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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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But 
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 
Is fence texture support on .mdl planned? 
Water 
Is there a way to change water color? Underwater everything is beige and in dark corridors I can't see anything. 
Aspokala 
try setting "gl_cshiftpercent 50" in the console (default is 100) 
@ericw 
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 
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 
Excellent, thank you. 
 
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 
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... 
 
This works fine for me:

c:\quake\quakespasm.exe -width 400 -height 300 -window 
 
cool, thanks. looks like -window does the trick :) 
Kinn 
Use "testplayerstart"? 
Mfx 
wassat?

not a command it seems 
Kinn 
could you do that by relying on an alias with multiple commands and some QC support?

impulse 50; kill; impulse 51

eg: impulse50 encodes player position and angles into temp1, kill restarts the map, impulse 51 uses data in temp1 to reset position? 
Necros 
well I was hoping there would be a solution that doesn't require the use of a custom mod 
Hmmm 
ok I can abuse the save/load system to reload the world whilst preserving the entity state of everything...

that may do for now :} 
Kinn 
It is an entity i place to avoid noclipping 2000 units over and over.
AD doesn't have it, i used the normal "info_player_start" there.

You'll see a warning of multiple start entities in the engine, usually the engine picks the first it finds to place the player. (or was it the last?eric?) 
Mfx 
Right - I have never managed to get region compile to work in netradiant, so I'd have to stick to using one info_player_start and keep moving it around with me, which would be a pain.

Meanwhile, I have stuck this in my config:

bind "F5" "echo Dev Reload...; wait; save devsave; wait; load devsave;"

Of course no entity changes can be viewed with this, but it works a charm for refreshing the world geometry and lighting, which will save me a bunch of pain already. 
Windows Defender Is Detecting Quakespasm As Malware 
Windows Defender is now detecting the latest QuakeSpasm as malware:

See: http://i.imgur.com/UfR6zS9.png

It detected it when I tried to run the version already on my computer, and then when I tried to download the engine again, it caught it again on the download. 
Sourceforge Is The Asshole Here 
Lets move this project to github? 
That Were My Two Cents 
Another Image 
This image shows the culprit file when it detected it on my existing installed version:

http://i.imgur.com/ogwJcHr.png

See that it flags the file quakelibopusfile-0.dll

I'm assuming it's a false positive, but it's stopping me from playing it right now :( 
Yeah 
delete your HDD, throw the screen out the window(just to be sure), and melt your HDDs with thermite(to be super sure). Thanks Sourceforge! 
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