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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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@Lunaran 
What exactly is your beef here? Your posts read like you're trying to defend something, but it seems like you're arguing everything you can in order to do so, obscuring the point that you're actually trying to make.

Fact of the matter is that 'perfect simulacrum of vanilla Quake' is a really really wooly definition.
In terms of visuals, this generally means software rendering. except they use linear filtering...
In terms of networking+gamecode, this generally means OMGYOUGOTOWNED.
In terms of console commands, this generally means: what do you mean I have to set port BEFORE connect? why does reconnect not work? argh!
I'd be curious what you think looks a little queer with fte's 'fps_preset normal' setting, maybe I can improve it for you (and any other potential users that don't use some other setting instead).

The great thing about QC extensions is that they stop modders from going insane. strcat will greatly reduce the complexity of certain things for instance...
The fact that there are still engines that do not support this basic feature is completely absurd. It is really no wonder that you have to resort to the hacks that depend on those bugs that got fixed.
Oh noes! it won't work in dos/win/glquake! Who even still uses those anyway?

'next'-gen features are often fun, but yes, they're not quake. however, bigger maps is more quake!
rotating bsps were used in hipnotic, was that not quake? the fact that the code is much simpler to produce and doesn't require hacks is surely a good thing?

who, exactly, do you consider deaf? why do you believe this to be the case?
considering this part is an engine topic, would you mind creating a rant topic on inside3d where there tends to be more modders around that might actually *see* your point of view?
The fact of the matter is that a few posts in the middle of a topic on a specific engine can _EASILY_ be overlooked by pretty much everyone (except maybe that engine's author). Help out and give everyone xray specs, and maybe the 'blindness' issue will deminish slightly! :)
In other news, baker was asking for some test mods (to see if things are broken, I assume) on inside3d. You may wish to help out and give him some suggestions, or perhaps some specific testcases for the things that irk you. 
Fitzquake Mk V Features (reloaded) 
Any chance to get any of the features I requested back on 2014/02/05 (see above) implemented?

I'd at least like to see support for .vis files added since all my downloaded mods have been optimized for utilizing this feature from Fitzquake Mk V. Much better than having the original non-vised maps and improved vised maps in the same directories. 
_wateralpha 
I posted a proposal for the worldspawn keys, which is borrowing metl's idea in #971, on inside3d, along with a prototype implementation in QS (w/ win32 binary):

http://forums.inside3d.com/viewtopic.php?f=3&t=5532 
 
I'll add whatever gets decided upon after it runs the course of the normal feedback loop and a map release by a veteran mapper uses it. 
Quakespasm Bugs And Suggestions 
suggestions
-
option to enable bloom
option to disable transparent water
option to disable crosshair
option to enable vertex lighting
optional lighting gun beam dynamic lighting (like directQ)
optional shalrath, scrag and death knight projectile dynamic lighting
adjustable particle transparency & density
adjustable liquid transparency
selectable individual liquid transparency (r_telealpha etc)
defaulting to 44khz sound mode

bugs
-
teleport textures are transparent
e2m3 nail trap doesn't work
with 'r_novis 1', explosion sprites don't appear underwater
water in Malice is not see-through anymore 
 
suggestions
-
anisotropic filter option
point sampling filter option (for classic 'blocky texture' quake look)

bugs
-
water surface is bugged; has visible gaps on the surface 
 
Lots of these are already features. Did you read the documentation? Or do you simply mean menu options?

Also, some of these have been answered at that other forum. It is not very nice of you to ignore that and not mention that you are crossposting the exact same text. 
 
Lots of these are already features.
>which ones? they aren't to my knowledge

Did you read the documentation?
>yes and the fritzquake as well

Or do you simply mean menu options?
>Mainly as menu options where applicable

Also, some of these have been answered at that other forum.
>actually they haven't been (r_wateralpha 0.5 makes teleport/lava textures transparent) 
Xinput 
Is there a spell somewhere in the necronomicon to enable xinput for lazy single player gamers? 
Playing W/ An Xbox Controller? 
SDL2 supports XInput, not sure about SDL1. Personally i'd like to add controller support to QS sometime (for playing quake on couches/beds :P). not sure how the other devs feel about it, but it requires a bit of work.

So it's something possibly on the todo list, but not available right now. 
Ericw 
what about my suggestion of a new console command to load a random map, so the player don't know in advance which map will be loaded.

I currently have hundreds of maps in my id1/maps folder, and very often I simply don't know which one to play.

Using a random map command, It could be great to be "surprised" each time we load a new map. I'm sure other players would appreciate that feature too. 
Sry, Replied To Your Email Finally 
pasting here:

There are a couple of potential issues, one is some mods use .bsp files that are not actually levels but just prefab objects that referred to - so a �randmap� command might try to play these.

Also I�m pretty sure that a �randmap� mode where exiting a level loads a random map instead of the one specified in the trigger_changelevel is almost impossible to implement in a clean way.

So we can see if the other QS devs have a comment, but I�d say it�s probably not a good fit for quakespasm. 
As Said By Email : 
About the randmap command, I was thinking about loading only maps located inside the id1/maps folder, not from the mods (I was aware of the issue you described with mods).

That command is highly desirable if you do have hundreds of custom maps.

