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Spiked Quakespasm Modding/Coding Help Thread
Thread for figuring out all the new particle and modding features in the "Spiked" version of Quakespasm.
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Actual QSS engine download:
http://triptohell.info/moodles/qss/

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Tutorial on how to enable rain and snow on the Quake start map:

1. Video of snow: https://youtu.be/DvqxsJChXH0
2. Video of rain: https://youtu.be/NRud8T88tDc

Steps:

1. Put this start.ent download in c:/Quake/id1/maps folder. Tells it what textures emit snow and rain.

2. Put this weather.cfg download in c:/Quake/id1/particles folder. Indicates spawn information on particles and how they behave.

3. Enter r_particledesc "weather classic"; map start in the console. I assume "weather" is the name of cfg. Also seems to work with just r_particledesc "weather".

Stuff:

Q: How do you find out the name of textures?

With Quakespasm I don't know that you can, but in Mark V just type "tool_texturepointer 1" in the console and look at a surface and it displays the name of any texture you look at on-screen. screenshot

Q: How is the external ent file made and what does it need?

Open up Mark V and type "map start". Now just type "copy ents" and the entities for the entire map is on the clipboard. Open a text editor and paste. Save it as c:/Quake/id1/maps/start.ent

The first few lines of the file look like this, add the 2 bolded lines that tell the particle system that the texture names are "sky1" for snow and "wizwood1_8" for rain.

{
"sounds" "4"
"classname" "worldspawn"
"wad" "gfx/start.wad"
"_texpart_sky1" "weather.tex_skysnow"
"_texpart_wizwood1_8" "weather.tex_skyrain
"message" "Introduction"
"worldtype" "0"
}


A devkit is also available HERE http://fte.triptohell.info/moodles/qss/QSS_DevKit.zip with source code examples of how to create your own custom HUD using CSQC. The examples show CSQC recreations of the classic HUD as well as variations for the missionpacks and should serve as a good starting point for your own creations. There's a few other goodies in there too (e.g. particle stuff), so check the readme inside the devkit.

Discord
There's now an official Discord for FTE and QSS, find it here: https://discord.gg/E6fTcgB3ev
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Thanks for the help guys, I'm really against discovering the wheel again, so existing code helps a lot.

Also, I really appreciate your videos dumptruck_ds, it's actually the reason I started messing with Quake. 
You Might Need... 
Extras_r4 has some fancy particle effects, in particular it turns nails and rockets into 'particle' objects that react to forces. That mod has a cool gravity well thing that pulls nails and rockets away. Could be used to do the reverse.

http://www.quaketastic.com/files/single_player/mods/extras_r4_fixed_saves.zip 
@Torgo 
Thanks for saying that, makes my day!

There's a newer version of extras now that Khreathor fixed up. I'd suggest that. The source is included in uwjam. See here:

http://www.celephais.net/board/view_thread.php?id=61613 
 
just curious why on the first post it is raining inside?

2. Video of rain: https://youtu.be/NRud8T88tDc 
@R00k 
maybe baker was curious as to whether the floor entity thing would cause the splash effect too (not my video, and I don't remember what state I left my examples in). 
Traceline And Texture Questions 
I'm trying to check what texture is below the player when he walks, then I'll change the sound of his steps depending on the texture.
I found this function in fteextensions:

string(entity e, float s) getsurfacetexture

So I thought that I should use traceline to get an entity below the player to get its texture:

traceline (self.origin, self.origin + '0 0 -40', 0, self);

But trace_ent always returns world.
I'm almost positive I'm doing everything wrong here, that traceline only interacts with entities and not the map itself.
Any ideas? 
 
Yeah, I was completely wrong.
Just do this:


local float surfnum = getsurfacenearpoint(world, self.origin + '0 0 -40');
local string s = getsurfacetexture(world, surfnum);
sprint(self, s); 
Missing Textures On Models 
Textures for models used with DP do not affected in QSS. Models still grey.
How to solve an issue? 
Spiked Particle Effects 
i was playing through lost sepulcher months back, and i was using the ad spiked mod, and i had the particle effects working.

i downloaded the most recent version of spiked, extracted the contents to the root quake folder, ran the exe, tried out vanilaa quake, but i cannot see the partical effects.

i must admit, i'm out of the loop here, so any advice would be appreciated! 
Qss Effects 
the particle stuff in qss were added for use by mods or maps, rather than forcing it on all users (retaining the quakespasm feel by default).
ad uses them, vanilla does not.

if you want to use custom effects, either use the r_particledesc cvar to tell the engine where to load the particle effects from, or do the equivalent via the particleeffectnum/pointparticles/trailparticles qc builtins, or use worldspawn keys of the form "_texpart_TEXTURENAME" "CONFIG.EFFECT" in your own map creations.
Without one of those, you'll get the same results as you would with unmodified quakespasm. 
 
