#2010 posted by Spirit on 2016/05/10 13:57:49
I am so with you on the q<completion> hate. FTEQW does the same iirc.
Different Styles
#2011 posted by sock on 2016/05/11 00:17:42
How often does that really happen? In my case, it's almost never.
There are countless examples of console text being incomplete. Try creating RTLIGHT files for DP and see how often you need to work with the console. Checking for commands, trying to find out options and modifying fog parameters. It can take a while to tweak fog for a map and then there is trigger volume fog for AD!
I think you have to appreciate as a coder you are using the engine different to a level designer. It may not seem obvious, but the console is used a lot during development and testing of a map.
Sock!
#2012 posted by mfx on 2016/05/11 00:23:01
I agree with him, i use it like crazy too, for getting fog right, doing good info_intermissions, checking coords in general with showpos, the various developer messages that get displayed during testing and you don't godmode and need to read them later...
Also, Negke, i feel you...^
#2013 posted by killpixel on 2016/05/11 00:26:59
there is trigger volume fog for AD!
!!!
also, setting up rtlights via console sucks, would be nice to have some sort of editor ui...
LOL
#2014 posted by mfx on 2016/05/11 00:57:32
Killpixel, did you even play it? Just kidding, ad_crucial shows it well, the fog triggers are ace, right?
Perfect for changing the mood when entering a lavacave or an area high up, it really does compliment the lighting and all..
Swampy uses them too, more subtle though.
:P
#2015 posted by killpixel on 2016/05/11 01:16:01
fog triggers in quake is not something I ever thought I would see so it never really registered... another reason to play through again!
^ Bug
#2016 posted by ericw on 2016/05/11 01:25:07
finally tracked down what is going on.. I think it's a bug in SDL2.
We switch SDL2's "text input mode" on when the console is open and off when it closes. What's happening is, accent keys pressed when text input mode is OFF are still having an effect when we go into text input mode.
will look into this further and see if there's any fix possible..
Prediction?
#2017 posted by Sab on 2016/05/21 07:46:45
I'm trying to play co-op with a friend from over the Atlantic, and we can't find any command to enable client side movement and firing prediction. This makes it very difficult for him to play. Darkplaces has it, (cl_movement), and of course ezquake does. Problem is that those clients aren't compatible with a lot of maps.
Is there one? If not, I'm requesting it for future version.
Thanks!
Fteqw
#2018 posted by Spirit on 2016/05/21 10:14:05
Nice!
#2019 posted by Sab on 2016/05/21 11:29:23
Ooh, very nice client, I'm running into issues with it too though. Teleports that should take me to another map are just restarting the map for me. It's working well for my friend on linux though. I guess I'll take this elsewhere though as it's not related to Quakespasm. Thanks.
Samelevel 0
#2020 posted by Spike on 2016/05/21 12:44:32
(cvar is used only by the gamecode - even vanilla, so applies to quakespasm too. you probably have that issue due to some dodgy third-party qw deathmatch-only config.)
Thanks
#2021 posted by Sab on 2016/05/22 02:12:22
Thank you very much. :)
#2022 posted by ericw on 2016/05/25 22:29:48
Latest windows dev build has the fix for ^ getting inserted in the console on German keyboard layouts:
http://quakespasm.ericwa.com/job/quakespasm-sdl2/
@ericW
#2023 posted by Icaro on 2016/05/25 23:10:23
could you please fix also the OSX version?
Icaro
#2024 posted by ericw on 2016/05/25 23:32:08
I haven't seen this bug on OS X.
IIRC, I tested the latest stable build, 0.91.0, SDL2 version. OSX 10.11. German keyboard layout.
What configuration is it happening with for you?
EricW ... You Are Right!
#2025 posted by Icaro on 2016/05/26 00:07:10
I�ve just added --> bind "^" "toggle console" in the config.cfg and it works .. sorry for that!
EricW
I'm adding some functionality to Quakespasm for qexpo, I have some questions regarding the engine. Is your email in the your profile here correct? Can I hit you up with some questions there?
Yep, Sure
#2027 posted by ericw on 2016/05/26 19:50:25
Mousewheel Weapon Switching Bug?
For some reason I can only switch forward, but not back -- i.e. rolling the mousewheel forward will e.g. switch from shotgun to super shotgun, but rolling it backwards does nothing.
Oddly, this does not happen when playing Arcane Dimensions. In AD, I can switch in both directions. In id1, though, I can only switch in one direction.
I'm on Linux, running QS 0.91.0.
#2029 posted by metlslime on 2016/05/27 01:50:58
This is a mod issue, some mods do not support the impulse that cycles backwards through the weapons. It's not actually an engine feature!
#2030 posted by dwere on 2016/05/27 02:12:54
This shouldn't happen with clean and up to date id1 though.
Err, how do I know if my id1 is up to date?
Thanks for the responses, by the way.
metlslime, I'm not sure if I understand your reply correctly, but I didn't mean that it was an issue I was encountering when playing with mods (unless one counts id1 as a mod). I just added the bit about AD because I thought it might be relevant that it does work under AD.
I was under the impression that cycling through weapons in both directions should be possible when playing in standard id1 (as dwere's response seems to imply as well).
But now I'm a little confused...
#2033 posted by ericw on 2016/05/27 04:07:59
total_newbie, I think either you don't have quake patched to 1.06, or the mousewheel down isn't bound in your id1/config.cfg.
Under id1, try "impulse 12" in the console, then close the console. If it doesn't switch to the previous weapon, then you must be missing the 1.06 patch.
The patch is here but it's DOS-only unfortunately:
https://www.quaddicted.com/files/idgames/idstuff/quake/q101-106.zip
Thanks for the response, ericw.
Turns out I am using an out-of-date set of pak files, but I can't get the linked patch to work.
Would it not suffice to download an up-to-date pak0.pak (i.e. the shareware pak) and replace mine with it? The readme from the patch you linked to suggests that it's just the pak0.pak that gets updated anyway:
Step 2: Run the file 'patch.exe' from your Quake directory, which will alter
your quakeid1pak0.pak file.
Or does it do something to the pak1.pak too?
|