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Spiked Quakespasm Modding/Coding Help Thread
Thread for figuring out all the new particle and modding features in the "Spiked" version of Quakespasm.
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Actual QSS engine download:
http://triptohell.info/moodles/qss/

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Tutorial on how to enable rain and snow on the Quake start map:

1. Video of snow: https://youtu.be/DvqxsJChXH0
2. Video of rain: https://youtu.be/NRud8T88tDc

Steps:

1. Put this start.ent download in c:/Quake/id1/maps folder. Tells it what textures emit snow and rain.

2. Put this weather.cfg download in c:/Quake/id1/particles folder. Indicates spawn information on particles and how they behave.

3. Enter r_particledesc "weather classic"; map start in the console. I assume "weather" is the name of cfg. Also seems to work with just r_particledesc "weather".

Stuff:

Q: How do you find out the name of textures?

With Quakespasm I don't know that you can, but in Mark V just type "tool_texturepointer 1" in the console and look at a surface and it displays the name of any texture you look at on-screen. screenshot

Q: How is the external ent file made and what does it need?

Open up Mark V and type "map start". Now just type "copy ents" and the entities for the entire map is on the clipboard. Open a text editor and paste. Save it as c:/Quake/id1/maps/start.ent

The first few lines of the file look like this, add the 2 bolded lines that tell the particle system that the texture names are "sky1" for snow and "wizwood1_8" for rain.

{
"sounds" "4"
"classname" "worldspawn"
"wad" "gfx/start.wad"
"_texpart_sky1" "weather.tex_skysnow"
"_texpart_wizwood1_8" "weather.tex_skyrain
"message" "Introduction"
"worldtype" "0"
}


A devkit is also available HERE http://fte.triptohell.info/moodles/qss/QSS_DevKit.zip with source code examples of how to create your own custom HUD using CSQC. The examples show CSQC recreations of the classic HUD as well as variations for the missionpacks and should serve as a good starting point for your own creations. There's a few other goodies in there too (e.g. particle stuff), so check the readme inside the devkit.

Discord
There's now an official Discord for FTE and QSS, find it here: https://discord.gg/E6fTcgB3ev
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QSS Bug? 
Many maps have different textures with same names. To load correct HD texture for current map it placed into textures\map_name subfolder. QSS even in this case loads both textures: from each textures\map_name\ and textures\ folders. And if texture in textures\ folder has _luma. file it looks especially bright.
It looks like this (on Forgotten Sepulcher):
[img]https://i.imgur.com/y3fMSJ2.jpg[/img]
I found elegant decision - just put in textures\map_name\ subfolder entirely black _luma. file for current texture. It solve problem.
It is a bug or its a feature? 
#213 
That's definitely a bug. If loading from textures/mapname/texturename, the engine should ignore textures/texturename_luma.

Now I don't remember if that bug also happens in my own engine... 
RMQ Winter 2011 
If anyone remembers the old RMQ project,the e2m1rq map in the Winter 2011 release is a bit crazy wit hthat opening cutscene.

In Mark V that cutscene plays at normal speed,showing the grunts and marine fight and enforcers teleoprting at normal (and intended) speed.

QSS plays the cutscene at hyper-speed.

The second cutscene plays after maybe 5 seconds in Mark V
(the one with they shall not contain thee)
and QSS plays the cutscene a little later (8 secs?) but at the right speed. 
RMQ Winter 2011 
will not fix - its a bug in the rmq qc, not qss (or fte for that matter).

you can work around it by setting pr_checkextensions to 0, giving you the same result as (unmodified)qs or markv.

specifically, the qc has different behaviour between:
a) no extensions (read: qs expected)
b) extensions+DP_SV_CLIENTCAMERA (read: dp expected)
c) extensions without DP_SV_CLIENTCAMERA (read: they didn't bother to test that pathway properly, and its bugged).

The DP_SV_CLIENTCAMERA extension is designed as a simple wrapper around svc_setview (except that it also switches the pvs too). rmq doesn't even use it, so I don't know why its bothering to check for it. 
 
How to use external replacement conback, gfx.wad and menu images?

The source seems to support it, at least for menus, but I'm having no luck. 
Bug 
I don't know where else to report this but there's a bug with one of the xmasjam2018 maps. In spipper's map "A Christmas Romp," entering the map and saving causes QSS to crash immediately. I don't have the same problem in regular QS. 
 
This a patched in one of the last commits in QS (it's a buffer overflow with keyvalue length) 
Performance Problems 
Does QSS have particle limits or any sort of limits when it comes to fancy effects? For mods that take advantage of it like AD, it's my preferred port of choice but there are moments when it slows down to under 1 FPS. Granted my computer has some pretty old parts in it but I feel like the Quake engine shouldn't be that difficult to run even with some fancy effects.

