News | Forum | People | FAQ | Links | Search | Register | Log in
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/
First | Previous | Next | Last
Can't Run Spiked R2 
"Application Error"

"The application was unable to start correctly (0xc000007b). Click OK to close the application."

regular Quakespasm works. What am I missing? 
 
People do not use Voodoo graphic cards anymore 
Found The Issue 
I have to use a 32-bit install of Quakespasm, not the 64-bit. 
 
Pretty irrelevant, but if you try to start 2 sessions of Quakespasm-spike.exe, you get a "Unable to bind to 0.0.0.0:26000 (already in use)
".

Too tired right now to satisfy my curiosity and see how/when the sockets are bounds for single player for a non-listen server.

/Total non-issue anyway, but unspiked Quakespasm doesn't do it. 
Super Important Feature 
Is there an way of enabling no filtering (i.e. crunchy pixels) on the particle textures? If not, can this be added? (Oh god please say yes) 
 
surely it obeys gl_texturemode, right? 
Amen To That Kinn, Pixelly Goodness! 
 
 
surely it obeys gl_texturemode, right?

Nope. 
 
Nope.
it's probably a 1 line of code change to add that, so no biggie.

I have to use a 32-bit install of Quakespasm, not the 64-bit.
The only issues I've had with the 64-bit QS were conflicting dll's, IIRC you can't have 32 and 64 bit QS installed in the same directory. 
 
its all part of spike's evil plan to stop people from using nearest-filtering!...
*cough*
that or I was just trying to get DP's effects to match, as well as fte's existing particle configs too. high-res stuff (unlike vailla quake) imho looks better with linear.
mix-n-match stuff stops it from being a 1-line change.
probably I'll add some 'nearesttexture' command for it in the particle configs.
side note: the classic particles don't respect gl_texturemode either.

and yeah, the build that I provided is a win32 build, so you'll need the 32bit dependancies.
I could provide both binaries, but for me its easier to focus on a single arch (yes, I'm that lazy).

I have fixes for sock's issues, but I got distracted by the huge deltas... and I now have to fix a load of code, and finish writing a load more. :s 
 
true, but you can make classic particles square using another cvar, which i think is good enough.

Good point on the high-res content, but then, I'm not sure which is the best way to mix low-res quake textures with high-res effect images, there is an inherent clash of styles there. But if someone wants to make a quakey-looking low-res raindrop, they should be able to make that nearest-filtered. 
Wait 
Which cvar is that for making the standard particles square? 
 
r_particles 2 
Cannot Compile On Linux 
In file included from progs.h:27:0,
from quakedef.h:226,
from gl_refrag.c:24:
progdefs.h:25:23: fatal error: progdefs.q1: No such file or directory 
Cannot Compile On Linux 
The code from quakespasm-spike-r2.zip, that is. 
 
Grab the progsdef.q1 from:

https://sourceforge.net/p/quakespasm/code/HEAD/tree/trunk/quakespasm/Quake/

To solve your immediate problem. 
Miscellaneous Behavior Difference 
type map i_dont_have_this_map

Quakespasm 0.92: Console: couldn't spawn server maps/i_dont_have_this_map.bsp
Quakespasm Spiked: Fatal error dialog: "Quake Error: SV_ModelIndex model progs/player.mdl not precached

Maybe some sort of missing model support similar to DarkPlaces and presumably FTE.

But not having the map will kick you out of Quakespasm as it is a "Quake error" that terminates Quake. 
Uh Oh 
Host_Error: Mod_LoadLeafs: 121741 leafs exceeds limit of 70000.

So..why is there this concept of a limit anyway. Why can't we just keep allocating more memory as needed and just use more RAM until we run out.

On a related note, why not just precache the entirety of the progs and sound folder at start and forget about precache warnings. Just use more RAM. 
 
Is the map sealed?
If it's leaking, seal it and the number of leafs should go down by half or more.

No hard limit on leafs is a thing on my wishlist.

Just precaching everything: I guess it would make loading slower, cause issues on old/slow computers, and content depending on that feature would not work in other engines. 
Precache All Could Be A Cvar 
cl_precache_progs 1
cl_precache_sound 1
cl_precache_all 1

Or maybe something like heapsize would be better:
-precache 3 (1 = folder only, 2 = sound, 3 = all)

That way there would still be compatibility with old hardware such as only 1GB ram. 
 
Quoth has a method to automatically precache custom sounds and models in entities in a map. AD very likely has this too.

Might tell the people in the mapping help what you are trying to do. The solution via QuakeC probably already exists. 
#merge 
small note: fteqcc's new #merge feature allows 'merging' new code into an existing progs. Combined with the __wrap keyword, you can change existing functions and stuff rather than just adding.
it would be worthwhile even if it was only ever used to add something like misc_model into every mod.
The feature is still a little raw and a little wasteful, and maybe a little too permissive as well, but should otherwise work without needing to decompile anything (and without all the resulting breakages of decompiling). 
 

That way there would still be compatibility with old hardware such as only 1GB ram


A full Quake install is about 80 mb... 
 
The idea of precaching all available models is flawed anyway. Health and ammo boxes are .bsp models.

Are you going to precache all the maps in the map folder? No. And there isn't a non-hacky way to distinguish between .bsp that is an ammo box vs. one that is a an actual map.

/Although Mark V actually cracks open the .bsp models and looks for an info_player_start and if it doesn't find one, assumes it is a health box or ammo box or non-playable .bsp

All of this is skipping that to record a demo in anything resembling standard Quake, you have to have the model precaches known in advance. So then you would have to add protocol modifications too.

You would also need to add DarkPlaces missing model support for the feature to work right, because since you aren't using precaches a client has no idea of what it actually needs to play the game.

/Quoth and probably AD already have misc_model support and some sort of equivalent for sound. The right tool for the job already exists. 
Precaches 
I only mean progs folder and sound folder, not the maps folder.

I'm merely curious from a technical perspective why the precaches are even needed. If, let's say, a mod were to precache each and every model and sound in world.qc then no further precaches would be needed any and all info_notnull hacks would work fine as an example benefit (also modders wouldn't need to care about adding those ugly precache lines that are so easy to forget about).

So why not just precache each file in those two folders in a for loop whenever worldspawn is first called. Seems like a pretty neat feature to me.

I don't follow what you mean by demos requiring precache or even what the protocol has to do with it. If its all precached its precached. Mind you I'm only coming at it from a qc perspective. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.