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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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Minor Buglet 
I seem to 100% of the time get a black screen when I start up the sdl2 version. To fix it, I alt-tab to desktop, then alt-tab into the game again.

Doesn't happen with the non-sdl2 version.

Anyone else getting this?

Windows 10
NVIDIA GeForce GTX 765M 
 
Anyone else getting this?

I'm guessing that you have an Optimus laptop from the "M" in your GPU model number.

I was able to 100% reproduce this on a similar system, but only when running under the Intel graphics card. When running under the NVIDIA (either by right-clicking and selecting "Run with graphics processor" or by creating a profile in the NV control panel) it behaved properly. 
Whoa That's It 
Holy shit - I had no idea I was running it all this time on my crappy intel card thing. Whoa. Cheers! 
 
On Windows the NvOptimusEnablement (there's an AMD equivalent too) export can be set to fix this: http://stackoverflow.com/questions/17458803/amd-equivalent-to-nvoptimusenablement

Only thing is, for some rendering workloads the Intel is actually the faster GPU in this kind of configuration - especially if it's a HD4000 or better. Quake falls into this category; what happens is that Optimus with the NV must transfer the framebuffer to the Intel for presenting, but Quake rendering is so lightweight that doing the transfer takes longer than just doing everything on the Intel. 
Feature Request 
Not sure if this has already been requested, but it'd be a real time saver I think.

Predictive text for commands. Just like on swyftkey or similar, you type a letter and behind it the engine fills in, in grey, any possible command pertaining to that letter.

If you hit enter then it completes the command in text, if not then you carry on typing as normal.

Adding custom keybinds is all very well... but if prediction was a base feature then it'd remove a lot of this piddling about for most if not all users.

Just a thought. 
Ijed 
it exists, start typing something then press tab 
Ahah 
Thanks! 
Hm 
Not exactly what I meant though - I know what the commands are already. 
 
keep hitting tab and you won't have to type the rest 
 
ijed is learning about tab completion in 2016?

fte does exactly what ijed is talking about with the show the command before you type it thing.

In theory it sounds great.
In practice it is a horror.

It doesn't know what you are going to type and instead annoys the F out of you autocompleting something random you aren't looking for --- and in doing so --- ruining your train of thought. 
 
(Hehe, I should have softened that up a bit and wordsmithed it a little before clicking submit.

The effort to write that feature is great, but the way an advanced engine will have 1000 cvars and commands and most of them are things an average user is never looking for --- this causes the end result to be undesirable.

In my opinion ;-) ... 
Feature Request : Random Map Command 
I'm still requesting this feature for Quakespasm : the ability to quick load a random map from the whole list by typing a simple command in the console.

Please, I need this, built-in ! 
 
Open host_cmd.c in the Quakespasm source and find Host_Map_f --- there is a list called "extralevels" and you could make it pick a random one from that list if you type "map random" in the console.

So edit it to do that and then recompile Quakespasm and you are all set. 
Fair Dos 
The Swyftkey thing I mentioned is a downloadable keyboard for mobile which manages not to be annoying.

But yeah, not exactly top of my christmas list :) 
I'd Forgotten About Barnak 
 
Ijed 
Why this meprisable attitude ?

As a player of Quake, I'm simply asking for a usefull feature, so what's wrong with my request ? 
R_shadows 1 
I recently discovered that it actually looks pretty nice. But maybe the shadows should be one-sided? Since they're supposed to fall on the floor, I see no reason for them to be visible from below. It only contributes to the amount of situations when they look weird.

http://i.imgur.com/HDjlEze.png 
 
Agreed 
 
 
Just saw this...

Axel Gneiting, a programmer at id Software, has ported Quakespasm to Vulkan: https://twitter.com/axelgneiting/status/755988244408381443

Code: https://github.com/Novum/vkQuake 
QuakeSpasm Shows Me Just A Screen Full Of Grey On Any Map 
Whole screen grey, except for the status bar. any map, even e.g. dm4. Does not happen in fitzquake. Any idea? 
Aardappel 
Argh.. :(

Would you mind launching with the "-condebug" flag and uploading the generated "qconsole.log" file?

You can disable some rendering code changes with "-noglsl" (alias models, gamma correction) or "-novbo" (new world renderer), one of those may help. 
Ericw 
emailed you the log. neither option appears to change the situation. 
 
So what generation of graphics cards does one have to be using to get the benefits of Vulkan - or does it not work like that? 
Vulkan 
its not meant to work like that.
its meant to be that if vulkan works on your gpu, then your cpu can skip a whole lot of work. your gpu might take a bit longer, but it's probably going to be idle anyway, and with vulkan its supposed to be much harder to inadvertantly cause the cpu+gpu to sync up.

in practise, there's a number of overheads due to the system compositor, and nvidia (at least) is doing a terrible job at overcoming those.
this results in double the framerate at low resolutions (yay!), and half the framerate at high resolutions (oh noes!).
however, I'm also using quake as a benchmark (few other games expect to achieve 3000fps) so take what I'm saying with a pinch of salt, at least when applied to other games.
Games with a lot more 'things' moving around are the ones that will benefit most, so it really depends how dynamic your various scenes are.

personally, the nicest thing about vulkan is not having to worry about falling back to gl1.1 :) 
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