Intedesting...
#1574 posted by oGkspAz on 2015/08/28 09:22:32
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
#1575 posted by adib on 2015/09/01 02:59:10
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!
#1576 posted by adib on 2015/09/01 02:59:59
Recolored Texture/skin Bug
#1577 posted by ericw on 2015/09/03 21:13:47
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
#1578 posted by necros on 2015/09/03 21:37:07
must be on certain gfx cards as it doesn't happen to me.
#1579 posted by ptoing on 2015/09/03 22:03:32
I had this happen to me as well where sometimes I got a red shotgun.
#1580 posted by Joel B on 2015/09/03 22:29:54
That's a rare drop.
You can combine it with the red super-shotgun to make a level one tri-barrel.
Only If
#1581 posted by ijed on 2015/09/05 03:24:37
You have the first and third rune though.
Having any of the others just summons the dopefish.
Haha
#1582 posted by ericw on 2015/09/05 03:44:39
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
#1584 posted by Kinn on 2015/09/05 10:34:17
It's like Quake 2's damage skins - as scary things transpire, brown patches appear on one's trousers.
Hahah
#1585 posted by ijed on 2015/09/06 00:17:38
That Was
#1586 posted by ijed on 2015/09/06 00:26:42
A RMQ feature, but it got bugger and went to /bed.
SDL2 Build Issue
#1587 posted by path0gen on 2015/09/07 13:27:02
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
#1588 posted by ericw on 2015/09/07 19:56:50
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
#1589 posted by ericw on 2015/09/07 22:39:16
I think I fixed it, there is a dev build here
Oh Ok
#1590 posted by necros on 2015/09/08 03:32:44
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)
#1592 posted by ranger on 2015/09/22 16:32:16
>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
#1593 posted by ericw on 2015/09/22 19:55:56
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
#1594 posted by Rick on 2015/09/22 20:04:51
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.
#1595 posted by Lunaran on 2015/09/22 21:03:39
I thought that was a common hull expansion bug caused by silly old trigonometry
Yeah
#1596 posted by ericw on 2015/09/22 21:24:18
never mind the comment about host_maxfps, I was thinking about the bug where elevators sometimes hurt you.
#1597 posted by Rick on 2015/09/22 23:35:53
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.
#1598 posted by necros on 2015/09/23 01:32:46
CutNodePortals sounds more like something to do with visibility. Any engine folks have any info?
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