#1072 posted by ptoing on 2014/08/25 13:51:04
Playing apsp1 (The Final Threat by than) I noticed that there is a kinda mangled lift right at the beginning.
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/apsp1.png
It's the lift to which you get if you ride the lift you start on down and then just go straight ahead. There should be a pillar from the lift in the middle of that shaft (it's collision is there) but the lift seems offset to the right (from this view anyway).
Another thing I noticed is that impulse 12 does not work reliably. As in, in some maps it does, in some it does not.
Pretty Sure That Lift
#1073 posted by Drew on 2014/08/25 14:44:35
is fucked in all engines, isn't it?
#1074 posted by Spirit on 2014/08/25 14:44:36
impulse 12 is a mod thing, it was not in the original QuakeC sources so many mods don't come without it. The funtastic reQuiem engine has engine-side support for it in any mod!</spam>
Apsp1 Has Same Prob On OS X
#1075 posted by Barnak on 2014/08/25 15:19:30
I noticed the same problem as ptoing, on my Mac, with the latest QS.
I also noticed a similar prob on another map (don't rememer which one).
WTF !? There wasn't any problems with them before.
#1076 posted by ptoing on 2014/08/25 15:25:12
I just checked the video of DaZ on the tubes of that map, and there it is fine. So it seems to be a newer thing. Having an option to force impulse 12 or maybe make it so that it is a different command weapon_prev or whatever, might be a good idea.
#1077 posted by ptoing on 2014/08/25 15:29:34
Oh also, a small quibble I have with QS is that the console sometimes fucks off when you enter something right after you called it. Kinda weird.
Gamma Again
#1078 posted by AAS on 2014/08/25 15:58:26
Tried same build on home PC - gamma working just fine.
System: Windows 8.1 x64 / nVidia GTX 770 card, 337.88 driver.
#1079 posted by ericw on 2014/08/25 20:08:46
@ptoing,
the apsp1 platform bug is discussed here: http://celephais.net/board/view_thread.php?id=60306&start=647
IIRC it's a map bug that only manifests with extended protocols like 666, and the cleanest solution is patching the map.
@AAS, thanks for the gamma bug report. Can you try this build? http://quakespasm.ericwa.com/job/quakespasm-ericwa/lastSuccessfulBuild/artifact/quakespasm/quakespasm-r2957b2fbabe632e603b0a86b45d23496a6af5845.zip
I set USE_GAMMA_RAMPS to 1 in that build. In r976 we are calling a different SDL function to set gamma than in 0.85.9, the build above should use the same function as 0.85.9.
@Ptoing
#1080 posted by mfx on 2014/08/25 20:24:05
I assume you use german layout? And the character is this one ^ (circumflex?) showing up in the console?
This has already been reported, Eric had a fix at hand.
Iirc SDL 2.0 should get rid of this?
Mfx
#1081 posted by ptoing on 2014/08/25 21:10:10
I use a UK layout (hate the German one). And there is no special character showing up in the console, no. Not that I noticed. It happens whatever key you press.
Also, making the textures stuff I was wondering, would it be hard to implement something where you made animating textures with more than 10 frames if you would use for example a - instead of the +, but make it so that it is totally an engine thing. So you got both textures in the bsp file, but you use the + ones, and the engine will use the - ones if they are there. I reckon you'd need to fiddle them into your wad using texmex or something similar. Would be cool though to be able to have longer animations.
Impulse 12
#1082 posted by necros on 2014/08/26 04:17:24
impulse 12 is a mod thing, it was not in the original QuakeC sources so many mods don't come without it. The funtastic reQuiem engine has engine-side support for it in any mod!</spam>
Impulse 12 is not a mod thing. It is part of stock quake, but was added into a later version (eg: not 1.0; the quake we all play is 1.6).
If a mod doesn't have impulse 12, it's either because it's old and was made before the final 1.6 patch or the mod author used an older progs source as a base.
#1083 posted by metlslime on 2014/08/26 04:38:20
i think he means it's a "mod thing" as in a quakec-implemented feature, rather than an engine-implemented feature.
@ericw
#1084 posted by AAS on 2014/08/26 05:46:28
Now gamma adjustment seems start to work on GTX 650, TY.
But it still prints error in the console.
Oldschool Effects
#1085 posted by ptoing on 2014/08/26 06:41:08
Would it be very hard to include an option that would mimic the old underwater effect where stuff is wavy? That would be neat, I always enjoyed that.
Isnt That What The Waterwarp (or Is It Oldwater) Cvar Does?
#1086 posted by nitin on 2014/08/26 08:59:12
Feature Request:
#1087 posted by MaxED on 2014/08/26 09:26:35
If "config.cfg" exists in "ID1" floder (or in Quoth folder if -quoth flag is set, or in ROGUE folder if -rogue flag is set etc.), and there is no "config.cfg" in current game folder (e.g. folder set with -game parameter), can QS use that existing cfg as a base for a new one instead of creating "default" one?
Oldschool Effects
#1088 posted by Spiney on 2014/08/26 10:44:51
DirectQ does the underwater warp.
MaxED
#1089 posted by anonymous user on 2014/08/26 21:20:33
isn't that what already happens? At least for me, quake copies the cfg from my id1 folder into a mod folder the first time i run.
(well, it probably just leads the id1 config and then saves to the mod dir)
#1090 posted by MaxED on 2014/08/26 22:01:03
Ugh... my bad. Should've launched Quake without mods at least once to create config.cfg in the ID1 folder...
Who's The Head Honcho?
#1091 posted by Orl on 2014/08/26 22:53:49
Who can I get in touch with for a one on one discussion of a rather big problem with Quakespasm, and how it affects an upcoming map of mine, and possibly other maps?
#1092 posted by Spirit on 2014/08/26 23:21:45
You can find mail addresses in the readme.
CC Me Too If You Don't Mind
#1093 posted by ericw on 2014/08/27 00:07:15
Colormap.lmp Question
#1094 posted by ptoing on 2014/08/27 11:02:55
I just noticed that Quakespasm (and I guess quite a few engines) seem to ignore the colormap.lmp completely. What if someone wanted to make a TC with a new colormap to have new (maybe more, maybe less) fullbrights for example?
#1095 posted by Spirit on 2014/08/27 12:43:17
As stupid as it is but files inside pak files have precedence over files outside. Try making a new mod directory and putting the colormap there, that should work.
#1096 posted by Spike on 2014/08/27 14:52:27
FTE peeks at the colormap to see how many fullbright palette indexes there should be, although it only works if they're contiguous from the end of the palette.
the rest of the file is really only useful to software rendered engines, and even then its often regenerated weirdly for transparencies.
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