News | Forum | People | FAQ | Links | Search | Register | Log in
Quakespasm Engine
This engine needs its own thread.

Feedback: I like the OS X version, but I have to start it from the terminal for it to work and can't just double-click it like a traditional OS X app. I'm sure you guys already know this, either way great engine.

http://quakespasm.sourceforge.net/
First | Previous | Next | Last
New Builds (0.85.10-r1032) 
New prerelease builds uploaded at http://quakespasm.sf.net/devel/


win32:
http://quakespasm.sf.net/devel/quakespasm-0.85.10-r1032_windows.zip

win64:
http://quakespasm.sf.net/devel/quakespasm-0.85.10-r1032_win64.zip

macosx:
http://quakespasm.sf.net/devel/QuakeSpasm-0.85.10-macosx-r1032.zip

source:
http://quakespasm.sf.net/devel/quakespasm-0.85.10-r1032.tar.gz

Linux users can build from the source for themselves.


Changes since the previous r980 test builds from Aug. 29 include:

* SDL2 support. Disabled by default, 'make USE_SDL2=1' to enable it.

* Unix/Mac user directories support. Disabled by default,
'make DO_USERDIRS=1' to enable it.

* Revised/improved the 'game' command, i.e. on-the-fly mod changing.
It now accepts an optional second argument for mission packs or
quoth support i.e. -hipnotic, -rogue, or -quoth. For example, for
WarpSpasm: "game warp -quoth"

* Command line: "-game {quoth/hipnotic/rogue}" is now treated the
same as -quoth, -hipnotic, or -rogue.

* Console speed now resolution-independent.

* Disabled gl_zfix, which caused glitches and is undesirable for new
maps. Replacement .ent files to fix z-fighting for several id1 maps
added to quakespasm.pak.

* PF_VarString buffer bumped to 1024, avoids truncated centerprints
from the 'In The Shadows' mod.

* Support for OpenGL vertex buffer objects (VBO) for world and brush
models.

* Dropped support for GL_SGIS_multitexture

For more detailed list of changes see the README file, or browse the
svn history. 
Nice Changes 
As far as 'game' goes. If you start a new mod without any of those 3 variables does it default to no vanilla quake? 
@ptoing 
As far as 'game' goes. If you start a new mod without any of those 3 variables does it default to no vanilla quake?

'game xxx' loads the xxx mod on top of bare id1. 
Builds Ok And Runs, But 
gl_texturemode only seems to take effect on the viewmodel. What's up with that? 
@bogworth 
gl_texturemode only seems to take effect on the viewmodel.

Can't reproduce here: the rubicon rumble pack mod (http://celephais.net/board/view_thread.php?id=61077) has gl_texturemode as GL_NEAREST_MIPMAP_LINEAR by default, changing it to GL_LINEAR_MIPMAP_LINEAR "beautifies" things for me, and going back to its original restores the mod's original setting.

Eric? 
Never Seen That Before 
Which OS / GPU / gfx driver are you running? 
Found It 
It's anisotropy. The combination of GL_TEXTURE_MAX_ANISOTROPY_EXT with values greater than 1 and GL_NEAREST appears to have vendor-specific behaviour - in my case, GL_NEAREST is ignored.

Hapless users are unlikely to understand this, so perhaps you should consider some workaround. 
Uh, More Detail 
The problem appears for textures that are mipmapped (eg, not models), when gl_texture_anisotropy is greater than 1 and gl_texturemode is 1, 2 or 3.

I'm on Debian with an Intel 82G965 running the usual Intel driver. (A fallback - the fan on my real card stopped spinning, sigh.) 
Ah Thanks For The Info 
Makes sense I guess that anisotropy + no filtering is undefined, We can detect that case and print a warning at least 
Gamma 
gamma adjustment doesnt work (nothing happens at all when you change its value) in r1034 (x32 binary) on win 8.1 x65 nvidia gtx 560 @ 340.52 driver. 
VBO Version 
It's reasonably normal with lower polycounts to get the same, or even a slightly lower, framerate. What's important to realise is that VBOs (and batching) are an optimization for high polycounts. In general you want any optimization to have benefit in that area. Don't sweat the id1 maps; if you see an increase in the big maps then it's doing it's job.

I suggest a move to regular vertex arrays in system memory for MDLs. That will work with any GL 1.1 or better driver (so you don't even need to special-case it) and being able to take each MDL in a single draw call will be of significant benefit. Where you need to multipass you'll also get benefit as you'll only need to do the vertex setup once.

With MDLs and frame interpolation you can't really use VBOs unless you also have vertex shaders (or GL_ARB_vertex_blend which virtually no driver supports) but old-style vertex arrays will work nice.