I had performance problems in Leptis Magna and also in ad_azad during the final boss fight. During the final boss's death animation, I was worried that the game might crash. Usual when I get to this point in a map, I have to save and reload in regular QS. 
 
you mean like the r_part_maxparticles or r_particle_tracelimit cvars?
if its the rain/snow/etc effects, you can just set r_part_rain_quantity 0 (or really any value lower than its default). 
 
I don't know what's actually causing the slowdown and why it's so drastic but I'll try changing those cvars. None of the maps in which I'm having performance problems have any weather effects so it's something else causing issues. 
Torches? 
Try hiding the world with r_drawworld 0 and see what is rendering and what the fps is. IIRC all torches in the map render in AD+QSS 
 
You're right in that all the torches get rendered in AD. I think everything with a particle effect on it essentially gets rendered from torches to armor.

Using the boss fight in ad_azad as a benchmark, QSS grinds to a freeze with the default settings. With r_part_maxparticles set at 16384 down from the default 65536, the fight is actually pretty playable. It still drops well below 60fps though. I wonder if it's just my CPU - using a first generation i7 at 2.67 GHz. 
 
I tried ad_azad in FTE with the Quakespasm preset and the game doesn't slow down at all for me in ad_azad (general FTE slowdown issues aside). I get a consistently smooth frame rate all throughout the boss fight whereas it freezes for me at certain parts in QSS. I don't get it. 
Entities Are Stuck In Ceiling And Walls 
I very like QSS engine for all that can QS classic plus all, that can’t QS classic, but QSS do, especially for .pk3 and skin replacement for .mdl support. (I don’t really understand, why it two simply things still not realized in Quakespasm.)
1. I want report/get help to fix one sadly bug in QSS:
On some maps models (monsters, ammo boxes, other entities) are stuck in ceiling and walls, or simply in air. Like this laser fences out of place on rub2m2 map:
https://imgur.com/PFv07di
Similar bug there is in Quakespasm on Scourge Of Armagon (hipnotic) MP, where silver key drops down thru floor. It fix with
sv_gameplayfix_droptofloorstartsolid "1"
QSS reports about it as “unknown command”
How to fix it?
2. Why QSS developer don’t announce about new releases? 
Entities No More Stuck In Ceiling And Walls 
Unexpected for myself, I found decision to solve it!
I just run QSS with sv_protocol 999

Tested on Rubicon 2 and RRP and bug not happened. 
Upd 
This trick still does not work on
dm4jam_draqu_promeus.bsp
coe1.bsp of Coven of Ebony
e4m7.bsp
some others.
https://i.imgur.com/xxAPJH3.png 
From It's Own Thread..... 
Two of the three maps of this classical mod doesn't load in QSS:

https://www.quaddicted.com/reviews/rrp.html

It loads well with the latest version available of QS. But what's wrong with this mod under QSS?

On OSX, QS cannot load mods from within the game, and cannot quit using the usual command-Q, while QSS can do all these. WTF? 
How To Disable The Added Effects In Arcane Dimensions? 
I love this port apart from that feature. I tried pr_checkextensions 0 but nothing happened. More than anything else I just want to disable the glow effect that happens when your bullets hit a wall. Thanks, hope you can help! 
Ignore #230 
Sorry, I was using pr_checkextensions 0 in console. Once I put it in config and then loaded the game it worked fine. Thanks for the fantastic port. 
Steps 
Put this start.ent in your Id folder.
Link is down. 
Framerates 
Referring to Poorchop: I ran into the framedrops with Quakespasm while playing Ad. I made it about half way through the maps then my frames tanked. At first I thought it was my pc, but then I experimented with Spiked and still got the crap framerates. Same with another port I can't remember. I put Fritz into the directory and suddenly my config was reset and the framerate was normal. I just made a fresh Quakespasm folder and put my save in there and all is well. No idea what the cause was or how to replicate it but both Spiked and regular QS were both affected. 
 
woah wtf... how did i not see this before.

huh... with this, i wouldn't need to have my mod spawn rain drops and create 2gb demo files.

there's a lot to look at here, i hope i have the time to work through this. 
 
I think there's something wrong with the last quakespasm-spiked release :/

I was playing ww's map for sm107, and there's a rocket launcher that is supposed to fall after you kill some vores (look in this video at 02:41 https://www.youtube.com/watch?v=NLVdlI4rB-A )

With the new version of quakespasm-spiked the rocket-launcher doesn't fall, but with an older version that i have on my PC it works perfectly.

Also, if you play the map "ad_beep1m2" (The Lima Project by Comrade Beep) with the new quakespasm-spiked, the player cant' move at all when you load the map. This issue don't exist if you play with an older version of the engine :P

what's going on? :P 
Previous Version 0.93.2 X_win64 22.11.19 Works Fine 
It would be nice to publish few latest builds of QSS for example, as it is for DP and QS classic. 
@CV 
Try pr_checkextransion 0 
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