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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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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... 
 
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Turns out I am using an out-of-date set of pak files, but I can't get the linked patch to work.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? 
That Last Sentence Wasn't Supposed To Be A Quote. 
 
Yep 
try updating pak0.pak. Is there a zip on quaddicted? I guess this should be covered on:
https://www.quaddicted.com/quake/installation which currently doesn't say anything about patching.

(hmm, weird my pak0.pak - from Steam, I think - doesn't match the md5 sum listed there. the pak1.pak does though.) 
 
Found it here via a google search: http://community.pcgamingwiki.com/files/file/411-quake-shareware-pak/

Haven't checked to see if Quaddicted has it too.

Anyway, that seems to have worked. :) Here's hoping I haven't inadvertently broken something. 
 
Just checked and both my pak files have md5sums matching the ones on Quaddicted. So I seem to be up to date -- finally. :)

Thanks for all your help. 
Optimization On Raspberry Pi 
The quakespasm engine does not seem to work nicely on the raspberry pi. It has slow framerates and broken geometry. Oddly, the more demanding darkplaces engine works smoothly. Any clue why this is happening? 
 
QS needs desktop OpenGL, whereas DP is able to use OpenGL ES.

It sounds like desktop OpenGL has been software emulated only until recently, see: https://www.raspberrypi.org/blog/another-new-raspbian-release/

Do you have a Pi2? Try enabling the experimental hw-accelereated OpenGL option. 
Already Did That 
The experimental drivers do help with qs, but effects like dynamic lights slow it down, and some other factors I haven't pinpointed yet. Would it be hard to allow OpenGL ES with qs? 
Ok, Interesting 
adding full GLES support is possible, but relatively a lot of work.

there may be some simple tweaks to the lightmap format that would fix slowdowns with dynamic lights.. but we need some developer with a RPi to do it. 
 
Would it be hard to allow OpenGL ES with qs?

It would need a rewrite of much of the renderer because it still uses a lot of glBegin/glEnd calls which don't even exist in ES. BSPs and MDLs IIRC use vertex arrays/VBOs but they're the easy ones to port. 
 
It would probably be worth it on the long run but sacrifice compatibility for some ancient hardware maybe? 
 
The network drivers for vanilla have this class-like structure with function pointers that are filled with the proper functions for a specific net driver. I don't currently see a reason why we couldn't use such a mechanism to incorporate multiple rendering engines. (id Tech 2, the engine for Quake II, actually uses that).

Also, if you're interested, I had to implement ES on the iOS VR target of my port... might guve you some useful pointers :) 
 
GLES1 pretty much just requires using vertex arrays instead of glBegin. The rest is basically just omissions. It should be easy enough to update quakespasm to use this, but you'll probably want to handle batching properly to compensate for the batch-merging work desktop drivers do with small glbegin batches.

GLES2 requires glsl too, which is a little bit more messy, but also offers significant speedups.

GLES3 is a strict superset of GLES2, thankfully.

FTE's gl renderer dates back to when glsl was still new (and slower). as a result it still copes just fine with glsl on some times and not others (also, yay q3 shaders).
tbh the only significant difference is whether glsl is available or not. There's a few extra limitations from using GLES, but tbh those things should probably be avoided even on desktop GL, so its not a huge problem really.
Of course, this is assuming you're willing to have gl1.1 as a minimum requirement - this may mean you need to use a quake3 minidriver instead of an older one, so I don't personally see this as a serious issue, even for those old cards. 
Just Buy A Pi 
If you need to develop on one, they are like 35$ dude. I have no idea on your linux ability, but it shouldn't take long to learn how to code on one. Seriously, the OS comes with gcc and g++, it's super easy to compile anything. 
Just Buy A Pi 
If you need to develop on one, they are like 35$ dude. I have no idea on your linux ability, but it shouldn't take long to learn how to code on one. Seriously, the OS comes with gcc and g++, it's super easy to compile anything. 
Got A Duped Post, Please Remove Post 2048 
 
 
All developers have their own interests and own things they are interested in contributing to a free project.

ericw may or may not be interested in this task.

It sounded like he was inviting someone else to step up the plate and pursue this item of interest.

Everyone likes to armchair manage what someone else "needs to do", but really free projects depend on new volunteers.

/One opinion, my opinions are often wrong. 
I Have A Pi 
and I really have no idea how to bloody use it. I'm sure if I struggle hard enough I could offer up some testing... 
 
Seriously, the OS comes with gcc and g++, it's super easy to compile anything.

Yeah, type "make" and you can compile anything.

Riiiiight.

Let's get serious. Compiling stuff is the single most basic part of the build process. It's expected to be easy and it's expected to work. So the part of the toolchain that's supposed to be easy is easy? Big swinging mickey. Gimme decent debug tools and we can start talking. 
F- 
I wish compiling on OS X was easy. My other poject is a pita on El Capitan which i'll have to solve some time soon. They symlink gcc to freaking clang! and have separated the command line tools from Xcode in some mess i have to resolve. Mebee it's not too hard. 
 
Xcode is good. Xcode is your friend. Accept the Xcode. Let it flow through you.</spooky> 
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