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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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Ok, thanks for trying that.

Hm, really no "video mode" line? the top of the console should look like:

UDP Initialized
Exe: 21:43:21 Sep 28 2014
250.0 megabyte heap
Video mode 1920x1080x32 (24-bit z-buffer, 0x FSAA) initialized
FOUND: ARB_vertex_buffer_object
FOUND: ARB_multitexture
GL_MAX_TEXTURE_UNITS: 8
...

It should also print it if you do vid_restart. I'm just wondering what the "(24-bit z-buffer, 0x FSAA)" part is for you. I guess we'll have to put in more debugging logging, though it seems like an sdl bug atm. 
 
It doesn't print the 24 buffer 0x FSAA.

Just "Video mode 1440x900x32 initialized" 
Ah 
That must be an old version of QS without FSAA or 24-bit depth-buffer support, then. Try szo's r1071 build from here? http://quakespasm.sourceforge.net/devel/ 
 
It works now. 
Settings For 144hz Monitor? 
I am unsure how to setup QuakeSpasm (or any Quake engine I guess) to run on a 144hz monitor.

Currently I am using vsync off with a host_maxfps of 144. I can't see any setting in Quakespasm to set a refresh rate of 144hz but it appears the monitor defaults to that already. Negke mentioned that changing host_maxfps might do weird things to the Quake physics so I'm wondering if there is another setting I need to change to set the max fps to 144 to get the benefit of the screen and no image tearing or input lag from vsync on. 
 
What monitor if I might ask? I've been wanting to get one of those 144hz 'lightboost' monitors. 
Good Question 
AFAIK the only controls you have in Quakespasm are host_maxfps, and vsync on/off. And negke is right, changing host_maxfps from 72 is probably a bad idea, physics goes nuts (you bounce on lifts, for one). So without messing up physics, currently you're stuck at 72fps.

There is some stuff on inside3d about doing framerate independent physics, IIRC, MH implemented it in RMQEngine and maybe DirectQ. So maybe we could implement that in a future QS release.

How does the default host_maxfps 72 look, with vsync on and off? 
 
vid_refreshrate doesn't exist anymore? Is it because SDL doesn't support it? 
 
There's no vid_refreshrate in QS, it looks like SDL1 didn't support specifying a refresh rate.

SDL2 does support asking for a specific refresh rate, so we could probably add it back in.

I'm not sure what the current behaviour is actually, suppose your desktop resolution is 1920x1080 @ 144Hz, and you launch QS in fullscreen mode at 1920x1080. I'd assume SDL would use the desktop refresh rate and not bother changing it to 60Hz or something.

Maybe you can check that Daz, if there's an info button on your monitor that shows the current refresh rate in the on-screen-display? 
Jumping Up Stairs? 
Was that not an original quake physics behaviour? Why cant i easily jump up stairs like in darkplaces or quake 2/3. It would be very helpful as an option at-least. 
Tests 
Spiney : http://www.amazon.co.uk/gp/product/B00B19T7QC/ref=oh_aui_detailpage_o00_s00?ie=UTF8&psc=1 I am very happy with it!

ericw : The monitor stays in 144hz mode with vsync on/off with host_maxfps 72. There is a very noticeable jump in smoothness when you set host_maxfps to 144 which is why I wanted to ask about this :)

Thanks for the info! 
72 Fps 
Quake's physics and QuakeC expect 72 fps as a server, and single player is both client and server.

Jerky lifts, killer elevators, ... 
More Bugs 
BUGS
-
There is a lot of lag in big/complex maps
like in scourge of armagon & Airquake

Some textures can be seen through at far distances like in e1m1

Moving models and those with an attached model are very jittery when moving (the tanks in Airquake) 
Which Exact Build Are You Using? 
Can you reproduce with the latest one from http://quakespasm.sf.net/devel ? Try a clear config (delete/move your id1/config.cfg).

Scourge of armagon being laggy suggests software rendering, what are the first 3 lines of output from entering "gl_info" in the console?

Can you post a screenshot of the seethrough textures in e1m1? 
Blarget2 
jumping up stairs is a darkplaces change. 
 
^ and one that doesn't come without its own knockon effects, like increasing the effective jump height to 64 units from 48. 
Zerst�rer Cutscenes Camera Weirdness 
In light of the map jam 3 theme, I decided to play Zerst�rer using a recent svn version of Quakespasm. I also tried it with the version that you can install from Ubuntu package manager. I downloaded the Zerst�rer package from Quaddicted. (I had to rename the file names to lower case.)

I found out that the cutscenes didn't work quite as intended with either version of QS.

The first cutscene (with the pit trap) had very noticeably jumpy camera movements at some sections. The end cutscene had the camera zoom off to the void before the conclusion and show mostly black.

There is a play-through video on YT for the maps you can watch for comparison (I think it's with Darkplaces), but I think it's quite obvious without them if you get similar results. Please try to replicate, or suggest config settings that might help (if any).

The maps with these two cutscenes are episode 2 and the end map. 
RE: Zerst�rer 
If you are on windows, can you compare against fitzquake-0.85 so that we can understand the source of the issues, fitz or us. 
Speaking From Memory 
The ending cutscene is a Fitz problem definitely. 
Cutscenes 
 
Afaik reQuiem has some fixes for that builtin and also it smoothes demo gameplay. jdhack was pretty proud of that. 
Yeah 
The camera jerks about when rotating, its a limitation of something in the engine - can't remember what.

Supa solved it in RMQ. 
 
I thought it had to do with the networking or something? Coarse values in rotations for faster transfers. 
 
The cutscenes use a bunch of svc_setangle messages which are controlled by setting ent->v.fixangle (sorry, I don't know the QC equivalent to this). It would be possible to lerp between consecutive svc_setangles engine-side, but there are probably edge cases (aren't there always) that need to be worked out.

Summary is that for zer cutscenes it is a combination of coarseness and widely-spaced (via nextthink) messages. 
Svc_setangle 
Sends a byte angle (256 values representing 360 degrees), so using that to continually reposition the angles is going to be jerky.

[And can't be interpolated client-side because the 'resolution' of byte angles leads to inconsistent rouunding.].

Looks like jdhack has the client read it directly from the server-side camera entity in single player. 
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