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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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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?? 
 
Blue Lava 
rocks ! 
 
Makes sense since light hitting the surface would be reflected upwards and diffused by the ripples. 
Kinn 
Screenshot plz 
Drew 
Meh, it's just a bunch of unfinished brushwork and crap placeholder texturing. 
 
fine. 
 
fine. 
Kinn 
"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."

Retroquad does support it. Here's a bunch of screenshots:
http://mankrip.tumblr.com/post/120399970810 
OH HECK YES 
I like the look of that ALOT. 
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