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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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Cdtracks Folder 
Really?

It's just that whenever I have tried to make e1m1's .ent file trigger track02 in the cdtracks folder, it never works. it always triggers track06.
The .ent file is written as "sounds" "6", so I have tried to change the "6" to a "2", so it should trigger track02. but it still keeps triggering track06 ("6").

Is it something to do with my .ent files map files?
I'm finding this really hard to solve. 
Extern_ents Cvar? 
Do you have this set to 1 *BEFORE* you load your map?

If not, Quakespasm will not be loading an external ent file at all. You should change the map name for E1M1 to something like "My Slipgate Complex" to prove to yourself visually that the external ent file you made is being loaded.

I guess I am saying, you are saying the problem is soundtracks but do you have conclusive proof your external ent files are loading at all? 
My Mistake! 
Hey Baker,

I went slightly off-topic (being a Quakespasm forum!).

The .ent file/cdtrack/audio file issue was something that has been plaguing me with Dark Places.

Obviously I don't wish to start a long discussion here about DP, but if you could point me in the right direction of advise me, that would be great!

Baz. 
No Problem But ... 
You'll need to ask in another thread. This is already confusing the hell out of several people including me by posting a DP question in a Quakespasm engine thread. 
Point Taken.. 
Obviously I do not wish to 'confuse the hell' out of anyone, as that would be malicious! lol!

I think it's just a testimony to how confused I'm getting with different "engines"/"mods"/".ent's"/"bsp's"/console commands" etc etc.

We were all "new" to this world, at some stage.

I'm sure i'll get to figure it all out in time!

BR.

Baz. 
On A Brighter & Less 'confusing' Note.. 
Quakespasm is working nicely with the quaddicted 'Arcanum' map.
No obvious bugs to report!

With the knowledge I learned from others earlier in this thread, I managed to get the 'Quoth' Quaddicted user map up and running.
I'm happy to say this is working fine so far with my Mac.

These maps will keep me busy for a while.
After that, I will come bck and ask for advice on installing the '5rivers' & 'Nehahra' maps.
I have attempted a quite a few launches with the above user maps using QS, but no dice.
Nehahra looks slightly more complex than 5rivers.

It may sound simple to some, but for newcomers, this world of mods & engines can be quite bewildering..trust me! 
 
oh yes! that's why we have the Quake Injector. you just need to have java installed. openjdk works from what I know. downside is that it is only maps, and mods that stay fairly close to the original Quake, well, if you consider that a downside. Drake is currently not included which is why arcanum is not supported either.

I am not sure how to best structurise a console/parameter guide, especially since my most beloved engine has not yet been publicly released. if someone wants to write one quaddicted is open for you. Quakespasm and DirectQ are currently the "supported" engines. 
Sounds Lke A Good Idea 
I won't be able to use it. I can't upgrade to Java 6 on my 10,5,8 Mac, I only have Java 5.

Is there an older version of QI that would work on Java 5?

Are you saying I should write up a tutorial/walkthrough that can help Mac newcomers understand how to install maps?
I could do that based on my experience.

Sounds like a cool idea!

Givin' back some love!! 
Zerstörer Problem 
I received this shocking message when trying to install Zerstörer:

"You must have the registered version to use modified games"

I say shocking, as I have the official PAK files.

I am sure that I have the correct folder structure for this type of mod installation:

Zerstörer (this is the main root folder sitting on my desktop).

Inside it:

1 x ID1 folder (with the PAK0.PAK & PAK1.PAK files)
1 x Quakespasm engine
1 x zer folder

This is standard manual installation, as far as I know.

I found the 'Zerstörer' 1.1 patch files, and replaced the 'PROGS.DAT'& 'QWPROGS.DAT' files with the new lower-case ones from the patch.

Still nothing.

It still thinks the correct ID1 PAK isn't there.
I have 17 Quaddicted mods & maps all working fine, so I know that there is nothing wrong with my PAKs.

I heard that Mac/Linux are case-sensitive operating systems, and most of the files in the 'zer' folder are in higher case. Is this the problem?
I tried renaming them all in lower-case, but still no go.

I even tried placing the ID1 folder inside the 'zer' folder (which breaks with the convention of all the other 17 mods I have successfully installed).