Be careful that the current colour is undefined after using glColorPointer so you need an explicit glColor3f/4f call for the next immediate mode stuff you're drawing. 
Stack Overflow 
in telefragged, shortly after collecting the gold key, i experience a 'stack overflow.' what do i do?!?!

P4 3.4 GHz, 3 GB RAM, Nvidia GT240, vista, quake injector using the required quakespasm engine (quakespasm svn r980), console screenshot, if it works:
https://drive.google.com/file/d/0BwH0NjAbvI9vTzFDSmZzN0FkMUU/edit?usp=sharing 
Nothing 
Excessive happens at that time, so it is probably just memory overflow. How much ram have you got? 
 
that has nothing to do with ram, that's a QC stack overflow.
looks some trigger (trigger once/multiple/secret) triggering itself without any delay (presumably via other similar triggers).
essentually an infinite loop. 
New Builds (0.90.0-r1036) 
New prerelease builds uploaded at http://quakespasm.sf.net/devel/

win32:
http://quakespasm.sf.net/devel/quakespasm-0.90.0-r1036_windows.zip

win64:
http://quakespasm.sf.net/devel/quakespasm-0.90.0-r1036_win64.zip

macosx:
http://quakespasm.sf.net/devel/QuakeSpasm-0.90.0-macosx-r1036.zip

macosx (SDL2 version):
http://quakespasm.sf.net/devel/QuakeSpasm-0.90.0-macosx-r1036-SDL2.zip

source:
http://quakespasm.sf.net/devel/quakespasm-0.90.0-r1036.tar.gz

Linux users can build from the source for themselves.


Changes since the previous r1032 test builds from Sep. 15 include:

* Revised VBO code.
* Version bumped to 0.90.0.

For more detailed list of changes see the README file, or browse the
svn history. 
Wrong Thread. 
3GB RAM
command line parameters: -width 1280 -height 720 -bpp 32 -winmem 1024 -heapsize 655360
i'll try the 0.90-r1036 build of the engine.

thanks for the help and info. i meant to post this on the Rubicon Rumble Pack thread. should i repost this over there? 
Noclipped 
i used noclip to go over the floor to the gold door without triggering the stairs to continue. 
Linux/Unix Homedir Support Should Be Documented Properly 
The Quakespasm.txt compilation instructions say you can enable home directory support on Linux with the homedir_0.patch. However, a recent change turned this into a Makefile option. The current way to enable the feature can be found here.

http://sourceforge.net/p/quakespasm/code/1013/

You should update Quakespasm.txt section 4.1 to include this information. It is in the Changes section already, but some people might read 4.1 first and wonder where the patch file has gone. 
@Pekka 
Thanks. Updated documents as of r1037:
http://sourceforge.net/p/quakespasm/code/1037/ 
That's Weird 
I must have done something bad in the qc, but never saw the issue myself or from testers. I did see a similar one, but it was just a broken relay as spike says. 
It's All Good 
i'm just a grateful fan of the masters who keep quake alive. thank you. 
Is This A Known Issue? 
I noticed a cosmetic visual glitch while playing the Rubicon Rumble Pack's map by Hrimfaxi. In a certain location a lift is not visible from outside a room.

If you are careful, you can catch it a couple of seconds after the timestamp into the VOD by Daz. The lift support pillar is invisible for a small while when he first runs up the steps toward the lift room.

http://www.twitch.tv/tddaz/c/5131707?t=51m10s

I have a save game at this location and a short demo that showcases the glitch. Before packing them up and submitting a bug report, I thought to ask whether this is already a known issue. Should I upload more details for people to look over carefully?

It could be a vis problem instead of an engine issue. It doesn't have any effect on gameplay. The room just looks strange if you happen to backtrack and notice it. 
Just Downloaded The Latest Build 
and was very disappointed to find that it no longer works with my way of launching a mod.

I place my mod files in C:\Quake\Addon\RPP (using Rubicon Rumble Pack as an example), and launch it via a commandline like:
Quakespasm.exe -game addon/rpp

It has worked well for me, as this keeps C:\quake folder tidy without too many mod folders to clutter it.

But it seems that since a few versions back, Quakespasm has introduced some mechanism to prevent using a path as an command line parameter.

Can any one revert its behavior back? Thanks.

Also, is it possible to introduce the capability of using multiple "-game" parameters? In that way, I may even place such folders as quoth into C:\quake\addon, reducing the clutter further. 
Re: Is This A Known Issue? 
I confirm the visual glitch. I noticed before that sometimes, a part could be invisible, then be rendered when the player is close enough.

I firstly noticed this rendering problem on a Cecerello map (jam2). 
Pekka 
Thanks for the report.. I can reproduce it. It's the MAX_ENT_LEAFS limit. I just put in a fix to quakespasm as discussed in this i3d thread: http://forums.inside3d.com/viewtopic.php?f=1&t=5554 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.