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
 
I think the way to do this right now is changing the texture names to suit your needs. There's no way of staggering the start points of the animation cycle. 
 
Yeah, simple but kinda dumb way of doing it is duplicating the texture a bunch of times with different offsets. I really wonder why they did it like this in Quake when it works fine in Doom :/ 
 
have you tried it in software quake? It might actually work there and just be broken in all GL-based ports. 
 
hmmmmmmmmmmmmmmmmmmmmmmmm. Trying now. will report back in a bit. 
Nope 
Tried in Winquake and original DOS Quake.exe 1.08. Same behaviour. 
 
ah well. I think you should just duplicate the textures and be done with it. 
 
Yeah, that's what I will do when I wanna do something like this, which I likely will at some point. 
Weird Bug. Engine Or Map Related? 
I just played a bit of A Desert Dusk in QS and at some point I got a weird bug. My axe was replaced with what looks like a scorpion stinger or something and all my other weapons could not be used until I found more ammo for them.

Link to demo, sadly not from start:
https://dl.dropboxusercontent.com/u/15588722/add_weirdness.zip 
Little Idea, But Would Have To Be Coordinated With Other Engine Makers 
func_water, func_lava and slime as well, so you can make something with a different texture have lava properties as well, without having to do hacky shit. But I reckon such a feature would lead to between-engine-headaches. 
 
func_water, func_lava and slime as well, so you can make something with a different texture have lava properties as well, without having to do hacky shit. But I reckon such a feature would lead to between-engine-headaches.

This isn't determined by the engine, it's determined by the BSP compiler.

The only thing that the engine does is identify surfaces who's texture starts with "*" and draws them with the turbulent warp effect. But contents are already set during BSP compilation, so any changes would need to be made there. 
 
Ah, that makes sense. 
It Also Means... 
...that if a BSP compiler was modified to support this, then all engines would automatically pick it up without any headache or grief. 
Can't Suicide -- Allready Dead! 
^ typo. Looks like many engines have it, at least Tyr too. https://www.google.com/search?q="Can%27t+suicide+--+allready+dead!" 
 
more important than moving lava imo 
Seems To Have Been A Recurring Problem.. 
Allrighty... 
 
Was Wondering... 
The alpha variable is pretty cool, but alpha always has the sorting issue, as we all know.

It would be pretty cool if there were also vars for additive and subtractive blending. Of course they should be mutually exclusive, but I think some cool stuff could be done with those, and they do not suffer from any sorting problems, from what I know. 
 
If you want to go that far, tbh you should use something the supports Q3 maps, and just use shaders. 
Darkplaces Is Also An Option For Q1 Bsp 
There is a sort of simplified shader support in darkplaces. While it is not as powerful as doom3 or anything, it is close to q3 except for some limitations and you can still use q1 bsp format.

It's all done with text files just like q3 and is pretty easy to set up. You can get some pretty wild stuff with it too:
https://www.youtube.com/watch?v=bhwzAxTg99U
https://www.youtube.com/watch?v=_NrHNilIqLo 
 
Scampie: how is a bit of additive blending going further than alpha, skyboxes or coloured light. It really is not. And it is one of those effects which could add to the atmosphere of a map but still feeling like Quake, which the stuff that necros linked, while looking neat, decidedly do not. That water does not mesh with Quake at all, imo. 
Wut? 
But it's even nearest neighbor! 
 
Lol, no it's not. :P 
Demos 
For some reason putting demos in mod folders does not seem to work. Quakespasm does not list them nor does it play them if I manually enter their name. Only stuff in id1 gets recognised even if I am playing something out of another folder. Is this intended? 
 
they do work in mod folders. double check where you put the files, i guess? 
Derp! 
I originally downloaded mapjam6 and put it in a folder called func_mapjam6. And then later downloaded it from quaddicted via Quake Injector. Which has it inconsistently named mapjam6 *shakes fist* So that is where the problem came from. 
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.