@mh
#2174 posted by Axel on 2016/08/05 08:31:17
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!
#2175 posted by madfox on 2016/08/09 01:17:28
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?
#2176 posted by Baker on 2016/08/09 01:29:22
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
#2177 posted by madfox on 2016/08/09 01:48:04
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.
#2178 posted by ericw on 2016/08/09 01:53:50
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
#2179 posted by Baker on 2016/08/09 02:02:07
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
#2180 posted by razer_ on 2016/08/12 02:05:52
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/
#2181 posted by ericw on 2016/08/12 03:40:11
The zip file is LSXU4, not LXSU4, so try -game lsxu4 +map lxsu4.
Aftershock
#2182 posted by Baker on 2016/08/12 15:48:02
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
#2183 posted by razer_ on 2016/08/12 22:24:46
Ok, it works. Thanks! The zip file / game folder was supposed to be named LXSU4, but it isn't.
Watch Out
#2184 posted by madfox on 2016/08/14 22:52:10
for elexis ufour!
This Bothers Me
#2185 posted by dwere on 2016/08/15 14:51:32
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.
#2186 posted by dwere on 2016/08/15 14:56:27
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..,
#2188 posted by madfox on 2016/08/16 15:49:10
Just saw it now, I packed it with the wrong name.
#2189 posted by negke on 2016/08/16 22:22:58
There's a car to display weapons like winquake
Yeah, it looks really cool! Rocket launcher example.
Quick Question. Uh, Make That Two.
#2190 posted by Mugwump on 2016/08/21 02:37:07
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
#2191 posted by Kinn on 2016/08/21 11:53:36
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.
#2192 posted by Veyron on 2016/08/21 20:01:12
Eric is away this weekend, but he's working on a map with me ATM.
Kinn
#2194 posted by Mugwump on 2016/08/22 01:47:08
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?
Mugwump
#2197 posted by Kinn on 2016/08/22 08:53:38
please don't be an ayatollah about it.
Lol, with "all due respect" I just gave a simple answer to your question. Not sure why you think I'm being all preachy about this. Then again we all love a bit of salty beef on these forums - keeps it interesting doesn't it?
I don't personally have anything to do with QS's development, but it is my preferred engine, and indeed the FitzQuake/QS/MarkV line of engines are overwhelmingly the engines of choice for the mappers and players on these forums. Not bad for such a "backward thinking" approach I guess.
Part 2
#2198 posted by Kinn on 2016/08/22 09:05:24
HD content will always look terrible in Quake unless all the art assets - including the detail of the level geometry - are upgraded to a consistent fidelity.
2048 pixel texture on a 300-poly monster? Looks like shite. Hi-res bump-mapped textures on ultra-low poly quake level brushwork? Looks like shite. etc. etc.
There has been no attempt to remake Quake in entirely HD content, but what you do get are quarter-arsed efforts that are essentially the quake equivalent of this:
http://i.imgur.com/q3GvKMr.png
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