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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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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. 
 
I wouldn't rely on that. It's REALLY unlikely to happen anytime soon. 
Orl 
what are you currently running them in? 
 
larger boundaries is basically the point of rmqe's 999 protocol.
servers can fairly trivially use a specific subset (which is what fte does), while clients can probably get away with just short/float coords and byte/short angles. 
Kinn 
RMQ version 0.85.3. It is currently the only publically available engine that plays the map properly without any visual problems. 
Loading Mods In Game And Quake.rc 
Seems when I load a mod using the console (e.g. game x) it doesn't exec that mod's .rc file.

bug? 
The Console Says.. 
'Enter 'exec quake.rc' to load new configs 
D'oh 
i never read that 
Controller Support? 
Sorry if this has already been discussed, but is there currently or will there be controller support for quakespasm? 360 or otherwise?

I know the majority of players use mouse and keyboard and I agree it is a more proficient way to play. But I currently use a controller for my gaming for various physical reasons.

I wanted to check out quakespasm to play arcane dimensions, but it does not seem to have any controller support that I can figure out. Not even the original quake joystick support. Is there a way to enable controllers or plans to add it in the future? 
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