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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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If there were, they would be documented in the readme. 
Fantastic Job 
My hats off to you Quakespasm team. My map now runs at a constant 60 frames per second or higher, never dropping below that. It even runs well on my laptop with much weaker hardware. Great job guys! 
 
Thanks for putting up the builds szo.

Orl, glad I could help. :-) Your map looks wicked!

There are still a couple more optimizations I want to look at some time, namely using vertex arrays for world/bmodels and alias models.

Barnak, I tried to put fsaa in the menu but it requires a cascade of deeper changes in the engine that need a lot of care to get right. You can just set vid_fsaa in the console and it'll get written to your config.cfg, and used on all subsequent launches. 
Ericw 
Thanks for the info.

Now, what's up with a separate alpha for water, lava and teleporters ? 
Barnak 
Rome wasnt build in a day.

@szo, ericw, steven you rock! Thanks guys! 
Sndspeed Issue In QS-0.85.10-r980 Win X64 
- If you change 'sndspeed' in the console, the value is not saved in the config.cfg.

- If you manually add 'sndspeed' to the config.cfg (I was adding 'sndspeed "44100"'), the engine uses the new value, bit it disappears from the config.cfg after closing the engine. 
 
AFAIK sndspeed wasn't automatically saved in 0.85.9 either. config.cfg is just for things the engine saves itself, you should put that a custom sndspeed setting autoexec.cfg.

I know it's confusing. i don't know if it's documented anywhere other than the source code which cvars are saved in config.cfg or not!

Also just a note, the meaning of sndspeed was changed slightly in this release. QS now opens the OS audio device at 44100hz by default, and internally upsamples the sfx to 44100.

If you were setting sndspeed 44100 for better quality with replacement sounds, keep doing that and it will work as it was before.

If you were setting it to 44100 to hear the music at full quality, there's no need to do that any more, the music will be output at 44100Hz even if sndspeed is at the default of 11025. 
 
Speaking of which: section 3.1 in the Readme needs to be modified a bit now, and 6.1 could be clearer about how music is affected (or isn't). 
Good Catch, Will Update That 
 
 
Nice!

(Especially the fence texture support) 
Expect To Be Seeing That In A Map 
Sometime soon :) 
Thanks Baker! 
I pretty much just nabbed it from Mark V :) 
No Locs, Timer Is Tiny 
Hi guys for multiplayer play, I have some issues.

1) There is no .loc support, which makes the engine unusable for DM :(
2) The timer in the bottom right is very small, there's no way to scale it other than to also make the HUD big. Can we have some sort of command to scale the timer? Thanks! 
C&P From Quakeone.com 


Baker says:

Unfortunately there are 2 standards for loc files:

1. The Quakeworld way (ezQuake, FTEQW, ZQuake, DarkPlaces)
2. The ProQuake way (ProQuake, Qrack, DarkPlaces)

There are about 160 loc files for Quakeworld, about 120 for the "ProQuake way".

The ProQuake way is harder to make, but far more accurate about your actual location (a series of 3d "boxes" defines where you are), the Quakeworld way is easier to make (a series of points, closest point matches).

Personally, I'd opt for the Quakeworld way as a priority because it is easier to get the Quakeworld community to play a custom map (the NQ community is more set on long-time favorite maps).


draw your own conclusions.. 
 
how about supporting both? or are the file formats hard to distinguish when parsing them? 
Hmm 
I dont have a clue actually:)

Here�s the link to the forumthread:

http://quakeone.com/forums/quake-help/servers-coding/4842-location-files-loc-qw-quake-1-a.html 
 
FTE does both, so its definitely possible.
different number of tokens per line or something.
although the box vs sphere thing does require special handling. 
Hmm... 
on the other hand, you can't install two different dm1.loc files in the same directory, so players will have to choose just one.

second, if one format is supported mostly by netquake engines, and quakespasm is a netquake engine, does it make more sense to support that one format? You'll be playing with teammates who are also using a netquake engine and therefore the "proquake" style .loc files. 
Loc Differences 
ProQuake locs are boxes. Quakeworld locs are points.

Quakeworld locs often give a wrong location because they don't know "what room you are in".

For example, let's say you are outside DM3 in the pent area, but standing near the wall close to the rocket launcher area --- if you go by point, you are probably nearer the rocket launcher. But not in that "room".

DarkPlaces supports both formats, although in the past LordHavoc stated once that he had a preference for the ProQuake version because it was more accurate.

/Mark V supports ProQuake .locs 
... 
For completeness: ProQuake locs link: http://quakeone.com/proquake/proquake-locs-frenzy.zip

I imagine the Quakeworld .locs pretty much come with ezQuake. 
 
Is there actually any benefit in using the 64 bit version? 
Sorry For The Doublepost 
Is there a way to get around display glitches like these? Or is it just imprecision in the construction?

https://dl.dropboxusercontent.com/u/15588722/post/func_msg/glitter.png 
Display Glitches 
ptoing, do these happen with gl_zfix set to 0 as well? 
 
Just checked, it was set to 1. Setting to 0 fixes this issue. Thanks :) 
Ptoing 
Thanks for confirming that. gl_zfix activates a workaround for the z-fighting (flickering textures) seen in some of the original id1 maps. It can however cause (minor) glitches such as these, so while having it default to "1" may best for the id1 maps, this is probably not true for custom maps... I'll discuss with the others. 
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