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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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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? 
 
Imagine a team deathmatch like this. Two teams of four in two computers. 
I Play Lots 
Of local multiplayer. So it would be awesome 
^ I Need A Job Like This 
 
Noclip Fun 
You know when you're noclipping and you hit a brush sloped in a certain way, and it takes control away from you and sends you floating vertically upwards until you exit noclip?

I know it's low priority as it only affects developers/cheaters, but I just wondered if it was an easy fix because when developing I seem to spend a lot of time wrestling with this quirk :( 
Wha? 
Never seen that... noclip always, well, doesn't clip with anything no matter what shape it is.

Is it just because I only make boxes? 
Noclip 
I think that's a trigger_monsterjump and the following tutorial I wrote over 3 years back on Inside3D is all you need: http://forums.insideqc.com/viewtopic.php?f=12&t=4946 
Noclip 
It's when i noclip into brushes that are sloped in two axes maybe??

But - it's definitely world brushes and happens to me constantly. 
 
That's weird ... I mean, as was said, noclip shouldn't be colliding with anything. At all. 
Hmmm 
just checked - slope in only one axis will do it.

Hmmm..maybe it's only in unsealed maps?

Leave it with me, when I get a second I'll make a test map to demo it. 
Nope 
I've seen it in id1 maps too. Or maybe there's two problems here and the one I've seen in id1 maps is trigger_monsterjump... 
A Test Map 
Would be cool by the way. It would be possible to trace through the physics code, selectively disabling sections of it, and home in on exactly what's causing it that way. 
Ok 
it's obviously more complicated than I thought. I made a simple test map with a number of different slopes and noclip worked fine all the time.

I have no idea what's going on now. If I ever find a way of reproducing it in a test map i'll let you know. 
^ Moved To Drunk Thread 
 
 
theory: do you press space to strafe up, realize that doesn't work, then press x instead? I do that a lot when noclipping, and that might be setting a stale jumpflag on the player that doesn't evaluate until you're near a surface. 
I Have Had Similar Troubles 
and I think Lunaran is on the right track. I could always remedy the problem by mashing buttons until the player stopped moving again. 
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