#1835 posted by quakeisdead on 2016/01/24 19:11:49
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.
#1836 posted by quakeisdead on 2016/01/24 20:16:20
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.
#1837 posted by Spirit on 2016/01/24 22:20:41
Run it from a cmd window, might show something
#1838 posted by ericw on 2016/01/25 04:16:11
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
#1839 posted by mh on 2016/01/25 11:20:43
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.
#1840 posted by quakeisdead on 2016/01/26 05:11:08
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
#1841 posted by parubaru on 2016/01/26 12:54:50
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
#1842 posted by szo on 2016/01/26 17:26:36
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.
#1843 posted by metlslime on 2016/01/26 17:31:31
all quake engines do this. it's not very useful.
Example.
#1844 posted by parubaru on 2016/01/26 19:01:10
I don't know the difference between command and cvar.
If you type 'mAp e1m1', it will load e1m1.
If you type map E1m1, it won't.
Is that what 'it is not case-sensitive for commands,
but it_is so for cvars' means?
@parubaru
#1845 posted by mh on 2016/01/26 20:48:00
"map" is a command. What the engine not being case-sensitive for commands means is that "map", "Map", "mAp", etc will all work and will all change the map.
It's actually even worse because the engine is case-sensitive in some places for commands, but not in others. Cmd_AddCommand for example is case-sensitive, so it would in theory let you add "mAp" and "map" as separate commands. Cmd_ExecuteString is case-insensitive so which of the hypothetical two it actually executes depends on the order they're added in (or something else if you e.g sort commands for faster finding).
All of this is clearly buggy behaviour, but is it the kind of buggy behaviour that legacy content may have dependencies on?
Mh
#1846 posted by necros on 2016/01/27 14:34:08
Are you thinking like cfgs and stuffcmd/localcmd?
@necros
#1847 posted by mh on 2016/01/27 18:28:52
Not thinking anything in particular other than I've been in a "put the bugs back" scenario before, so caution seems merited.
#1848 posted by Preach on 2016/01/27 20:06:00
All of this is clearly buggy behaviour, but is it the kind of buggy behaviour that legacy content may have dependencies on?
Is Cmd_AddCommand used for alias commands? If not, then surely only the engine is going to be calling it. That should make it safe to fix in a given engine.
But
#1849 posted by necros on 2016/01/27 21:30:52
i was thinking there may be some mod that executes commands from a config to set things up and maybe they typed the command with/without caps.
Question
#1850 posted by Kinn on 2016/01/30 21:11:43
Is fence texture support on .mdl planned?
Water
#1851 posted by Aspokala on 2016/01/31 08:51:00
Is there a way to change water color? Underwater everything is beige and in dark corridors I can't see anything.
Aspokala
#1852 posted by ericw on 2016/02/01 00:06:38
try setting "gl_cshiftpercent 50" in the console (default is 100)
@ericw
#1853 posted by Baker on 2016/02/01 01:33:03
Mark V has a cvar r_watercolor for the underwater cshift color. There is also r_lavacolor, r_slimecolor.
In the engine code itself, it is referred to as called r_watercshift as a more descriptive internal name.
Yay
#1854 posted by Aspokala on 2016/02/01 02:47:48
Thank you, ericw. Now underwater fights aren't a pain anymore.
PS. I'm planning to speedrun a forgotten map pack.
Suppress Launch Dialogue
Am I correct in understanding that, on OSX, there is no way to suppress the Quakespasm launch dialogue (which allows the selection of command line parameters and resolution)?
I am writing a shell script to compile my map and then launch it in the game and it would be great if I could pass an argument that tells Quakespasm to suppress the launch dialogue and go straight into the game engine.
You Can
open ./QuakeSpasm-0.91.0-beta.app --args -nolauncher
Substitute the correct bundle name, of course.
Suppress Launch Dialogue
#1857 posted by anonymous user on 2016/02/06 13:45:43
Excellent, thank you.
#1858 posted by necros on 2016/02/13 16:44:08
how do you launch this engine windowed with a specific size?
when working on maps, i prefer to keep it windowed... i am using these args:
-vid_fullscreen 0 -width 1440 -height 900 -bpp 32
it starts windowed, yet it is not using the size i specified with width and height...
Request
#1859 posted by Kinn on 2016/02/13 17:02:03
Any chance of a command similar to "kill", but...
like kill, it reloads the map but it preserves the player's position, angles, and flags such as god, notarget, noclip etc...
When mapping I find the time it takes me to noclip over to the distant area I was working on after each map reload, really adds up, especially when making millions of tiny incremental tweaks to lighting and things...
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