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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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?? 
mh: It's fantastic to have something where you can go in, look at a bunch of GL code and see the Vulkan code needed.

I agree with that. I think Axel made a very awesome contribution. And I've seen similar appreciative comments about the Vulkan API port on several different web sites. 
@mh 
You are right, I was partly confusing Spike's post with yours. I'm sorry about that.

Doesn't change my point though, no matter who said things. 
@mh 
Also about the GPL situation: Zenimax does own the rights to the original Quake source code. I do not. I can't just go ahead and randomly change licenses because I would want to. I'm also pretty sure even asking would be pointless. 
Help Mac Quakespasm! 
Never heard of this before as I'm not a MacOs Quakespasm user.
This really big map of mine which uses the "-heapsize 160000" makes my map run under WindowsXp but not on a MacOs.

Just a reaction of a player that don't know where mac periphericals go with QuakeSpasm_0.92.0

What can I say? 
 
You know Quakespasm defaults 256 MB by default, right?

(which is more than your crusty command line example which is asking for 160 MB or so) 
Baker 
wait, I'm not the one who's asking.
It is someone on this MacOs Quakespasm that asks me advice.
I tried to reconstruckt the failure and the maps runs fine for me with the "-heapsize 160000" option.
It is his quaestion from him to me how to load a map that size on MacOS.

I know nothing of macs and apples. 
 
I think that's normal.. QuakeSpasm on OS X is probably running as 64-bit, and more heap space is needed to load the same content when the engine is 64-bit. Anyway, just dropping the -heapsize argument should be fine since it defaults to 256MB now. 
@madfox 
I understand, I'm just nudging you to not use --- nor suggest --- the -heapsize commandline argument.

It's archaic at this point except in exceptionally odd circumstances. 
LXSU4 
I am the person trying to run LXSU4 on MacOS with QuakeSpasm.

It is telling me couldn't spawn map. I'm using the supplied command line:
-heapsize 160000 -game lxsu4 +map lxsu4

I also tried every other combination and method I know.

LXSU4 is created by MadFox and featured on the Quake Expo 2016 site:
https://qexpo2016.com/sins-gorge-for-quake1/ 
 
The zip file is LSXU4, not LXSU4, so try -game lsxu4 +map lxsu4. 
Aftershock 
You can type "game lsxu4; map lsxu4" in the console.

Both gamedirs and map names autocomplete in the console if you press tab.

No more typos 
LXSU4: Zip File Wrong Name 
Ok, it works. Thanks! The zip file / game folder was supposed to be named LXSU4, but it isn't. 
Watch Out 
for elexis ufour! 
This Bothers Me 
The original game displayed the view weapons slightly differently depending on the view pitch. I don't know if it was a feature or an oddity (it also strangely depended on the screen size), but I know enough games that do similar things deliberately (so it wouldn't look like the weapon is glued to the player's chin).

Looks like this effect was lost somewhere along the way. What I'd like to ask is why. 
 
Oh, and apparently I misremembered Fitzquake exhibiting the old behavior - I just checked and it doesn't. So it's not a Quakespasm change. 
 
There's a car to display weapons like winquake at least in markv 
My Fault Aftershock.., 
Just saw it now, I packed it with the wrong name. 
 
There's a car to display weapons like winquake

Yeah, it looks really cool! Rocket launcher example
Quick Question. Uh, Make That Two. 
Hey guys, I think I've read about it somewhere but I can't seem to remember or find the page again, so please clear something up for me: there's no RTlights support in QS, is there? And while we're at it, I'm looking for something similar to DP Pretty Water for QS. Do I have any chance of getting lucky? 
Mugwump 
As I understand it, QS is more about improving the engine within an acceptably Quakey aesthetic - stuff like RT lights and hi-res fresnel FX on water don't really mesh with the grungy pixel art look that was established in the original game. 
 
 
Eric is away this weekend, but he's working on a map with me ATM. 
Kinn 
Uhh... With all due respect, I don't condone this kind of backward thinking. Nostalgia is fine (I still play Quake, don't I?) but please don't be an ayatollah about it. Quake was no pixel art, it was downgraded art to circumvent hardware limitations of the time - like the sounds being limited to distorted 22kHz. I'm perfectly fine with pixel art and I've played great games that make use of it, but Quake being a highly immersive experience, it undoubtedly benefits from looking better. Take a look at the player model for example, it is very sketchy with parts of the texture shifting and trembling like jello in a decidedly unnatural way. That's not pixel art in any way whatsoever and I for once am very glad that HD content exists nowadays.

Oh well, at least I can still use hi-res textures and .lits... I just wanted to make QS as pretty as DP for the mods that I have trouble running in DP.

@Veyron, the link returns an error 502. 
Use DarkPlaces Then 
QuakeSpasm is for those who want the original look and feel as much as possible. 
Problem With Dp 
Is that it's no longer supported like the poster says. I'm sure other engines have added features like rt lights? 
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