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
#2199 posted by dwere on 2016/08/22 09:11:08
Quake being a highly immersive experience, it undoubtedly benefits from looking better.
Anything would benefit from looking better. But whether HD content and new effects make classic games look better is arguable.
In short, it's about the balance of elements. When you improve textures, they make the geometry look simpler. When you improve skins, you should also improve models (which is something I'm yet to see). And when the character models will be up to modern standarts, if will suddenly be discovered that the whole animation system needs to be reworked just to make them look natural.
Some people don't notice all of this, but some people do. I would really like seeing a modern-yet-faithful Quake reimagining, but I think it should be a standalone project on a new engine, or a very deep reworking of the whole game, which will most likely mean dropping mod support.
Special effects like real-time lighting are less harmful though. In this case I'm only concerned with the fact that the quality of static lighting improved considerably in the last few years, and I'm not sure that real-time rendering can do it justice.
#2200 posted by dwere on 2016/08/22 10:06:12
And let's not forget about the actual quality of the HD art assets that the fans produce. I think it got better with time, but it's still not exactly at the professional level.
Kinn
#2201 posted by Mugwump on 2016/08/22 10:22:38
Well, talking about Quake (or any 20-year-old game for that matter) as, ahem, "pixel art" and saying stuff like "an acceptably Quakey aesthetic" sounds pretty preachy and rigid-minded to me. You know, "this must be that way and any divergence is intolerable". Words you can hear in the mouths of zealots and dictators. Just sayin'.
As for the discrepancy between the simplicity of the geometry and the level of detail of hi-res textures, that's a matter of taste. A nice texture will always look better to me on a simple surface than a mess of blocky pixels. I thought they looked like crap 20 years ago and I still do now, luckily now I can get rid of those. And normal maps help a lot in fooling the eye into thinking that what it sees is more than a flat wall. Sure, normals can look a little weird sometimes depending on the viewing angle, but most of the time they do their job very well. As for low-poly models, you're aware that they can be replaced with hi-poly versions, right? If you haven't seen Fredrikh's awesome shambler or those shader animated ammo boxes (the nailgun boxes for example have each individual nail modeled) you're in for a real treat!
Dwere
#2202 posted by Mugwump on 2016/08/22 10:29:28
Yeah, a modern reinterpretation of the game would rock all kinds of awesome! Sadly, each and every TC nowadays seems to stall after a while. If we're lucky we can get one entire episode, like Classic Doom, but these projects never see completion anymore. Have you tried Shambler's Castle for Doom 3? It's quite short but it's most definitely a must-play.
Shambler's Castle
#2203 posted by dwere on 2016/08/22 10:48:24
I have, and yes, while it has its problems, it's the direction I was talking about.
A nice texture will always look better to me on a simple surface than a mess of blocky pixels.
Again with the "good vs. low-res" attitude. Low-res can be good too, even if you don't understand it.
Dis Gunn Be Good.
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