Sndspeed Issue In QS-0.85.10-r980 Win X64
#1121 posted by MaxED on 2014/08/29 21:34:19
- 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.
#1122 posted by ericw on 2014/08/29 22:13:58
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.
#1123 posted by Joel B on 2014/08/29 22:22:28
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
#1124 posted by ericw on 2014/08/29 22:40:51
#1125 posted by Baker on 2014/08/30 00:47:54
Nice!
(Especially the fence texture support)
Expect To Be Seeing That In A Map
#1126 posted by ijed on 2014/08/30 01:35:20
Sometime soon :)
Thanks Baker!
#1127 posted by ericw on 2014/08/30 01:46:56
I pretty much just nabbed it from Mark V :)
No Locs, Timer Is Tiny
#1128 posted by Omi on 2014/08/30 21:37:13
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
#1129 posted by mfx on 2014/08/30 22:08:09
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..
#1130 posted by metlslime on 2014/08/30 22:13:09
how about supporting both? or are the file formats hard to distinguish when parsing them?
Hmm
#1131 posted by mfx on 2014/08/30 22:15:29
#1132 posted by Spike on 2014/08/30 22:29:28
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...
#1133 posted by metlslime on 2014/08/30 22:33:16
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
#1134 posted by Baker on 2014/08/31 00:36:09
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
...
#1135 posted by Baker on 2014/08/31 00:45:41
For completeness: ProQuake locs link: http://quakeone.com/proquake/proquake-locs-frenzy.zip
I imagine the Quakeworld .locs pretty much come with ezQuake.
#1136 posted by ptoing on 2014/08/31 07:19:22
Is there actually any benefit in using the 64 bit version?
Sorry For The Doublepost
#1137 posted by ptoing on 2014/08/31 07:29:58
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
#1138 posted by svdijk on 2014/08/31 15:24:14
ptoing, do these happen with gl_zfix set to 0 as well?
#1139 posted by ptoing on 2014/08/31 15:36:12
Just checked, it was set to 1. Setting to 0 fixes this issue. Thanks :)
Ptoing
#1140 posted by svdijk on 2014/08/31 15:49:39
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.
#1141 posted by ptoing on 2014/08/31 15:55:32
Yeah, I think I never noticed any of those flickers in the original id maps. But I distinctly remember finding some secrets in custom maps when it was set to 1.
#1142 posted by svdijk on 2014/08/31 16:02:41
Try going to the quad secret elevator in e1m1 with gl_zfix turned off for a nice example of z-fighting (look at the elevator while it's still "in the floor" and look around a little).
#1143 posted by ptoing on 2014/08/31 16:08:20
Oh yeah, I noticed that in Fitzquake. I guess that does not have the zfix thing? or maybe it is not on by default.
Other Issues With Multiplayer
#1144 posted by omi on 2014/08/31 19:05:51
Guys,
I have further issues with the QuakeSpasm OSX client and just cannot use it for multiplayer. I am now using GLProquake OSX which has sound issues but I'd rather have problems with sound than the sum of the issues I've outlined below with the QuakeSpasm client. For informational purposes, I'm on the latest Retina MacBook Pro and also Thunderbolt Display.
1) There is a great deal of negative acceleration at the bottom and top of the screen. This makes RJing impossible. If you bring your crosshair all the way down to your feet to make a rocket jump, your crosshair will spazz out and throw your aim all over the place. Without RJing, multiplayer is severely limited.
2) The timer is inaccurate. The timer doesn't start at 0:00 if someone starts a CRMOD match. It ticks up from wherever the map started. So essentially it's like not having a timer. If someone pauses the match, the timer also keeps ticking. The timer needs to be fixed for clan ring / match play.
3) The teamscores in the HUD are not added up. Therefore, there's no way of knowing how far up your team is in the game without manually stopping the game to do math. This is important because in a DM game, sometimes with 2 minutes barely up you want to hide. Generally speaking,all clients have had these teamscores added for a while, they should be there?
4) LOC support missing.
I really think if all of this were addressed that this would be the best OSX client but even the negative acceleration is too big of a problem to ignore.
Omi
#1145 posted by ericw on 2014/08/31 21:34:26
Thanks for the issue reports.
Does negative acceleration happen with ioquake3? Specifically their prebuilt binaries from http://ioquake3.org/get-it/ (over 5 years old fwiw) use SDL1.2 like QS and the mouse handling code at first glance is basically identical to Quakespasm's.
Searching for "negative acceleration" a bit, the typical cause seems to be systems where the mouse cursor is centered in the window at the start of each frame, but if it moves fast enough to hit the edge of the window it just stops. If that's the cause of ours, there may be nothing we can do but see if they fixed it in SDL2 and bug the sdl devs about it.
Also if you could post a demo of what the spazz out when rocketjumping looks like, that would be sweet!
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