Without that random command, many good maps will remain in your maps folder without ever being played for a VERY long time.

The randmap command would give all the maps a chance of being played at any moment you call "randmap". 
More On The Randmap Command : 
Let me elaborate on the idea of that "randmap" command :

You start QS and drop down the console to type "randmap". QS then loads an arbitrary map from your id1/maps folder (mods are all excluded).

You then play that map to the end, and use its exit. That map then loads its predefined second map. Fine. The randmap don't interfere here.

You play the second map (called from the first one), and decide you don't like it. You drop down the console and type "randmap" again. QS then loads a new randomly selected map. If you still don't like it, you could use the randmap command again, until you like the map. And so on.

If a map ends to the default start map, then no problem. You can call the randmap at any time.

This command is simply a way of picking up an arbitrary map in your id1/maps folder.

It may also happens that the command loads the same map again (random selection without memory). This is not a problem since you could call that command again. The chance that it gives you the same maps several times is low if you have hundreds of custom maps inside your id1/maps folder.

The ability to bind the randmap command to a keyboard shortcut would be extremely usefull, IMHO. 
Quakespasm Spazzing Out 
Post #55 applies to me, except I am running Windows 8 and the latest version of Quakespasm. This is on my laptop.

Simply put, mouse movement is wildly erratic, spinning the camera at high speeds in any direction, even when mouse sensitivity is at its lowest. While spinning like crazy for a second or two, it will even cause Quakespasm to freeze for a minute.

The other problem is this: http://www.stjohninthewilderness.org/wp-content/uploads/2014/08/quakespasm.jpg

As you can see, the game resolution is bigger than what its actually supposed to be. You can imagine when attempting to change the resolution to 1920x1080 sections of the screen are completely cut off, like the status bar.

My laptop is running Windows 8.1 64-bit, AMD A8-5550M CPU, and AMD Radeon HD 8550G graphics card. Drivers are all up to date.

Anyone have any ideas or experience something similar? 
Post #55 
It happens to me too, it always did with all the versions of Quakespasm i used (0.85.5 to 0.85.10), but in my case it never freezes, only spins till i learn how to make it look forward again.

For now it happens in my dual core PC with Windows XP sp2. Have to check in others.

I never worried about it because i thought it was an issue with the mouse or with Windows' drivers. I also always thought that it happened too in other Quake engines and in other videogames, but now that you are saying that, Orl, i am beginning to doubt.
The more i think, the more i see that the issues i had with other videogames can be explained or are unrelated. Have to check the other Quake engines i currently use. 
 
Barnak, it would seem out of place to add such a command to an engine that is otherwise rather oblivious to "content". I would love to see an engine with all the Quake Injector functionality built in, but until then I don't think such command would fit the philosophy.

I would offer to write a Bash script to do this if you are on Linux? Otherwise maybe https://www.quaddicted.com/reviews/random_map.php is enough for ideas? 
Orl 
Hm, based on the screenshot I'm guessing it's an incompatibility between SDL 1.2 and the windows 8 dpi scaling. Can you try setting the windows dpi to the original small size, "100%", and see if that fixes it? Not a proper fix, of course.

if that's it, this sounds like something SDL2 might fix. I don't have an sdl2 quakespasm windows build handy, but can put it on my todo list.

Cocerello, any chance you're using dpi scaling too? 
@ericw 
try http://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/engine/client/quake.manifest
first part disables silent file redirection (grr).
second part disables dpi scaling (so fullscreen isn't broken any more).

both tell windows to go away and stop breaking things. neither appear to be possible with an winapi call.
save it as foo.exe.manifest next to your foo.exe and you should be able to use it without recompiling the exe. 
You Were Right Ericw 
After disabling DPI scaling within the compatibility options for quakespasm, it not only fixed the resolution, but also the mouse issue. The mouse works fine now, and there doesn't seem to be any problem whatsoever. 
Ericw 
I'll check, but i won't get to see that PC again till september.

If the one i have here has the same problem, i'll tell you if that fix works. 
@Spirit 
>I would offer to write a Bash script to do this if you are on Linux? >Otherwise maybe >https://www.quaddicted.com/reviews/random_map.php is enough for >ideas?

I'm on OS X.

And no, using a web site to select a random map isn't usefull. I would like to randomly select a map from my personnal collection, from WITHIN the game (QS).

I think this command would be a great addition to the game, especially if you do have lots of maps in our id1/maps folder. And since I can't put the game to the background (a Quake3 feature that I was asking for Quake1), I can't consult the internet while QS is running.

I don't see how that randmap command would "not fit" QS's philosophy. 
Barnak 
For umpteenth time: hit alt enter to switch to windowed mode, then go to the menu to unfreeze the mouse. Is that really so hard? 
@SleepwalkR 
This is a pain in the ass just to select some random map.

Is it really so hard to add a randmap command ? 
 
https://en.wikipedia.org/wiki/Feature_creep

It probably is not hard to add but it would be hard to do well. What about deathmatch maps, what about bsp files that are not maps, what about maps that are later part of an episode? That would be hard.

You are just one user and would probably be the only one who used this feature.

Does QS support loading a map (in a running instance) by doubleclicking it? 
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