I'm completely out of ideas!

Any advice?

Cheers!

Baz. 
Peter 
Please check the thread at QuakeOne you did on Mac OS X Quake.

I'll help you to the final resolution of your problem AND I probably already posted what you needed in the last post in that thread that I don't believe you saw (it was like just a couple of days ago.

Plus it'll keep what is really a mod installation issue not related to Quakespasm out of this thread.

Quakespasm is a pretty awesome engine and it is really nice to see it let people on non-Windows platforms experience "true single player Quake" the way it is meant to be played. 
Baker: 
I should have used the Quaddicted forum, in retrospect.
Trust me, i'm gradually getting there!

I did see your post, and I did reply. I have been using that formula flawlessly for the last 17 mods I got from Quaddicted.

I'll continue this over @ the DP OS x thread.

Cheers!

Baz. 
 
I wish QS would stop spamming the console with all the "FindFile: blahblag.pcx" messages. 
 
yeah what is that?? if it's just looking for external images, it should be putting out errors unless there IS an image in the first place. 
 
it shouldn't be 
Vsync 
I was wondering how to enable vsync.

I've been looking around, but nothing comes up ('vid_wait' or 'vid_wait_override') are commands I have seen, but they are nor clear enough for me to understand..

Any ideas?

Cheers!

Baz. 
 
in the windows version, it's in the video options menu. 
Vid_vsync 
But beware - some gfx cards on some platforms don't support app controlled vsync under OpenGL and expect you to set it via their control panel. 
Vsync 
Quakespasm is detecting vsync capability because it probably checking for that GL_swap_control extension, but needs to check for GL_ARB_sync for the Mac at least with the modern Macbook Pros

[That's kind of a fiasco and not fair to the developer. There shouldn't be several different ways to detect sync capability. On Windows even sometimes you have to check WGL extensions instead of the GL extensions. That's just wrong.] 
Vsync 
Well, whenever I run a user mod/map in QS, the Quake video options menu lists vsync as 'n/a'.

Is there away to enable it? 
No. 
Not without the developers making a change to Quakespasm. 
VSync Continued 
GL_ARB_sync is not related to vsync. Apparently that is something else (sync multiple GPUs). 
Baker 
so basically what you wrote above is all wrong, yeah? If you find out how to handle vsync on OS X, let me know and I'll add it to the mac builds.

AFAIK, OS X has a different architecture than other OSs when it comes to swapping the buffers. So whether you can use VSync also depends on how the window / gl view are created on OS X. At least, that's what I remember - might be wrong or different now. 
SDL Can Do It Since 1.2.10 
But I think the extension check is unnecessary, at least on OS X. 
@Sleeperwalker 
The Fruitz of Dojo port has had vid_vsync for ages although the cvar name is vid_wait.

void VID_SetWait (UInt32 theState)
{
const long params = theState;

// set theState to 1 to enable, to 0 to disable VBL syncing.
[gGLContext makeCurrentContext];
if(CGLSetParameter (CGLGetCurrentContext (), kCGLCPSwapInterval, �ms) == CGDisplayNoErr)
{
gGLVideoWait = vid_wait.value;
if (theState == 0)
{
Con_Printf ("video wait successfully disabled!\n");
}
else
{
Con_Printf ("video wait successfully enabled!\n");
}
}
else
{
vid_wait.value = gGLVideoWait;
Con_Printf ("Error while trying to change video wait!\n");
}
}

And the part that calls that function:

void GL_EndRendering (void)
{
// set the gamma if fullscreen:
if (gVidDisplayFullscreen == YES)
{
VID_SetGamma ();
CGLFlushDrawable ([gGLContext cglContext]);//CGLGetCurrentContext ());
}
else
{
// if minimized, render inside the Dock!
GL_RenderInsideDock ();
}

// check if video_wait changed:
if(vid_wait.value != gGLVideoWait)
{
VID_SetWait ((UInt32) vid_wait.value);
}


http://www.fruitz-of-dojo.de/php/download.php4?dlnr=2 
Of Course With SDL ... 
All the Core Graphics stuff is done by SDL, but that is how Fruitz of Dojo Quake does it ... 
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