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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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Minor Quibble 
regarding the quakespasm website with all its "Being", "Manifestation" etc. faffery.

What's wrong exactly with the tried-and-tested "About", "Download" etc. type headings?

I'm trying to get some colleagues onboard the Quake train (by way of Quakespasm), and it's something that has been raised more than once in a not-too-enthusiastic way. 
Fifth 
I'm with you on the guns; on a widescreen monitor with the full statusbar showing, the SSG barely pokes out about the top of the sbar.
If you lower "statusbar alpha" to the minimum value in the settings screen, it pushes the gun up.

re: music, the "external music" switch in the settings menu seems to only take effect when you restart the level - it should stay off from that point on, but maybe there is a bug there? I usually just lower the music volume slider to 0 if I don't want it.

contrast adjustment is a good suggestion too. Raising the contrast in MarkV does brighten the image without washing it out. 
Ericw 
I just tried what you suggested to make the gun look bigger but you're trading off the status bar for very little gain. QS basically only displays half the gun model, it looks atrociously bad IMO.

I have the external music switched off in addition to the volume being zero and it still plays the music (at full volume no less!!). 
For Visual Reference - 
http://www.quaketastic.com/files/screen_shots/enginedrawdifference.jpg

I believe Mark_V didn't always display properly and was only recently fixed when the option was added for a "winquake" mode... basically the top of the statusbar is considered the bottom of the screen. the behaviour in Mark_V is that as soon as you add alpha to the statusbar the weapon is drawn from the bottom of the screen again (I guess there's no easy fix for this). 
#1735 
I think it's cool, just a bit of flavor. I have difficulty imagining this being an impediment of any significance to anyone. 
Kinn 
Here here! And now imagine not being a native speaker and wondering even more what those complicated words might mean. 
 
When I first heard of Quakespasm and went to download it, I saw that weird web page and thought my browser had been hijacked. 
 
I have difficulty imagining this being an impediment of any significance to anyone.

Yeah I get that for us it's no barrier - we just click on the funny words until we find the one that goes to the page with download links.

It's just not user-friendly to newcomers, that's all. 
Agree With Kinn 
The QS website is purposely obtuse for no real reason. 
 
I thought I had gotten a bad link the first time I arrived there too. FWIW... 
 
If this was a website for an actual game then I would be more approving. Art has room for the abstract, to allow for interpretation and subjectivity.

I think for an engine, something that provides a utility, the website is quite poor and you cannot apply the same design philosophy. 
 
And now imagine not being a native speaker and wondering even more what those complicated words might mean.

Ah, this hadn't crossed my mind. I can see how some would find this annoying or even inconvenient.

Perhaps using rollovers would help; hover over Manifestation and the word will change to Download.

Probably not the most elegant solution but it might be more user-friendly while still having a bit of flavor. 
Also 
Referring to metlslime as just "Fitzgibbons" reads very awkwardly. 
 
come on you guys... you click the links till you see 'windows' or 'linux' or whatever you're looking for, then you click the highlighted text.

you don't need to read anything to actually get the engine.

kinn, since you brought it up initially, what were the exact complaints with the site anyway? i mean, i agree it was weird when i first got there, but i just started clicking links till i saw something that looked like a download link. 
 
Clicking around until you stumble into what you want is not really the ideal user experience. 
 
I agree about the labels, they could at least have normal translations above/below. will ask the other qs devs when we are prepping the next release.

Fifth, thanks for the screenshot.
I checked winquake at default settings ( surprised how weird it feels that the gun swings when you look up/down), and you can see the top half of the end of the barrels:
http://imgur.com/lx6DV1F
I'm not sure of the history of it but QS is the same as Fitz 085 I think, except with compensation for 19:9 resolution. I'm sure baker and others have researched and written about the topic so i'll look into it sometime.

Also, if the music volume slider doesn't work, the only explanation I know of is it's playing CD audio - do you have the soundtrack CD inserted/mounted as a virtual drive? The CD support in QS might lack volume control, I never really used it. There is a "-nocdaudio" command line option to disable CD support entirely, or use the -sdl2.exe builds which lack CD support iirc. 
 
When I originally changed it in fitzquake it was to fix the weirdness of the gun moving when you looked up/down. I was also trying to fix it for wide fov views. I think looking at screenshots now the part I failed at was making the gun look like winquake when the camera is level, not enough gun is showing. 
Show Us Yer Gunz 
Referring to metlslime as just "Fitzgibbons" reads very awkwardly.

you just have to read it in that lou gossett jr. vortigaunt voice

"the One Fitz Gibbons has come to save us from the dark placessss" 
 
I don't remember exactly what I did for the gun, but I'm pretty sure I fixed it so even "FitzQuake gun" will always be visible and in the same place no matter the aspect ratio.

I may have calculated one perspective matrix to draw the gun and another perspective matrix to render the world, with the gun matrix being limited to the largest 1:1 square on the screen. (i.e. 1368x768 ---> 768/768).

Having a WinQuake-like gun positioning option ended up being "non-optional" in my mind. I'm not going to make a Mark V WinQuake renderer that can't look exactly like WinQuake. Would make no sense. 
 
 
Hahah I didn't know about that.

The fact that there is a page set up as a workaround for the puzzling nature of the main site is, hmmm, well. Nice to know though! That's a good link to share for evangelizing Quakespasm. 
 
Quickloading...
Loading game from /home/me/.quakespasm/ad/quick.sav...
ERROR: couldn't open.


I did not pay attention to saving but thought I had saved. The message implies an error reading the file to me but in reality I did not save and the file did not exist. Maybe reword it if the file is not found? 
 
Hm, "couldn't open" is printed when the fopen() call fails, so it makes programmer sense :P I guess it could check for the specific reason and print a clearer message.

However I'm more concerned about why the saves failed, I guess you are using the patch that adds ~/.quakespasm support.

Is there any way to get fog without banding? nvidia on Linux.

Make sure QS is using a 24/32 bit video mode.
There's a vid_bpp cvar which is archived, but since it gets saved in every mod directory it's safer to launch with "-bpp 32".

(I'm surprised the QS default for that cvar is actually 16bpp, which I never noticed.)

Aside from that, banding will be the least at "gamma 1". There should be the same amount of banding as other engines @ 32bpp. 
 
No saves failed, I simply did not make any =)

Still some banding but I guess that might be the low dynamic range of the lightmaps. 
Not Urgent 
But the soon to be released map(s) of mine extends beyond Quake's standard -+4096 boundaries. I understand a new protocol will have to be made in order to accommodate this, but I am unaware of how difficult such a change will be. 
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