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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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Eric 
Amazing, this feels really responsive on the default settings. I blasted through episode 1 and I don't feel like I was hindered too much by the pad.

I bound jump to LT and shoot to RT and it was great. I wanted to have weapon up and down on X/Y but for some reason weapon down doesn't work??

I'm really hoping that at some point we can get split-screen working 2-4 player so I can run "lan" deathmatches and co-op from a single pc set up. I'm not sure how you would implement multiple pads but this would be a dream come true IMO.

Yes, I still play games in the old-school console way with my buddies even though I'm an old codger. ;) 
Funsies 
Here's a demo of me playing through Episode 1 with a pad -

http://www.quaketastic.com/files/demos/5thpaddemo.zip

As you can see I didn't really have much trouble, admittedly I can go through a bit quicker with the keyboard and mouse but it's still fun. In-fact it's almost more fun because of the slight handicap, some of the challenge was reintroduced. 
Fifth 
Awesome, glad to hear! Not sure why weapon down didn't work.
Yeah, local multiplayer would certainly be cool to have for lan parties.

I've had a lot of fun testing this too, played a few maps from AD with it while working on it. 
 
Possible feature?

Instead of weapon cycle it could be interesting to use the D-Pad to cycle through weapons.

Left = SG/SSG switch
Up = NG/SNG switch
Right = GL/RL switch
Down = Axe/LG

It will be a little bit like a weapon wheel but less crappy. 
Splitscreen... 
Years ago there was a way of getting splitscreen to work on Quake 2 I think it was. The implementation was a bit funky, you opened separate executables and there was a window that allowed you to input the in-active window as well as the active window. You connected to your own pc through your LAN.

I tried searching for it but all I could find was this Quake 3 Arena source port that has native split-screen -

http://spearmint.pw/ 
Multiple Monitors, Multiple Engines? :) 
 
 
Open up 2 Quakespasm clients.

Use the new borderless feature.
Carefully position the windows and then toggle the borderless. Do this twice.

For the Window you touched last, the player uses the mouse and keyboard because only the active window can actually receive keyboard and mouse input in Windows.

For the Window you didn't touch last, the player uses the 360 controller. This will work because I suspect the 360 controller code won't check to see if it is the active window (but I didn't look) because the original Quake joystick code never did.

Now the guy using the mouse is going to own the 360 controller dude, so play coop.

You might want to set sv_aim 0.93 (the default Quake sv aim) so the 360 controller dude gets a little bit of aim help. 
 
D-Pad weapon cycling could be hacked in like this:

alias ng1 "impulse 4; alias ng ng2"
alias ng2 "impulse 5; alias ng ng1"
alias ng ng1
bind leftarrow ng

That would make leftarrow cycle between NG and SNG. The problem is you might have to tap it twice if you have the SNG but not the NG, the first press would try to select the NG.
Not sure if that can be improved on without doing it in QuakeC.

I can add a cvar to select which controller number is used, I assume SDL2 properly handles multiple controllers plugged in. Running multiple QS executables as Baker mentioned might work OK, I'm not sure if the background window gets joystick events, need to check. Also, currently sound is muted when a QS window loses focus. 
 
If the mouse/keyboard computer ran Quakespasm older Quakespasm without controller support and the 360 controller window ran newer Quakespasm with 360 support ... 
 
typo: not "computer", "window". 
 
you could do it like

bind leftarrow "impulse 4; wait; impulse 5"

This will pick SNG if available or NG otherwise, or do nothing if you have neither weapon. 
 
failed at my own board markup!!! 
 
I think native support would be more desirable than workarounds. The quake 3 source port shows its feasible. 
Awesome 
Looks like FTE has splitscreen support... would be interesting to see if controllers work with it! 
 
Sorry to do this again, but I went to try this out and Windows Defender is shitting itself again. it claims to find:

Trojan: Win32/Pocyx.gen!C!plock

in SDL2.dll

This is from downloading this build: http://quakespasm.ericwa.com/job/quakespasm-sdl2/lastSuccessfulBuild/artifact/quakespasm-r1294.zip

I'm sure it's nothing, but is anyone else having issues? 
 
Well I just tried sending that link to an online virus scanner and everything seems to check out, so

wtf is wrong with my windows defender? 
You've Already Got A Virus That Injects Itself Into Everything You Dow 
nload 
Czg - Is That A Thing? 
Ok...any idea why it would only pick on quakespasm downloads? 
@FifthElephant 
Do you mean controllers working w/ splitscreen particularly, or FTE in general?

FTE seems to have controller support: http://www.celephais.net/board/view_thread.php?id=60452&start=1781

...but I haven't tried it myself. 
Johnny 
I can't get pads to work with FTE at all!

I have enabled the joystick CVAR but it only lets the d-pad work for some reason. 
 
@fifth
in_xinput 1; in_restart
supposedly. 
 
someone tells me that controller axis works, but buttons don't or something. not sure what's up with that, it might also be specific to csqc-only mods. all I can say is that faking xinput inputs (I've no physical hardware myself) appears to propagate events through my code in both csqc-only and ssqc-only mods, so I'm not sure what's up with that. 
Custom Mdl Doesn't Load From Id1/progs 
But if you put it in some folder ("quakedir/s/progs" for example) and enter "game s" then the model will be loaded and used.

quakespams 0.91 windows-x32-sld2

You can test it with a new shambler: http://www.celephais.net/board/view_thread.php?id=61285 
 
That's normal Quake behavior. WinQuake and GLQuake will do the same thing. Files in a pak > files sitting around in the folder. 
 
Just recently discovered the "maps" and "mods" commands and tab completion by accident. Don't know if these are Quakespasm-specific features, but they're great!

A question, though: if I understand things correctly, the "maps" command lists all of the maps in whatever directory you're in (i.e. whatever "-game" option you've selected), as well as the maps in id1/maps. Is there a way of showing only the maps in the current mod directory? E.g. let's say I started up Quake with "-game retrojam1" is there a command for listing only the maps in the retrojam1/maps directory?

For that matter, is there a list of QS commands somewhere? 
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