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?
Oh Wow...
#1947 posted by Tamarisk on 2016/03/04 15:12:08
Didn't realize it was possible to use Quake with external controllers.
Will have to investigate this.
#1948 posted by Baker on 2016/03/05 08:17:38
List commands -> cmdlist
List settings -> cvarlist
Thanks, Baker!
I'm guessing the answer to my first question (whether it's possible to list just the maps from the current mod directory) is "no"...
Segmentation Fault When Trying To Load A Particular Map?
Not sure if this is a QS-related, mapping-related or perhaps even TrenchBroom-related issue, but: I've just made my own version of this test map by Rick, and when I try to load it in Quakespasm, QS just immediately quits and says "Segmentation fault". Other maps etc. still run fine.
(On another (possibly related?) note, I always have to add "-zone 4096" whenever I start up QS, otherwise I get
ERROR-OUT BEGIN
QUAKE ERROR: Z_Malloc: failed on allocation of 4100 bytes
I once read the "-zone 4096" tip somewhere and since it works, I've been using it ever since ... but I don't actually know what it does and was wondering whether it is normal that I can't even run the stock id maps without it. Does it mean there's something wrong with my QS installation?)
#1951 posted by necros on 2016/03/05 19:43:09
it's been a few years, but iirc, zone is a special space in memory different from heap where textures and such go. in qs, zone is used for strings, so if you have a mod with a lot of text, it runs out of space to store it there. other engines use other parts of memory, so you don't always need more zone space.
Zone
#1952 posted by mh on 2016/03/05 20:14:54
The fact that this even matters is another artefact of Quake's MS-DOS origins. No virtual memory, no multitasking. In Quake 2 "zone memory" is just a wrapper around malloc and the issue of potentially running out of space never even comes up.
Total_newbie
#1953 posted by ericw on 2016/03/05 20:20:18
I'm guessing the answer to my first question (whether it's possible to list just the maps from the current mod directory) is "no"...
afaik that's correct, there's no way to list just the mod's maps.
The most common reason I get engine segfaults when loading maps is:
- if you have no brushes in worldspawn (all brushes in func_group) + compile with tyrutils (my version at least), the bsp will segfault when loaded in engine. That's a bug in tyrutils I haven't got around to tracking down.
If that's not the cause of your issue, post your map source and bsp, and QS version. :-)
Re: -zone 4096, it sets the size of a memory pool in the engine to 4096k (4MB). The latest QS release 0.91.0 does this by default. It seems wrong that you get a crash on launch without -zone 4096, though.
IIRC, QS keeps the mod/map filenames for tab completion in zone.
Are you compiling QS yourself btw?
Mh
#1954 posted by ericw on 2016/03/05 20:27:22
Yeah - I have a patch similar to your i3d tutorial on replacing zone with malloc. Should probably do that, as well as the cache one..
Thanks, Necros, Mh And Ericw
ericw: Thanks, that was exactly it! I had only func_groups in that map, and when I ungrouped one of them, it worked. :)
I'm running QS 0.90.0, so I guess I need to update ... once I manage to remember how one does that. It's possible I compiled it from source (it's been a while), but if so then not without help. A lot of what I'm using I got up and running by following instructions on this board and elsewhere without really understanding the commands I'm typing.
Is it possible I did something wrong and that that's why it won't work without -zone 4096?
Oh wait, can't I just download the first Linux precompiled, uhm, package (or whatever the correct term is) from http://quakespasm.sourceforge.net/download.htm and stick somewhere in my home directory? I think that's what I did to get 0.90.0.
About Controller Support
#1957 posted by Tarvis on 2016/03/07 05:19:28
The xinput support is great!
The only thing I would suggest is acceleration functionality, where you don't instantly reach the top turning speed but rather ramp up to it over time, even when the stick is all the way in a direction. That way you can have fast turning but retain precision aiming. It really helps it feel more natural.
Pretty much every console shooter makes use of this.
Zone Memory
#1958 posted by Jon on 2016/03/08 15:37:24
Heee, the zone memory system comes nearly straight from Doom. Fun times...
Color For Dynamics Lights?
#1959 posted by Rick on 2016/03/08 17:43:45
Is it possible to add as an option? All I really want is orange lava balls, but it might be nice to have color light available for everything.
All I really want is orange lava balls
What a marvelous sentence.
@Kinn
#1961 posted by ericw on 2016/03/09 06:09:40
No trojan warnings for me with the latest windows defender definitions (March 8). Weird. See if updating Defender fixes it (that worked last time, right?)
Xinput/controller Support
#1962 posted by shubbyshubshub on 2016/04/02 23:13:11
ericw... you have made america great again.
im off to do my happy dance.
Needs splitscreen in order to receive his free handy j
Edges
#1964 posted by Hipshot on 2016/04/05 01:24:42
It would be great if this engine had an option, or default, so it handles stairs like Q3 does.
Or more so, really small edges, so when you jump up some stairs, you can't get stuck in them.
I know this isn't a thing in Q1, but it really improves the movement
Yes Please
That would improve gameplay on those maps with unclipped overcomplicated floor design.
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