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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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FTE+666 is an optimized protocol.

If a health box is just sitting around in your view, Quake will send information on that healthbox every single frame.

FTE+666 sends it once, gets an acknowledgment back, and then won't send information on it again unless something changes and if so, only sends what changed and sends the change just once. 
QS Sound Question 
I am doing some sound work for Map Jam 9999. (new sounds with play_sound_triggered)

I know QS requires mono sounds but am I cool with making sounds 44.1k 16bit? I've tested them and they work (even 48k) but wanted to make sure I won't encounter any issues. 
 
16 bit 44.1k mono sounds should work fine. QS's mixer downsamples sound effects to 11.025k by default, so the extra quality of 44.1k won't be heard, but it won't hurt. 
@ericw 
Thanks. 11k introduces extra noise on my end (if I master them in that format.) I would prefer to start cleaner so this is good news. 
 
Imo you should export to 11k. You'll have more control over quality and sounds will "weight" less.
Just figure out why sounds get noisy and fix it :)
I don't know what software you are using but this small free editor always saved my ass when it comes to editing sounds for old games:
http://www.wavosaur.com/

It can set loop markers too, if you want loop sounds in Quake :) 
@kthreathor 
I'm using Adobe Audition CC 2017. I can set cues for loops no problem.

But no, if the engine uses 44.1k that's what I am using. The downsampling and filtering seems cleaner than fucking with noise reduction to save a couple of megs in file sizes - that will affect the sound quality greatly. But thanks for the suggestions anyway. I just wanted to be sure I wasn't going to cause any unforeseen problems. I will look at wavosaur for sure. Never too many sound apps! 
Vid_desktopfullscreen "1" Issue 
I'm using build r1425. I'm not sure when this started but every time I close a game the above is added to my config.cfg. Whether I change the resolution in-game or add it to an autoexec file, it ALWAYS resorts back to:

vid_desktopfullscreen "1"

Even if I delete the line entirely from the config it just gets added again.

I've removed all config AND autoexec files that I can find, yet it still ends up back in there!

It's driving me mental! Any ideas? :) 
PS: 
I want to run fullscreen at 720x480. It also used to work fine... 
 
Try entering "vid_desktopfullscreen 0" at the console and then exit. It should get saved in your config.cfg as 0, then start the game again and print the value (just enter "vid_desktopfullscreen" at the console), it should still be 0. If it's not 0 then it's coming from another .cfg or quake.rc file.. do a find-in-files for "vid_desktopfullscreen" with a text editor 
Thank You :) 
I found an errant cfg file with the value set to 1. All seems well again. Thanks for replying. :) 
Can The Limit On Console Lines Be Removed? 
Would be nice to get the full list from entitylist command. 
 
Yeah - that would be good to raise. Workaround for now: launch with "-consize 1024" (default is 64). 
 
Any chance of getting a command similar to r_viewmodel_fov from Mark V? Minor thing really but it'd be nice to have. I managed to get something decent-looking with scr_ofsx but prefer how it functions in Mark V with wider FOVs. 
Another Sound QS Question 
I've created a music track for my Jam 9 entry. Wondering if the music plays lower by default in engine or if some kind of filtering could lower the volume a bit? I have the slider in menu up all all the way. I have the dynamics pretty compressed on the file so on the desktop the music plays fairly loud. I dunno - I will play with it some more but thought I'd ask if music is just by default lower overall in engine. 
Yeah, Good Catch 
even with the QS volume sliders at max, the music is lowered by 6dB (and the mixed sfx are as well) in the mixer code. I did this because the engine is outputting 16bit/44kHz to the OS, which you really don't want to have clipping in, and the mixed SFX can get really really loud (and the music has loud sections too).

This could probably be tuned a bit better.. for the time being QS just needs the system volume turned up a little.

kaffikopp, agreed would be nice, i'll look into it some time. 
@ericw 
Thanks yeah, best to not clip. Understood. I will remix my sfx and music tonight and try and get the dynamics raised a bit. Not a deal breaker they were just low for my taste. Good to know I am not going nuts. :) 
Windows Audio 
considering windows' audio mixer will convert stuff to floating-point anyway (hurrah for sse), engines might as well just use floats too, and by doing so skip all the clamping - windows will be doing that anyway (at least vista+ anyway).
if windows clamps the audio much, then it'll just automatically reduce the volume or something until it stops clamping so much. I assume the other audio apis will do something similar. 
Possible Controller Issue 
I use the left trigger for jumping and the right trigger for shooting. Sometimes the buttons act like they're 'stuck'. When shooting, the gun keeps firing when I take my finger off the trigger only stopping when I push it again. When jumping in liquids (and only when jumping in liquids) the same thing happens.

This only happens occasionally and I can't deliberately reproduce it. It seems to be random.

I don't think it's my controller as I have no problems with any other game. Looking at the settings in windows all axis controls (triggers and sticks) centre perfectly.

Anyway, thought I should report it. :) 
Is That With Xbox 360 Controller? 
and it's the analog triggers that do that?
Thanks for the report, will take a look at how that could happen. 
 
bind MOUSE1 "-attack; wait; +attack"

Substituting MOUSE1 as appropriate.

This won't solve the problem, but the symptoms of the problem will go away. If it acts up, you can just shoot again like normal. 
 
Hm, I bet the default for joy_deadzone_trigger is too low; it is currently 0.001. That's a fraction between 0 and 1, so if you set it to 0.5, it generates key press/releases when the trigger is 50% pressed. Maybe try raising it a bit e.g. to 0.01 or 0.1. 
Thanks 
I'm actually using a DS4 with DS4Windows. As far as I know that software fools Windows into thinking it's a 360 controller (ie/ totally transparent).

I've changed the trigger deadzone. So far, I've only had the issue once and only when jumping in liquid. I'll keep tweaking and let you know if there's any difference.

@Baker: Thanks for the suggestion. If the issue persists, I'll give it a try. I'd just rather try to isolate the issue first. :) 
Controller Testing 
I have all sorts of controllers, if you ever need them testing in a build I have 'em. From 360 pads, to xbone pads, ps3 pads and ps4 pads. 
All's Well With The Triggers (I Think!) 
So, I bumped up the deadzone all the way to 0.5. I haven't had the issue at all so far and with no ill side effects. It does seem the deadzone was a little tight before. Thanks for the help.

Like FE above, I have lots of controllers that I could dig out for testing purposes if you ever need anything checked in the future. :) 
Cool 
I raised the default to 0.2. Thanks for the testing offers :) afaik this is the only controller thing that changed since the last release. 
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