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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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Any Engine Can IF ... 
Engine tutorial: Playback demos recorded across map changes. (Ridiculously easy).

http://forums.inside3d.com/viewtopic.php?t=2397 
 
I haven't requested this (yet) but with Peg's RMQ demo's it'd be very useful. There's lots, and the level length is 30 minutes average.

Oh, you've already had this available for years. cl_demospeed; set to negative numbers to rewind; it fucks with the motion blur though so you may wish to disable that. 
Demoplay With Map Changes 
just added support for this to quakespasm:
http://quakespasm.svn.sourceforge.net/viewvc/quakespasm?view=revision&revision=604
... in the svn repo now, will be part of next version 
Does It Also Work With Reloading? And After Dying 
There's a way to fix demos recorded across map changes, but it only works for protocol 15 and 10002. With BJP's convdem tool, simply append a short newly recorded demo snipped to the end of the existing one (merge) and the post-mapchange recording will be shown fully. 
Negke: Die/reload Demo 
.. yes it does: tested with this one:
http://quakespasm.sf.net/tmp/tt2.dem 
Cool 
That's a really useful feature, .exe please? 
Exe 
Tried It 
Works on map change and map restart(after death) but doesn't work on loading a save. 
Demorecording, Loading A Save 
Host_Loadgame_f() normally does a CL_Disconnect(), therefore loading a save stops the recording as very much expected. 
 
Same for me, "Host_EndGame: Server disconnected". 
Spirit: 
as I said, that is the normal course of things, and also is out of the scope of the fix I applied which touches playback code and not recording code. you guys really want to record demos by loading saves while in the middle of recording?? that can be tricky, I guess. (have anyone else implemented such a thing?) 
 
I like doing that. Make sharing or recording playthroughs much easier if you just record and forget. 
Record Demos By Loading Saves While In The Middle Of Recording 
DP has it, but it uses different format\protocol 
I Would Really Like That Too 
i.e. demo recording continues until an explicit "stop" command 
Quake 2 Style Notarget 
Is it possible to have a Quake 2 style invisibility in QuakeSpasm? Explanation: If you enable the notarget in Quake 2 and shoot a monster, the other monsters in range don't react. 
Re: Notarget 
notarget behavior is controlled by the progs (QuakeC), not by the engine. 
Mac OS X User Map/quakespasm Issue 
Spirit has been patiently helping me out, but whenever I try to run the 'arcanum' user map from 'quaddicted', it just boots up the original Quake.

I have dragged the contents of the 'arcanum' zip into the 'drake290111' folder.
This, in turn is contained within a main folder called 'Quake', sitting on my desktop.
The 'Quakespasm' engine exec is inside this main folder as well.
As is the id1 folder.

I double click the exec and I am prompted to enter a command into the command line parameter box.
I was told to type this:

"-game drake290111+map arcstart -heapsize 128000"

Whenever enter this, it just takes me to the main quake screen. I begin play, and it is just the introduction, followed by the slipgate complex etc.

I'm trying hard to get this to work, can anyone help?

BR.

Baz. 
 
this was probably just a typo, but there should be a space between 'drake290111' and '+map' 
 
oh also, if you can load the game up and then, as soon as it's done loading, type 'condump'

there should be a condump.txt file in your /quake/ folder. check to see if there are any errors down near the bottom you might have missed, or, if worst comes to worst, maybe post the last 20-30 lines here. 
 
oops sorry, there should be a condump.txt file in your /quake/drake290111/ folder. :P 
Mac OS X User Map/quakespasm Issue 
Cheers for getting back to me, necros, much appreciated!
I'm feeling exasperated!

I have made a space where you said.
I have also performed a condump, and I have some info. This is reprinted below:

execing quake.rc
execing default.cfg
execing config.cfg
execing autoexec.cfg
Unknown command "cl_itembobheight"
Unknown command "set"
Unknown command "set"
Unknown command "set"
0 demo(s) in loop
Unknown command "set"
(the above line repeats another 34 times, then)
Unknown command "1="
Unknown command "2="
Unknown command "set"
(The above line repeats another 16 times, then)
3 demo(s) in loop
]condump

What could this mean?

Baz. 
Ok Yeah 
someone who uses the mac version will have to chime in...

the engine is receiving some commands that it doesn't recognize... that might be overloading the buffer so that it doesn't even see your -game and +map commands or something.
are you running the executable directly or some kind of batch file (whatever the mac equivalent)?

cl_itembobheight sounds like a command for another engine, definitely, as quakespasm/fitzquake don't have that. 
Autoexec.cfg? 
S**t!

I think most of those unknown commands are coming from the autoexec.cfg file in my id1 folder.

set debris 1
set kickdebris 0
startdemos
set pushback 0
pushbacks // adjust force with below cvars
set pushbackshot1 60
set pushbackshot2 75

etc..

I have been running Dark places up until now, and the id1 folder was put together by someone who compiled lots of mods from the QuakeOne forum. It was called the "Epsilon Build", but it used a recent DP engine.

I'm still new to all this. I only started getting into all this mod/config/.ent file stuff about a week ago.. 
Peter 
I'm responsible for the Mac build. I suggest you start with a clean Quake install. At least delete all .cfg files from your id1 folder (make a backup copy first) and see if it runs then. 
Uhh 
Probably more to it, but you could have tried to just start Quakespasm normally, and then type in the console:
game drake290111
map arcstart
 
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