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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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"Scientific Fact." Oboy... 
 
I Am Not Sure If I Prefer A New Kinn Map 
or new kinn posts. He has been on fire lately. 
A New Map. 
But using his own custom textures all of which are made from the text of his recent posts, and of course are fully hi-res, hi-definition, bump-mapped, specular-mapped and generally fucked up beyond all comprehension. 
With A Secret Room 
with walls textured in his Quake Hitler pose. 
Quakespasm 0.92.1 Released 
Version 0.92.1 of QuakeSpasm is released: This is a minor bug-fix release.
Changes since the previous version:

* Fixed large menu scale factors (was broken in 0.92.0).
* Fixed PAUSE key (was broken in 0.92.0).
* Updated some of the third-party libraries.

http://quakespasm.sourceforge.net/download.htm
http://sourceforge.net/projects/quakespasm/files/ 
In Defense Of Vagueness 
I remember reading about this. If memory serves, QRP was originally a much more ambitious project designed to replace all textures AND all models in the game.

What about remaking all the maps to have the high levels of detail that would justify the replacement textures and models? 3200 poly monsters in 400 polygon worlds look just as out of place.

But it's all academic anyway, Quake's vagueness is part and parcel of the deal now, and you can't upgrade your way out of it without disappointing a certain proportion of the player base. For example, this ogre replacement has been objected to on the grounds that he's holding the chainsaw in a hand, rather than it being grafted onto his arm. To some that was a limitation required in 1996, to others the body-horror was part of the appeal (this may explain why Edie is part-ogre rather than part-human).

Similar debates have raged on this board over whether Shamblers have fur or ragged pale skin, whether Fiends have eyes, and whether the Vore has a feminine physique or not (note to func_ regulars: please resist the natural temptation to reignite all of these below). The more you define the detail, the fewer people will agree with your interpretation. Best to let people's imaginations fill in the gaps, like a good book spared an imperfect film adaption. 
#2277 
Amen. 
Oh And To #2276 
Thanks OZ! 
Preach 
really preaches it. 
Feature Request 
Support for colored text in centerprint messages. I'm wanting to use them as headers on different bools that you read in this one map mine. They look fine in Darkplaces but have ^7 characters showing in QSPSM. 
 
@Veyron - my build server is back up now

re: rtlights and water shaders, I also don't think these fit in QS (both code wise, and engine focus). I think it's good for the Quake ecosystem to have multiple engines with different specialties, QS shouldn't have every possible feature.

IMO, if you run in to a map that FTE and/or DP have compatibility issues with, you should make a detailed bug report explaining the problem. 
Weird Ramps, Hidden Steps 
Getting stuck on what feels like tiny brushes. Ramps in general are pretty sticky to traverse in this engine. Maybe I'm missing something, same problem occurs no matter what the fps. Here's a screenshot
 
That can happen when three or more different planes intersect along the same line. In this case the floor, the ramp, and the near wall of the room. Is that a map you made or just one you're playing? 
 
That's good to know thanks. Nope, it's e1m1. [= 
 
Leave host_maxfps at 72, otherwise it'll mess with the physics. 
 
It happens even with host_maxfps 72 though. 
@qmaster 
Quake has 2 colors for text --- gray and "bronze". With some QuakeC compilers like FrikQCC you can add do "/bThis is bronze text/b"

Of course, FTEQCC is the go to compiler these days and I can't remember if FTEQCC supports that (at one time it didn't), but it is still possible by pasting in text from a Quake text maker like:

http://www.quaketerminus.com/hosted/oqnm_4_20/oqnm_4_20.htm

This method does not need any compiler support, you should be able to put that text even in map titles and such. 
 
I did notice the funky physics when playing on 250. Knocking it down to 144 keeps it fluid and fixes the bobbing around on descending lifts. Will probably end up playing on 72 if I run into anything worse. 
Baker/Qmaster 
My light.exe also processes "\bThis is bronze text\b" anywhere in the map file so you can easily use it in trigger messages, etc.

--
re: e1m1, I can get stuck walking towards the ramp from the e1m1 exit slipgate with winquake.exe (and in QS as well).
So at least it's not a new bug. :-/ 
 
@Qmaster. A 2nd option ...

Make your own conchars and distribute it with your map.

Then the "bronzed text" can be whatever color you edit the conchars to be. 
 
@ericw -- pretty cool (although I won't ask why the light.exe is what would do that instead of the bsp compiler, haha) 
Preach 
"you can't upgrade your way out of it without disappointing a certain proportion of the player base"

Why the fuck should that certain proportion of the player base care about how I upgrade MY Quake? They're not playing on my setup, are they? I came to this thread with a simple engine-related question and got bullied for even daring to ask it. There's conservatism and then there's fanaticism. One I can understand, the other not so much. 
 
Why are you asking Preach for permission to upgrade your Quake?

Idea: Upgrade your Quake without Preach's permission? 
 
I came to this thread with a simple engine-related question and got bullied for even daring to ask it.

Please stop trying to rewrite the history. The only reason you got bullied is because you started accusing people of fanatism and backwards thinking out of the blue. People don't like such arrogance no matter how "delicately" you express it. 
Hobby Engines 
Writing engines is a hobby, so it's about the author's vision for what the engine should do. If you want them to add a feature for you, then you're talking about something larger than yourself. 
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