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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 Use 
Adblock. The original one written by one guy.

I don't really trust the others since I got massive slowdown from Adblock Plus one time and another from uBlock. 
 
Adblock ... I also installed a YouTube specific ad blocker. 
 
Called, surprisingly enough ...

"Adblock for Youtube"

Heh. 
@Tamarisk 
I was just saying suggestion sounds a bit extreme. ;-)

And if other adblockers don't have issue, sounds like uBlock needs to get on the ball. 
 
Adblock seemed to hog resources. uBlock Origin is light as a feather, in my experience (Chrome). All the kool kids seem to use uBlock Origin also. 
Huh 
I use adblock on its own to block youtube crap as well, seems to work fine.

It does have a problem with more than one ad blocker installed at once though (on chrome) because each becomes a new instance that doesn't play nice with the others. 
 
I use ABP... seems standard 
 
Just fyi �block Origin is the best ad-block around, especially in terms of performance.

Pro-neckbeards might like �Matrix. 
 
my keyboard doesn't have a � key 
 
alt gr + m 
 
I don't have any ad blocker specifically, just NoScript and Ghostery. However, my HOSTS file is nearly a megabyte in size and has close to 30,000 entries.

It's extremely rare for me to be blocked from a reputable site, and I almost never see an ad. 
Thanks 
Thanks for the new Quakespasm update. You guys are awesome. 
 
Agreed! 
MD3 For The Shambler In QS Engine? :) 
So yea... this guy has an MD3 version as well... I convert him to MDL afterwards.

I would love to include a more precise version for folks to use in Quake Spasm in the future. If that lovely tech gets added then I would just for joy.

https://media.giphy.com/media/Jjbb0HlG6KgGA/giphy.gif 
 
OK here is my wishlist:

What are the chances of sticking in a simple external file read/write ability, accessed via QuakeC?

Something a bit like this? http://www.quake-1.com/docs/quakesrc.org/144.html 
 
I posted it in the thread for the new Q1SP map, but whenever I try to start a game with this new updated client, the game exits to the desktop. Anybody know what's going on? 
Quakeisdead 
Is this with the "Experimental build" in the oms3 thread (quakespasm-rf6d[...].exe)?

Argh, crash to desktop is the worst. No error message / dialog I assume?
Could be some dll conflicts.
If you don't mind trying a clean setup, this could help: create a empty directory. Extract all files in the QS zip. create an "id1" subdirectory in the same dir, and copy your pak0.pak/pak1.pak files to there. 
 
Haven't tried with the one in the oms3 thread, just the newest one in this thread and on the quakespasm site, 91 i believe. I'll try a clean install when I get the chance and report back. 
 
Alright so making a clean install didn't work either. To answer the previous question yep, no error message at all, just exits to desktop. 
 
Run it from a cmd window, might show something 
 
quakeisdead, ok, thanks.

Did a previous version of QS work for you?
There are 4 QS build to choose from for windows, 32/64-bit and SDL1/2 - which are you trying, or do all fail? the full download list is here: http://sourceforge.net/projects/quakespasm/files/Windows/

One thing to check is enter "gl_info" in the console. It'll print a bunch of GL extension info, but scroll up with PageUp and check the GL_VENDOR, GL_RENDERER, GL_VERSION.

Another idea is launch with the "-condebug" command line option (create a shortcut and put it in the end of the target field.) This creates a qconsole.log file that may have some info on the crash. 
QC File Access 
If you're going to implement this, then I strongly recommend that you first implement a Sys_FileOpenAppend function in your sys_*.c rather than using the zone-memory nastiness in the original tutorial. I have no idea why the original authors didn't do this. 
 
Not a mapper or a programmer so I have absolutely no idea what any of that is. I guess I'll wait til the next stable release of Quakespasm to play again 
Case-sensitive Console 
I just realized you can type in small or big.

Is this a feature for case-sensitive OSs?

In Windows versions it does not seem to be a very useful feature, because if you happen to use a capital letter in a console command it says 'unkown command'. 
RE: Case-sensitive Console 
Seems like it is not case-sensitive for commands, but it _is_ so for cvars. The behavior seems to be the same in the original quake source too. 
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