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
#1924 posted by ericw on 2016/03/02 02:05:23
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? :)
#1927 posted by Qmaster on 2016/03/02 03:22:56
#1928 posted by Baker on 2016/03/02 04:27:48
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.
#1929 posted by ericw on 2016/03/02 05:05:47
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.
#1930 posted by Baker on 2016/03/02 05:45:45
If the mouse/keyboard computer ran Quakespasm older Quakespasm without controller support and the 360 controller window ran newer Quakespasm with 360 support ...
#1931 posted by Baker on 2016/03/02 05:46:49
typo: not "computer", "window".
#1932 posted by metlslime on 2016/03/02 05:54:17
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.
#1933 posted by metlslime on 2016/03/02 05:54:47
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!
#1936 posted by Kinn on 2016/03/03 14:32:00
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?
#1937 posted by Kinn on 2016/03/03 14:55:11
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
#1938 posted by czg on 2016/03/03 15:19:35
nload
Czg - Is That A Thing?
#1939 posted by Kinn on 2016/03/03 15:51:52
Ok...any idea why it would only pick on quakespasm downloads?
@FifthElephant
#1940 posted by Joel B on 2016/03/03 17:38:48
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.
#1942 posted by Spike on 2016/03/04 03:21:48
@fifth
in_xinput 1; in_restart
supposedly.
#1943 posted by Spike on 2016/03/04 03:39:41
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
#1944 posted by AAS on 2016/03/04 08:49:14
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
#1945 posted by Baker on 2016/03/04 10:12:47
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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