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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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@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. 
No Idea How That Works 
But QS needs that desperately. 
That Is Nice 
And the software look lends an extra special cachet to any engine. 
Oh Wait 
It is a software engine. Impressive. 
Stencil 
Quoth supports loading any model for an entity, including .bsps, which is very useful in situations where the lighting doesn't matter (stained glass windows) but stencil alpha with a { texture doesn't work on a bmodel if it's loaded this way, only if it's built in the map itself. :(

Currently if you have an index 255 masked { texture it will only alpha as low as .7 I believe.

I can confirm this too - spiderwebs and the like below .alpha 0.7 just don't draw. 
Thanks For The Report 
will try to fix those. Weird that { textures would not work on external .bsp's, but I imagine it is something easy.

I think I know why entity alpha < 0.7 makes the whole fence texture disappear; normally the alpha test value in Fitzquake is left at 0.666, but I think I just need to lower it to (entity alpha * 0.666). 
 
There's only one alpha value, and you can't use it for both alpha testing/masking(NOT stencils! /me shudders) and alpha blending at the same time... well, you can, but the results are generally wrong.
glsl would allow it by doing any .alpha transparency stuff after the texture-only alpha test.
on the plus side, you might be able to get some funky burn-away effects.
also, its 0.667 and not 0.7. close enough though, but hey, precision!
but yeah... the exact details are very engine-specific, so try not to depend upon stuff too precisely. 
 
I think the reason the alpha test threshold is 0.666 in glquake is that 0.5 makes the explosion sprite edges look blocky/pixelated even with bilinear filtering (i know this because i tried changing it to 0.5 once), while 0.666 creates a more rounded appearance on the edges. Since that is the most visible sprite in stock quake, i believe they chose that number because they liked the explosion sprite edges to be more rounded. 
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