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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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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. 
Only If 
You have the first and third rune though.

Having any of the others just summons the dopefish. 
Haha 
The bug was running the shirt/pants recoloring code on a random texture. There's a bug report with more details.. I put in a workaround (hopefully) last night.

The latest dev build with the fix is here if anyone wants to try it. 
It's Early And I'm Still A Bit Drunk 
So you can imagine what I misread shirt/pants recoloring code as 
 
It's like Quake 2's damage skins - as scary things transpire, brown patches appear on one's trousers. 
Hahah 
 
That Was 
A RMQ feature, but it got bugger and went to /bed. 
SDL2 Build Issue 
hi again, found an issue with the sdl2 builds, both stable and dev. every time i start the engine in fullscreen mode with resolution lower than native, the screen flickers terribly as if half of the frames are dropped. it goes back to normal if i vid_restart or alt-tab. native resolution works fine, as well as windowed and borderless fullscreen modes. that doesn't affect sdl builds. graphics card is nvidia. 
Thx 
Reproduced that right away on 0.90.1 launching with "-width 1920 -height 1080 -fullscreen" on Windows 10. Will investigate it..
It seems fine if you switch within the video menu. 
Path0gen 
I think I fixed it, there is a dev build here 
Oh Ok 
i had switched from the video menu. 
R_pos 1 
Dynamic position info, aka r_speeds + viewpos , in svn. Maybe this is useful ? Feel free to modify. 
Issues (0.90.1) 
>cannot see menu after alt-tab out to desktop from the menu (no map loaded)

>R_novis 1: models, doors and sprites are not visible looking into the water, and while submerged looking out

>sometimes can get stuck going down/up ramps/angled brushes, touching obtuse (convex) corners

>committing suicide with a thunderbolt in fluid without gibbing prevents respawning

Requests
--
*Read files directly from the folder, so user can drag & drop models/sounds etc

*r_telealpha, r_lavaalpha, r_slimealpha; those commands dont exist and r_wateralpha affects all fluids 
 
issues:
for 1) not sure what's happening, could you post a screenshot?
2) that needs a new sv_novis feature. agree that would be useful to have.
3) not sure if we can do much. you can try lowering host_maxfps to 60 from 72.
4) not sure.

requests:
1) I think you're noticing that assets in a pak file have higher precedence than loose files. we can't change it at this point, best bet is to put new assets in a mod folder like quake/mymod/progs/xxx.mdl, then they will override id1 assets when you launch with -game mymod
2) lavaalpha etc. are in the nightly builds 
 
Quote "sometimes can get stuck going down/up ramps/angled brushes, touching obtuse (convex) corners"

Actually, this could be a problem in the map. Small invisible walls that stop normal movement over what looks like a smooth surface can be caused by CutNodePortals_r warnings during the bsp process not being fixed. 
 
I thought that was a common hull expansion bug caused by silly old trigonometry 
Yeah 
never mind the comment about host_maxfps, I was thinking about the bug where elevators sometimes hurt you. 
 
Could just be a coincidence, because I've gotten invisible walls without having any errors or warnings during compile and I've had CutNodePortals warnings that didn't cause invisible walls.

But many times I have run into invisible walls exactly where the compiler said there was a CutNodePortals problem.

Either way, I don't think it's a problem specific to Quakespasm. 
 
CutNodePortals sounds more like something to do with visibility. Any engine folks have any info? 
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