible trigger and once it dies/SOLID_NOT the RL is supposed to fall??  
		
		#240 posted by yhe1  on 2020/11/08 02:41:15I notice that the spiked saved game format includes a bunch of info at the bottom when viewed with a text editor, which makes it not compatible with standard quake. Can this issue be resolved?  
		 SoA Finale Cutscene I have found that the latest QSS executable from Oct 17, 2020 does not play the SoA finale cutscene properly. The camera moves underneath the floor and all other scenes after that are not showing what they are supposed to (angles are horribly off).
 Can anybody confirm this? I have already reported the issue over at Github.
 
		 DoE Issue With Lavamen And found another issue in the second mission pack. In R2M3, any but the first of the lavamen spawn one floor underneath their pool and move around. They can still be killed, though. Problem does not exist in Quakespasm v0.93.2.  
		 @NightFright #243 posted by arkngt  on 2020/12/08 01:21:25Yes, I get the same issue with the final cutscene in SoA and the latest QSS build. Works fine with vKQuake.  
		 And Another One In the meantime, I have actually found a third issue, this time even in the original campaign. In E4M7, zombies spawn above the first water pool, floating in mid air above the surface. Looks like QSS isn't as bug-free as I thought. With regular Quakespasm, none of these issues occur.  
		 #244 #245 posted by gila  on 2020/12/08 20:59:04I wondered about ceiling zombies too and thought it was sourceport bug or oversight.
  But I've checked the DOS gameplay and they really spawn up there on the ceiling. Maybe it's the "original" bug or perhaps some reasoning for that? It's Sandy's map, after all.
 
  Check the video, at 0:57
 
 https://www.youtube.com/watch?v=PczSklJnjtU 
		 Interesting Never noticed that. It's possible that some other source ports like Mark V fixed this and I thought it needs to be like that. Maybe Sandy wanted it like that, even though it still looks wrong to me...  
		
		#247 posted by arkngt  on 2020/12/09 18:25:30Yeah, I thought they do that in vanilla. Pretty sure I've had the same with vkQuake (which is my standard engine) and earlier on as well.  
		 Wireframe Weapon Models #248 posted by Aquashark  on 2021/02/10 18:30:27I have an issue with how weapon models are displayed without textures: https://i.imgur.com/JAz7vmY.png  i'm using QuakeSpasm-spiked 0.93.2 (with standard Quake v1.09).. is there some weird display command I might have toggled?  |