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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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Hmm 
I really should go back and revisit this chap someday...

https://tomeofpreach.files.wordpress.com/2015/10/cultist.jpg

He needs a quality pass on the skin and a completed set of animations though so may take a while. 
What Warren Said 
As I said before and Warren pointed out again... Shambler 200 triangles... Dog 600 triangles... smells suspect to say the least. I think we can all agree that the shambler was a little light back in the day. Now on a pure quality standpoint I found the rigging to be a sad sight with how it deformed back then even. But that is a discussion for another day. :) 
Nice! 
Give him a pump-action shotgun and some blade legs instead! 
 
They didn't have rigging at first. Kevin Cloud had to do at least some of that animation pose by pose by moving verts.

I don't know what software they used, but the original tools all only parsed Alias .TRI files, so whatever Alias's 3D package was at the time. Advanced Visualizer, maybe?

anyway, off topic 
Curious 
Well not much excuse for bad rigging even in 1996. Soft skinning was already supported in various art packages like Maya, Softimage and hell even 3ds DOS with an early version of bones pro. Yea off topic. crazy how just improvement in the art tool pipeline can upgrade old games without changing the underlying systems. 
 
I'm having some fun writing some GLSL shaders effects lately and i wanted to know how to apply them into QuakeSpasm. Small and fun things like Nightvision, B&W, etc. Where i can find docs on the subject? 
 
Dunno, but make sure you write a shader that makes it look like software quake. 
Kinn 
is right... the software mode would be neat. Also make sure you get the terrible z-plane texture wobbliness. 
Also 
Making the large models (like shambler) just disappear if they get too close to the edges of the screen would be sweeeeet. 
Facepalm... 
Some glitches can be left to the past. 
Outerworld 
You could hack the gamma shader, which postprocesses the entire screen just before displaying it. See:
https://github.com/ericwa/Quakespasm/blob/master/quakespasm/Quake/gl_rmain.c#L146
Just make sure to set your gamma cvar to something other than 1, otherwise the shader isn't used. 
Re: #1674 
That bug was actually in glquake too. 
Indeed It Was 
Anyway, obviously I was being sarcastic, Skiffy.

I do however think the 8-bit colours of software Quake is a feature worth emulating if possible as an option. It's one of those things that really defined the look of Quake for me. 
Yeah 
When you had to imagine what was going on between those fat pixels being splattered across the screen.

HD takes that away and sends you into a vegetative state. 
Framerate 
cl_maxfps Doesnt works in Qspasm right ? Any tip to get my quake1 running at more than 70 fps ? 
@nunu 
Change the max fps limit to number LIMIT with this command:

host_maxfps LIMIT

Show the result on screen:

scr_showfps 1

Since you are already running at around 70 fps, you won't need to mess with vsync. The command for it is vid_vsync if you do need to. 
 
there's host_maxfps, but unfortunately going over 72fps can break physics (you get stuck on slopes, etc.) 
Icon 
I realize this is a pretty trivial thing, but the default Quakespasm icon is almost invisible against a dark (black) Windows desktop. Maybe a second one could be added that shows up better if a desktop shortcut is created. 
 
8bit rendering would be a nice addition to emulate that is for sure. I don't know if there is a quake engine that supports it but I would love shadows on water. And has anyone considered expanding lighting to have ambient cube maps to capture light volumes instead of just sampling the bottom pixel under a monster? 
 
I don't know if there is a quake engine that supports it but I would love shadows on water.

This was discussed a while ago and no-one could agree on what these shadows should look like.

In my current map I've just gone "sod it" and literally made the fullbright water emit a little bit of light using the new surface light feature in eric's tyrutils. It's magic glowing water I guess. Looks not bad actually. 
 
Kinn - I too have embraced glowing water. Works pretty well, plus the area under the water gets lit for basically free. 
Yeah 
I was surprised how ok it looks. 
 
<czg> have a water-looking texture but it's actually lava
<czg> have blue lava. ths is new and pioneering!
 
Blue Lava 
is rather innovative 
Blava?? 
 
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