Are you saying that the version of spiked released for AD has particles forced ON in the engine, and all other versions of spiked don't? 
Kinn (you Forgot To Log Out) 
No, they are opt-in only, and AD has opted in basically, it calls the various particles effects in the qc etc.
As far as I know there is no version of QSS specific for AD anyways? But AD is probably one of the only mods that uses these features? 
Learning Curve 
ah, i'm not really at the level where i can grasp a lot of this.

i was talking to rob martens, and he mentioned what i think you mentioned first (i quote):

1.) From a copy of Arcane Dimensions, copy the particles directory and the effectinfo.txt file over to your ID1 directory.

2.) In the QSS console, enter r_particledesc "effectinfo" to enable the use of the effectinfo file instead of the classic particles.

i'll give that a go.

cheers spike. 
#199 
Ah I'm confused because i thought the question sounded like "AD run with the spiked exe released for AD has particles, but if you replace with newer version of spiked exe no particles appear".

That's how I took the original situation, but if I'm totally wrong then disregard. Probably my crap reading comprehension. 
 
oh LMAO, sorry just read the original post #196 and he's talking about them not appearing in vanilla.

So yeah ignore me. 
 
I'm playing the Xmas Jam 2018 with Quakespasm-Spiked-ADMod.exe and i'm getting this error with both Scampie's and Strideh's maps:

Host_Error: Illegible Server Message 119, previous was svc_serverinfo

Anyone knows what's happening? :/ 
 
Spile will know better what that is but try updating to the latest build:
http://triptohell.info/moodles/qss/

The qss-admod was a one-off build I made with a few patches to Spike's engine when AD came out but it hasn't been bug fixed since. 
@ericw 
Thank you very much, sir!! Now it's working =D

I didn't knew that you guys have been updating Quakespasm-Spiked =D 
@ericw 
It's me again. Sorry for the double post...

One thing that i noticed when i was testing xmas jam with another source-ports is that the start map have snow falling from the sky in quakespasm and markV, but not in quakespasm-spiked...

i opened the start.map file in trenchbroom, and it seems the snow is made by something called "misc_particletemplate"... quakespasm-spiked doesn't understand this feature? 
 
set pr_checkextension 0 if you want mods (like AD) to treat qss like they would quakespasm. 
@Spike 
Thanks!

But when i do this i don't have those cools effects (smoke, sparks, somke, etc) from quakespasm-spiked anymore :P

i was also trying to make a *.ent file for QMaster's map "Gift of the Boxlord" (to make snow in the map) but i noticed that the *.bsp already had a line where it says:
"_texpart_sky_xsnow" "fte_weather.tex_skysnow"
but there is no snow falling, even when i write r_particledesc fte_weather or r_particledesc weather on the console :( 
 
How to disable the custom particle effects? I've tried all cvars I could think of, and nothing. Specifically, I'd like to disable the custom TE_GUNSHOT particles, because lots of 8-bit alpha overdraw makes the engine too slow when up close.

Also, I wonder if Spike could fix the crash when FSAA is enabled on Intel HD Graphics 3000 IGPs. 
 
Ok, I've just re-read the thread and will try a couple ways to disable the custom particles. 
 
I cannot fix your intel drivers for you.
that said, I do wonder if its caused by the use of glCopyTexSubImage. Either way its not something I can test/debug/fix for you.

particle configs can get loaded a few ways:
non-default r_particledesc cvar setting
worldspawn _texpart_* keys
qc particleeffectnum() calls that include a full-stop separator.

chances are the mod is doing it explicitly, which implies you need to mod your mod to disable it.

(assuming this is AD you're using, you'd need to open effectinfo.txt and strip out the TE_ effects that are generally at the start of the file - sock used a different prefix for extended effects, and if you strip his new effects then there's no fallback and you'll see less particles there. Or you can just set pr_checkextension 0 to prevent the mod from realising that it can use those particle effects thus preventing it from forcing them to load.). 
Haze.cfg Crash 
When I set r_particledesc to "haze.cfg" on a map with torches it hardlocks on r10. I've booted up into start and e1m1 with this active and it has froze every time. 
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