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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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Dwere 
Granted, this particular image looks a bit lush for 256 colors. Other screens in the game look less "refined". 
 
They all feature true color backgrounds with pixel art characters (excluding portraits). 
 
Thinking about it, I have to admit that The Shivah effectively looks more 16-bit than 8-bit. I don't know how many colors they actually used but it looks like a Megadrive/SNES game. 
 
You should be more careful when mixing processor bits with color depth bits in the same conversation, but whatever. 
 
Well as you probably have guessed I'm no expert on the subject, but you gotta admit that it's a bit confusing when they use the same term to describe different things. Like "brush". 
Scaled Art 
Like I said I'm sure it was traditionally painted, like oil painted, and scaled down. Then it was tweaked using pixel pushing techniques afterwards 
 
The Doom monsters started as scanned in photos of actual models. 
 
Which is probably why they looked so coherent from all sides. 
 
Is MugWump now allowed to just trash this thread into smithreens?

He's not house trained, where is a moderator?

This is the Quakespasm engine thread, not his personal litter box. 
The Fucking Bullshit Pixel Art Drama Thread 
 
Baker 
Hey, I came back here to reply to Preach. Like I said, when someone talks to me I respond, that's the basic principle of communication. People then commented on that reply, etc etc... and I wasn't expecting the discussion with dwere to be this long. Next time I'll move it to general abuse, but between you and me you should work on your people skills. You know I'm new to this site and right now, you're making me feel very unwelcome. Not cool. Mugwump out. 
 
You trashed up this thread.

I don't care how you feel, you are the wrong-doer

An apology would be nice. 
Make Up Your Mind 
You want me to shut up or you want me to apologize? Maybe you should ask all the people who kept me talking - including you, how ironic! - to apologize too, they're just as responsible for making the off-topic linger on. But you won't do that, will you? Mugwump out. Again. 
The Beauty Of Hindsight 
Maybe you should ask all the people who kept me talking...

Yeah I agree that it was a mistake engaging in conversation with you in the first place. I imagine not many of us on this forum will bother doing that again. 
 
Lol 
Yeah let's all pick on the new guy. Provides coherent arguments and all you do is whine about how this is the wrong thread. Boo hoo. Reminds me why nothing decent ever comes from this community, just circle jerking over a 20 yo game. 
FYI 
Spitting obvious nonsense and/or insults is the lowest form of trolling. 
But This Is The Wrong Thread. 
not for the initial discussion, but certainly for what it evolved into. 
Yes Dwere 
I'm sure there's an argument in that statement somewhere, whether or not it is real. Right? 
Switching Mood Settings During Gameplay? 
Is it possible to switch different fog color or overall settings which support different moods? Yes I was thinking of Quoth when it comes to logic gates yet sending console commands during gameplay, but personally I wanted get back into AD modding too. I guess this hasn't to do much with the engine in this case, but it should support these features I know or might not know yet. 
Yes 
AD lets you change fog colors. 
Trigger_Fog 
SolidClass base(TrigOFF,Targetname,Target) flags(Angle)
= trigger_fog : "Trigger Fog" [
speed(integer) : "Time to fade (-1=Instant)"
wait(choices) : "Wait before reset" = [
-1 : "Trigger Once"
0 : "Always reset"
2 : "Default"
]
fog_density(integer) : "Fog Density (def=0.1)"
fog_colour(string) : "Fog Colour (0.1 0.1 0.1)"
Fog In Quoth 
Quoth doesn't have a dedicated fog entity (yet), but you can use a trigger_command or trigger_command_contact to send a new fog command to the console and change the color that way. 
Feature Request 
Is there a way for an entity to be marked by QC so that QuakeSpasm does not included it in demo's or MP/Coop traffic?

A new key, an existing flag, something that can be set via QC so that an entity is never sent, transmitted or recorded and remains client side only. I really want this for the QC sprite particle system so players can enjoy the visuals and not create monster demo files or drown network connections for coop. Thanks. 
Qmaster 
Thanks, that answered to my question* 
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