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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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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 
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 
Heee, the zone memory system comes nearly straight from Doom. Fun times... 
Color For Dynamics Lights? 
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 
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 
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 
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. 
 
Is gooning with the player physics not a crossing a bit of a red line? 
Kinn 
Yes, I was thinking that too. But the reason why I choose to mention this is cause I don't think that would be crossing the line, this small specific "fix".

I can see if even more things were added, like double jump, ledge leaps, etc etc.
I think Id added this small thing so you wouldn't get stuck as easy when jumping too close to something.

Actually, I'm not sure what the difference really is, I mean, it's not like you are jumping close to a ledge in Q3 and magically just appear on top of it, but in Q3 you can jump around in stairs and not get stuck. 
 
it's not like you are jumping close to a ledge in Q3 and magically just appear on top of it

Not sure if it is related but q3dm13 mh? 
 
Maybe you are right, can't try it now.
In any case, it's not an issue in Q3 afaik =) 
Case Sensitive Autocomplete 
makes it harder to run some maps 
Quake Physics 
is a little twitchy. I personally hate that a floor connected to a slope will often stop you dead as you transition onto the slope. It's like there is a forcefield stopping you. 
 
In quake2 and darkplaces you can do this, i think in darkplaces it's called "air step." It's a nice feature because you won't get snagged on things like running across the floor grates in dm4.

I added it to Fitzquake early on, but deleted it before releasing because I realized it changes gameplay too much. The player can jump onto much higher crates with the feature -- ~40 without the fix, ~56 with the fix. Of course it's tunable, but the lower you tune it the less beneficial it is. 
 
Fifth, I noticed that in ad_zendar, when you climb the bricks at the start and go up the slope, there is an invisible wall blocking you at the top of the slope. It doesn't happen in DarkPlaces though - maybe LH fixed a bug in the collision code.

QS probably errs on the side of leaving everything vanilla; touching physics can have unintended side effects like metl mentioned. 
 
modern quakeworld servers have airstep enabled via the pm_airstep cvar.
even small airsteps of 1 or so should help work around the invisible barriers issue that results from bsp hull precision (tbh I don't actually remember quakeworld ever having that problem).

you could also only allow it when near to the ground which would fix steps (but also mean people could bunnyhop far too easily) without making ledges too easy.
that bunnyhop thing is why its not enabled by default in fte. I believe it is enabled by default in dp. 
 
I try my best to avoid using ramps in my maps specifically for this reason. I fudged the ramps in q-deck by having a "lip" to prevent getting caught when moving down the ramp. 
 
...this small specific "fix"...this small thing...

First rule of engine coding is that what may seem to be a small thing from a player's perspective quite often isn't.

Second rule is that this applies doubly so when it comes to the physics code.

Anything involving Quake physics code is almost definitely not a "small fix". It may seem small to you because you're just describing one single problem that only seems (to you) to happen in certain very specific circumstances. But the physics code has ways of blowing up spectacularly and innocuous-seeming changes in one place can have huge repercussions elsewhere. 
@ericw 
Go to E1M1 quad secret area. Stand under the screen with the world on it. Lower gravity a little. Jump. In a normal engine, you'll hit your head on nothing. In DarkPlaces you will jump unimpeded.

It is odd. 
Haha 
That's a trigger_multiple with "health" "1". I guess it's solid? 
 
What is weird is load up ezQuake and -- like DarkPlaces --- you won't hit your head on the invisible trigger.

Go figure ...

So normal Quake = it is there.
Quakeworld/DarkPlaces = it is not there. 
Frogbots Support? 
Hey, I've been learning to play with bots in Q1 and it's come to my attention that compatibility with some bots is borked in QS.

Frogbots seem to be the best bots around but sadly they're one of the bots that don't work. Frogbots work fine in Fitz et cetera

Is it possible to add support back in to QS?

PS: The Xinput support is a godsend for my tired old wrist! Thank you. :) 
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