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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/
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Stuff 
@kinn, you mean csqc? :P
rmqe has some simple csqc support that could possibly be used for huds or menus, but I don't think anyone really tried it.
if you want ssqc, then fte has 'tei_showlmp2' which allows adding/removing various persistent stuff relative to various parts of the screen. even dp has an svc_showlmp feature that nehahra used, but its only relative to the top-left of the screen. either form is really annoying to use.

@dwere, fte has had that for a long time. :P
kinda needs various cvar settings too though.

@Bloughsburgh, there's a weather example in the r2 zip. put the cfg in the right dir, use some console command or add a worldspawn key, restart the map, check the results.

@sock, precaches:
dp implicitly uses the effectinfo file to define the effect numbers, with both the client and server parsing the files themselves. this means that the excrement hits the extraction device if they differ. It also sucks big-time if you have multiple different particlesets loaded at once, or in other words DP has no user choice.
I could have QS parse that file server-side and auto-generate precaches that way, but that would mean two things: 1) the protocol is unconditionally changed even if the mod doesn't use pointparticles (the built-in effect names would need to be pre-assigned). 2) there's a whole load of redundant precaches if the mod uses the "effectinfo." prefix thing.

@sock,
particle scales: clearly I don't use DP enough, I'll need to look in to that.
dlight scales: I assume rockets give off different dlight sizes in both engines too, without any extra particle system. at least I assume that's what the floor circle effect screenshot was meant to be showing.
looks like 4-fold scaling with decals, maybe 2-fold with particles.

@sock,
emitters: o.O near the origin, too, but also far too regular.

@sock,
traileffectnum: this is mentioned in my readme as not supported, because its actually part of the entity state rather than a simple addition via a new svc. if I add the replacement-deltas protocol extension then I'd be sure to include this then, but I want to ensure everything else works before I screw everything else over (assuming I ever do).
until then, you can make a particles/trails.cfg (loaded the same way you're loading effectinfo) that contains "r_trail progs/foobar.mdl effectinfo.tr_foobar" lines.
ideally you'd use r_effect (and using count instead of countextra and its framerate-dependancies) for static entity emitters like torches or items, but I can understand you wanting closer dp compat. 
 
kinn, you mean csqc?

God knows. I haven't done any quake modding since 2005 so this may as well all be new to me :) 
Snow Video Using QS-Spiked-R2 
 
Yeah... the snow is well done. tehspiderman1 ! :)

Thanks for Spike's stuff :) 
Xmas Jam 
Better happen 
So... 
Is sv_protocol 999 supported now too? 
 
QS 0.92.0 added support for 999, not me. 
Oh... 
My bad, I thought 0.91 was latest. Manifestation page doesn't specify.

Now I can test the rest of my test map. 
Branches Page Should Be Updated 
 
Fog Distance Versus Density 
Is there any option for a fog starting distance?

Also is there any option for a max fog density? Currently density is only based on a distance from the player view origin and anything at vast 999 protocol distances is put at max density. I would like to be able to set the max density to something like 0.2, have a density of 0 for like 1024 units or so, then gradually transition fog in from 1024 out to 8192.

Yeesh Qmaster whats next!?! a defined multiple fitted density curve??? http://scidavis.sourceforge.net/manual/pics/fit-multipeak-2.png 
 
Mark V has a "fogex command" with start and end.

fogex <fade>
fogex <start> <end>
fogex <red> <green> <blue>
fogex <fade> <red> <green> <blue>
fogex <start> <end> <red> <green> <blue>
fogex <start> <end> <red> <green> <blue>

Sock want to play with such a thing, so that's why the feature is there.

http://celephais.net/board/view_thread.php?id=60831&start=224

Sock toyed with it once a few years back, and I think even Sock couldn't find a compelling use for it.

So you do have an outlet to at least satisfy your curiosity. 
 
You can't mix distance with density in fixed pipeline fog; it's either one or the other but not both.

https://www.opengl.org/sdk/docs/man2/xhtml/glFog.xml

If GL_FOG_MODE is GL_LINEAR the start and end parameters (only) are used. Otherwise the density parameter (only) is used.

If you just implement everything in shaders you can supply your own fog equation which does this, but then of course you're raising the minimum hardware requirements.

This is similar to some of the discussions that went on during RMQ work: maximizing hardware coverage and desired features are often contradictory requirements, and you often can't have both. 
Can't Run Spiked R2 
"Application Error"

"The application was unable to start correctly (0xc000007b). Click OK to close the application."

regular Quakespasm works. What am I missing? 
 
People do not use Voodoo graphic cards anymore 
Found The Issue 
I have to use a 32-bit install of Quakespasm, not the 64-bit. 
 
Pretty irrelevant, but if you try to start 2 sessions of Quakespasm-spike.exe, you get a "Unable to bind to 0.0.0.0:26000 (already in use)
".

Too tired right now to satisfy my curiosity and see how/when the sockets are bounds for single player for a non-listen server.

/Total non-issue anyway, but unspiked Quakespasm doesn't do it. 
Super Important Feature 
Is there an way of enabling no filtering (i.e. crunchy pixels) on the particle textures? If not, can this be added? (Oh god please say yes) 
 
surely it obeys gl_texturemode, right? 
Amen To That Kinn, Pixelly Goodness! 
 
 
surely it obeys gl_texturemode, right?

Nope. 
 
Nope.
it's probably a 1 line of code change to add that, so no biggie.

I have to use a 32-bit install of Quakespasm, not the 64-bit.
The only issues I've had with the 64-bit QS were conflicting dll's, IIRC you can't have 32 and 64 bit QS installed in the same directory. 
 
its all part of spike's evil plan to stop people from using nearest-filtering!...
*cough*
that or I was just trying to get DP's effects to match, as well as fte's existing particle configs too. high-res stuff (unlike vailla quake) imho looks better with linear.
mix-n-match stuff stops it from being a 1-line change.
probably I'll add some 'nearesttexture' command for it in the particle configs.
side note: the classic particles don't respect gl_texturemode either.

and yeah, the build that I provided is a win32 build, so you'll need the 32bit dependancies.
I could provide both binaries, but for me its easier to focus on a single arch (yes, I'm that lazy).

I have fixes for sock's issues, but I got distracted by the huge deltas... and I now have to fix a load of code, and finish writing a load more. :s 
 
true, but you can make classic particles square using another cvar, which i think is good enough.

Good point on the high-res content, but then, I'm not sure which is the best way to mix low-res quake textures with high-res effect images, there is an inherent clash of styles there. But if someone wants to make a quakey-looking low-res raindrop, they should be able to make that nearest-filtered. 
Wait 
Which cvar is that for making the standard particles square? 
 
r_particles 2 
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