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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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Spirit 
what you really need is something like those elder scrolls loaders where authors include the metadata. :P 
I Wish! 
Quaddicted does not have enough traction though plus there is 19 years of baggage. 
 
Well, all the other jams went into func_mapjam# folders. But I guess you can blame Daz, lol. 
It Really Doesn't Matter 
 
 
Everything has to be in perfect order! EINS, ZWEI, EINS, ZWEI! 
Additive Blending... 
...doesn't need depth sorting but it does need content designed to work with it. It's not enough to just ask for vars to support it.

Don't underestimate the power of 19 years worth of inertia. It's not enough to just ask for a feature in a manner that shows you haven't even thought through the implications of it.

The best way to resolve blending issues that require depth sorting is to just add depth sorting. It's not hugely complex but it does involve quite a bit of work. I'm sure it's on the QS guy's radar but asking for it more and more isn't gonna help it be done faster. 
 
Of course I know that additive blending needs specific content to be made for it. Most of the stuff in Quake already would not work that well with just slapping that on top of it.

But it is not really hard to make some textures and things that work really well with it, as shown by some Doom maps for engines that support it. 
Learn To Code? 
 
If Days Had 48 Hours, Maybe... 
I know how to do some scripting and such. But yeah. Don't really have time for that atm. 
Relative Path Support 
Would it be very cumbersome to implement starting the engine via relative paths? Right now, the .EXE will return the error message in the screenshot below (I have a faint recollection of seeing the same msg in GLQuake back in the day, not sure tho).

http://i.imgur.com/jZcvxKx.png

I tend to get myself doing lots of stuff in Windows CLI these days, including compiling my never ending stream of "test maps" :D 
Addendum To The Above 
Not sure if relevant, but I'm running the latest SDL2 build from ericw's repository (quakespasm.ericwa.com):

Quake Version 1.09
QuakeSpasm Version 0.91.0
Exe: 10:39:47 Aug 23 2015 
 
Where is the id1 folder relative to the retrojam folder? Pretty sure those have to be at the same depth. 
Ptoing 
They are at the same depth. But your comment prompted me to try and lauch the engine with NO command line parameters (which I haven't tried before), and interestingly enough, this time it returned a different, and a somewhat more creepy, error msg:

http://i.imgur.com/KKCKjM5.png

(sorry for any possible english mistakes) 
 
Check out the -basedir parameter. 
-basedir FTW! 
Holy crap, -basedir is the solution:

http://i.imgur.com/4SV5anL.png

All of the above worked flawlessly!

Thanks a lot Spirit haha, I now remember using|seeing this cmd line parameter *way* back... damn 15yo memories! 
For Reference 
... this screenshot shows the "cmdline" cvar for the above two examples, in order.

http://i.imgur.com/0V6Nxkl.png

Just in case it might be useful for someone in the future. 
IIRC 
-basedir might choke on paths with spaces in them. 
 
If you make sure to quote the path argument, paths-with-spaces works for Quakespasm IIRC.

Last time I checked, basedir support was generally missing in Fodquake, DirectQ, and Qrack. It was broken on paths-containing-spaces for Engoo and Super 8. 
Intedesting... 
From working at a bookshop and often punching in EAN's I can say: Finally an engine where typing from the numpad works!!

Here's hoping more engines follow this example. 
No Spawn Function For Func_dm_only 
I'm trying to set my jam 6 level for deathmatch. Navigation would improve with some teleports. Then I found this entity func_dm_only, a teleporter for deathmatch only. But standard id1 doesn't seem to have it and I get a "no spawn function for" console message.

Any ideas? I believe id1 progs.dat should have this entity... 
Sorry!!! Wrong Thread! 
 
Recolored Texture/skin Bug 
Arghh, QS 0.90.1 has a bug where a random texture or skin gets shifted colors after a video mode change. ("map start", change video mode, "map e1m2" and you will have a gray shotgun).

I'm working on a fix for it 
 
must be on certain gfx cards as it doesn't happen to me. 
 
I had this happen to me as well where sometimes I got a red shotgun. 
 
That's a rare drop.

You can combine it with the red super-shotgun to make a level one tri-barrel. 
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