Baker
#2090 posted by necros on 2016/06/29 16:57:05
Ok, I see, instead of checking is self.impulse == 12, i assigned self.impulse to a local float _impulse and then check that instead. :(
void() ImpulseCommands =
{
local float _impulse;
_impulse = self.impulse;
if (_impulse >= 1 && _impulse <= 8 || _impulse == 250)
W_ChangeWeapon ();
else if (_impulse == 9)
CheatCommand ();
else if (_impulse == 10)
CycleWeaponCommand ();
else if (_impulse == 11)
ServerflagsCommand ();
else if (_impulse == 12)
CycleWeaponReverseCommand ();
#2091 posted by dwere on 2016/06/30 03:40:31
Stumbled on a strange glitch while testing a new palette.
http://i.imgur.com/m38oeEe.png
Re-entering the map didn't change anything, but after restarting the game everything was back to normal. Only the torches, flames and hanging zombies seemed to be affected.
The way the zombies looked like random lumps of gore, twitching and extending their "tendrils" in semi-random directions, actually was pretty cool.
http://i.imgur.com/R7zye7B.png
I think it's an interesting idea for a new decoration, or an environmental hazard. Only if properly executed, of course.
Version 0.91.0, non-SDL2. Nothing suspicious in stdout.
Dwere
#2092 posted by ericw on 2016/06/30 21:10:40
Weird, I haven't seen that since the new mdl renderer was still being ironed out.
If you find a way to reproduce it that would be great, but I assume it's an unlikely combination of conditions to trigger the bug.
Hipnotic Decals...
#2093 posted by ptoing on 2016/07/01 17:18:11
Is there a way to turn them off? I think that those 1 hole decals are super ugly and don't look right in any way shape of form, so if there is a way to turn them off, that would be nice to know. (And if not, it would maybe be nice to include a way, though it might be a bit of a niche request)
#2094 posted by Kinn on 2016/07/01 17:29:36
I agree that the SoA decals look rougher than a badger's behind, but they are purely QC-based so the only way to turn them off would be for someone to create a modified progs.dat
Hmmm
#2095 posted by Kinn on 2016/07/01 17:35:31
or you could stamp over the sprite by making an invisible sprite with the same name, and putting in (for example) pak1.pak in the hipnotic folder
#2096 posted by ptoing on 2016/07/01 17:39:45
That might actually be worth a shot. Good idea.
#2097 posted by ptoing on 2016/07/01 17:58:14
Just did a quick replacement and it works like a charm. Here is a zip with the PAK for anyone who wants it.
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/hipnotic_nobulletholes.zip
Nice One
#2098 posted by Kinn on 2016/07/01 18:17:03
Quakespasm 0.92.0 Released
#2099 posted by szo on 2016/07/02 07:12:48
Very Nice Release
#2100 posted by Orl on 2016/07/03 00:41:30
And thank you very much for your support in providing compatibility with oms3. I know its old news by now, but I appreciate all the steps you took to make it work. :)
@szo
Couple of quick questions.
I'm trying to decide if I should add my IRC code to this version to release for QExpo rather than version 0.91.0.
Does it offer anything in the way of stability or bugfixes beyond what is stated in the notes?
Are you planning on releasing this for QExpo, and if so, do you want me to delay the official release of my code?
@Shamblernaut
#2102 posted by szo on 2016/07/03 20:27:57
The changelog is pretty much it: no other notable differences between 0.91.0 and 0.92.0. As for the qexpo thing, I have no interest in that.
Controller Support Woes
#2103 posted by Kinn on 2016/07/04 17:48:34
Hello, the latest quakespasm appears to be totally unresponsive to my controller.
Controller is a bog standard official "XBox 360 Controller for Windows", with up-to-date drivers. It also works fine on other games I use it for.
I have also done what it says in the readme and downloaded the gamecontrollerdb.txt file to the quake folder, but it does not help.
Any idea how I could troubleshoot this problem?
#2104 posted by ericw on 2016/07/04 19:18:38
@Kinn make sure to run quakespasm-sdl2.exe, only that .exe has controller support.
I have the same controller (wired version), tested it on Windows 10 and OS X so far.
Also, check for any "joystick missing controller mappings" or "failed to open controller" messages in the console.
Ericw
#2105 posted by Kinn on 2016/07/04 19:53:05
Cheers - that's it - mea culpa :}
Btw it's AWESOME - default sensitivities etc. are pretty much spot on - now I can sit back in a comfy chair and play quake and its the bestest thing in the world ever :D
Great :)
#2106 posted by ericw on 2016/07/04 21:03:33
Kinn U Make Me Crie.
#2107 posted by czg on 2016/07/04 21:39:48
Czg
#2108 posted by Kinn on 2016/07/04 21:45:45
ur just jelli u don't have the gamepad skillz.
#2110 posted by Rick on 2016/07/04 22:49:49
Doom was released not long after I got my first computer and it was one of the first PC games I played. Before it came out all I had on the PC was flight simulators and space combat game, so for the first year I played Doom I used a Thrustmaster joystick as the controller.
Lol U Guys
#2111 posted by Kinn on 2016/07/04 23:04:34
Honestly, after 20+ years of playing console games I don't find controllers awkward to use in any way. I prefer them to mouse & keyboard because the level of comfort is incomparable. The only time I'd want to use a mouse & kb is for games that have complex controls like mmo games or rts or whatever.
Controller Support
in QS and other engines has been lacking for quite a while. As superior as KB+M is there is still a problem with that setup for playing games on a couch in front of the telly box.
Also, wheres my splitscreen (yes, I am a pestering bastard but I fully intend on using this with my friends)
Rip Kinn_sp3
#2113 posted by anonymous user on 2016/07/05 14:15:51
#2114 posted by ayy lmao on 2016/07/05 14:25:41
Rip Kinn_sp3
you know when there's a band you like, and then they do nothing for over a decade, but then suddenly you hear they've got a new single coming out, and ur all like "omg holy shit that band i like is back" and everyones excited and then the single comes out and you buy it and you listen to it and first you're not sure what to think of it and you look at your friend and he also has the same "i'm not sure what to make of this" look on his face and you listen to it again, and you sort of pretend to like it this time but deep down you're kinda thinking "what the fuck is this".
Just sayin.
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