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
Spike 
I know that szo has somehow set up a cross compilation toolchain for QuakeSpasm. He can do Mac builds on Linux, but I have no idea how he did it. 
New Features, QCC 
Generally everyone is busy with other things. So the best way to get these things included is write/port the code yourself and submit it to the sourceforge project page patches. Probably worthwhile to use the feature requests forum too.

Maybe we need a cross platform QC compiler ?
I forgot about it... HoT has a comprehensive set of tools in-tree, but we'd probably package any QCC separately from the Quakespasm engine. 
Cross Platform Coding 
Well, it does seem like a nice idea to have a QC compiler that runs on OSX (and command-line apps like that ought to be just a case of recompiling) but why don't we write it in the most cross-platform format: console scripts:

//create short alias commands for the maps we want to run
alias map01 "map e1m1"
alias map02 "map e2m2"
alias map03 "map e3m3"
alias map04 "map e4m4"
alias map05 "map dm5"
alias map06 "map dm6"

//create a looping sequence of aliases
//each one redefines rand_select to be one of the above commands
//each one also defines the rand_cycle to move to the next state
alias rand_cycle01 "alias rand_cycle rand_cycle02; alias rand_select map01"
alias rand_cycle02 "alias rand_cycle rand_cycle03; alias rand_select map02"
alias rand_cycle03 "alias rand_cycle rand_cycle04; alias rand_select map03"
alias rand_cycle04 "alias rand_cycle rand_cycle05; alias rand_select map04"
alias rand_cycle05 "alias rand_cycle rand_cycle06; alias rand_select map05"
alias rand_cycle06 "alias rand_cycle rand_cycle01; alias rand_select map06"

//run the first alias to intialise rand_cycle
rand_cycle01

//add a key to repeatedly hammer to simulate randomness
bind F7 rand_cycle

//bind the key that loads the next map
bind F8 "rand_select;rand_cycle"

Usage: press F7 a few dozen times to seed the "random" selection, then press F8 to select one of the maps. If you extend the list, take care to ensure that the rand_cycleXX aliases create a full loop, so edit 06 to point at 07 and ensure the final one points back at 01 instead.

My model was the file from:
https://github.com/BenDoan/TF2-Config/blob/master/shittalk.cfg
This example has an extra layer using "wait" to make the randomness work better - in this one you hold down a key for a period of time to repeatedly cycle, then when you release it a selection is made. I tried to emulate this but in fitzquake it got stuck. Maybe other engines support a route to this...

An easier way to get the randomness without having to mash a key is to add the rand_cycle command to some other often used key, like the attack button:

bind mouse1 "+attack;rand_cycle"

Now the number of attacks you make on one map seeds the selection of the next, which feels pretty random. Eagle-eyed readers might have spotted that we did this trick with the F8 key already. This makes the F8 key cycles through the maps in order, which is handy to skip over repeats or maps you dislike. 
Cycle Command Is Broken 
As example: no matter how many times you enter "cycle r_wateralpha 0.3 0.6 1" command, it uses only 1st value. 
 
Speaking about wateralpha, I am somewhat surprised that no one seems to have implemented a per brush alpha. That in combination with worldspawn settings (for lava, slime, water and teleporters) that are taken as default if none are specified on a brush would make a lot of sense to me. 
 
There is such a thing: make a func_wall (or a func_anything) and set the "alpha" keyvalue.

Can't have alpha on worldspawn brushes, though. 
Thanks 
Fixed in svn 
Lunaran 
Cool, didn't know that. So can a func_wall function as water as well? Or other liquids? 
You Can Give A Func_wall A Liquid Texture 
and it will do the warp animation, but it'll act like a regular solid - plays the axe hitting stone sound if you hit it, etc. The alpha key still works and lets you override r_wateralpha if you set it.

sometimes func_illusionary is used with a liquid texture for special effects, like to make swirling fog in a void pit, you stack layers of func_illusionary, with a low alpha and a liquid texture. 
 
I see. What I meant was more like have it so that you can set different alphas for different water in the same level. Like you might want to have some swampy water which is less or not transparent at all, and something that is more clear.

It would also be cool to be able to set a water fog amount. I am sure that can be faked somehow already perhaps. Not sure. 
Ptoing 
alpha per brush requires a whole toolchain and bsp format change, probably. There is no concept of "brushes" in the bsp format, everything is converted to bsp leafs that contain polygons, and those polygons are not 1:1 with the original brush faces in the map file (some are split, others are merged.)

There is also no concept of brushes in quakec code, so per-entity alpha works much better with that part of the game as well. 
Func_water 
Could possibly do it... but is also a complete bastard to get working properly. 
 
You can try using a compiler that supports "*waterskip" "*lavaskip" "*slimeskip", and put a func_illusionary with alpha key on top of that. 
Yep 
also, you can actually use any compiler that doesn't support skip, if you also use newskip.exe 
Or 
the compiler has this utility already build in..
Then you don�t even need newskip.exe. 
 
Does QS team have any release plan?
Gap between .9 and .10 is too long :( 
Bug? 
I was just playing the original 100 Brush compo pak and when I got to XeNoN's map (xnq1001)stuff broke a bit. Specifically there is a rune which should trigger a set of teleporters to teleport in a bunch of monster which are needed to open the exit. This did not happen.

Funny enough this map is even more broken in Darkplaces where the monsters which are supposed to teleport in start shooting you from within their cage, which is above the starting area. 
Hm, Weird 
Just gave it a try and was able to finish with no problem
-dl'ed from https://www.quaddicted.com/reviews/100brush.html
-started qs and then "gamedir 100brush", "map xnq1001"
I was lazy and played on godmode, but two vores spawned in after I got the rune, and killing them opened the exit door.

I dunno what could have gone wrong; can you reproduce it? 
 
I'll try to do it later and make a demo or something. 
 
Hm, could not reproduce it. I tried a couple of times, but nada, worked fine now. 
@AAS 
I updated the doco to point to Eric's 'nightly' builds
http://quakespasm.ericwa.com/job/quakespasm/ 
Experimental Random Map Loading... 
I made an interesting experiment today :

I renamed ALL my custom id1/maps to "map1", "map2", "map3", etc (I have about 150 top quality maps in there). Launching them randomly from the QS console is now extremely easy.

Since many (most) maps are ending on another map (which I don't have anymore anyway), I HexEdited the maps so they start another map from my collection.

Playing Quake1 is now totally OUT OF THIS WORLD ! It really feels like I'm lost in the Multiverse. 
😦😮😲😇 
 
WTF Is This, Czg !? 
 
 
open palm
insert face 
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.