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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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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? 
+1 For Controller Support 
I also find console-style controllers much more comfortable than mouse & kb.

Would love 360 controller support in QS. 
However 
I appreciate that the number of people who want to use a controller in QS is probably single-digit.

Legend - have you looked into using some sort of scriptable input emulator? A quick google throws up this: http://andersmalmgren.github.io/FreePIE/ looks like it could be cool if you fancy doing a bit of python. 
Count Me In 
but only because I would also love to see split-screen functionality in the game. 
Xbox360 Controller FreePIE Script 
Legend - If you wanna have a look at FreePIE - I found a script for the 360 controller that looks like it could work well.

Note: I haven't tried any of this stuff out yet - but will do as soon as I can.

Also, you can (and should) edit the .py file to change button mappings to what you want.

script here: http://andreasaronsson.com/projects/xboxwasd-in-freepie/ 
Controller Support 
There is none currently.. I tried implementing it in QS a while ago; I do have a 360 controller.

What I found frustrating is, the FPS games that have good-feeling controller support (Valve games) are doing some fairly complex easing stuff. Like, if you flick the analog stick all the way to one side, there's a period of time where you turn slowly, then suddenly it accelerates like crazy - so there's some sort of time-based acceleration going on.

I don't actually game with a controller ever, so maybe that stuff is not really desirable, but I'm guessing it is. Anyway I'll try to dust off what I wrote and post a beta here for feedback. 
Ericw... 
get that 4 player split-screen support coded in while you're at it ;) 
 
FTE can do split screen.

http://i.imgur.com/ChTAaTM.jpg 
 
why are the players christmas lights 
Baker 
that's cool as hell!

Does it have Pad support though?! 
 
Didn't make the pic. ;=) 
 
@fifth -- don't know. If I recall, Spike said it basically needs 2 USB keyboards plugged in. 
Fte+splitscreen Input 
@baker
bind w "+p1 forward"
bind uparrow "+p2 forward"
bind lctrl "+p1 attack"
bind rctrl "+p2 attack"
bind 5 "p1 impulse 5"
bind kp_5 "p2 impulse 5"

if you omit the p1 / p2 stuff then yes, the engine uses an internal index of the input device that generated the key events in order to determine which player the event is meant to be controlling.
4-way splitscreen kinda needs a lot of keyboards and binds... you could of course also use csqc for really weird bind setups, which has access to the devid stuff too, but of course this isn't relevant unless you're making a mod.

you don't need two keyboards, just really weird binds.
also, fte is supposed to have support for xinput now, including support for per-player headphones as part of that (I don't actually have one, of course), so that's an alternative way to play splitscreen games.

@kinn
yeah, bloom + fullbrightskins kinda has that effect. quakeworld players might be crazy for wanting fullbright skins, but at least they don't use bloom. only a crazy person would use both at the same time...
also looks like someone disabled rtlight shadows in an attempt to make rtlights look obviously worse than lightmaps. 
Direct Input Controllers? 
what about the direct input joystick support that the original quake had? I know it works with directq and qbism super8. they don't recognize 360/x-input, but work fine with direct input controllers like logitech f310. 
FTE Cvars 
in_xinput 1 //enables xinput for 360 controllers.
joystick 1 //enables the old joy* apis that vanilla winquake used. some of the stuff will have been tweaked over the years, however... you'll probably need the binds menu to figure out which button is which. 
Spike 
Does FTE splitscreen work with networked multiplayer? IIRC a few years ago it didn't. 
@mankrip 
set 'allow_splitscreen 1' on the server if you want cl_splitscreen to work with a separate server (otherwise its only permitted for the local client by default). This setting has existed for as long as fte has had splitscreen support. 
Good! 
This mean we can create an 8-player game using only two computers, right? 
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