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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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Re: Multiplayer 
How does texturescalefactor, which is about drawing the particles and doesn't seem to have anything to do with net traffic, can not be so good with multiplayer?

As for additional features suggested, we can review and possibly merge patches if you submit them to us through our tracker on our project page. 
Particles In MP 
I think a large part of the particles problem is that the MP community likes to run with high values of host_maxfps (in order to get smoother movement). Because particles are primarily fillrate-bound, lots of particles many more times per second will have a disproportionately higher impact on fillrate (esp when squeezing a 64x64 non-mipmapped particle texture into tiny screenspace areas). 
Interesting... 
so are mipmaps actually a performance gain rather than just a (subjective) quality gain? I could mipmap the particles pretty easily if that is the case. 
 
I never understood that either. I always thought, logically, it should just be a visual improvement but for some reason it factors into performance as well. Isn't it just interpolating across the texture, regardless of the polygon size on the screen? Why do mips matter for performance? 
Re: Multiplayer 
No, for me it's not about FPS in this case. They just get too big and block view more then necessary. With lots of rockets and explosions it really gets annoying, I tried it. Doesn't matter or may even be a visual enhancement in SP that's why I suggest to have a cvar for it (going from 1 up).
I'd like to see quakespasm to stick to the proquake standards for MP.

Sorry that I didn't make that clear in the original post. 
Multiplayer 
Ok, patches uploaded to project homepage. 
Mipmaps 
This more or less says it: http://infocenter.arm.com/help/index.jsp?topic=/com.arm.doc.dui0555a/CHDEIJID.html.

Summary: reduced memory bandwidth and improved cache utilization. 
 
Cache efficiency, OK, I guess I can see that ... 
Patches 
Cheers LeopolD. 
Keyboard Layouts 
Something that I find slightly annoying (in some other engines, too) is that, even though the US layout is used, the console key sticks to the rules of my QWERTZ layout. It has ^ which, along with � and `, doesn't print the symbol right away, but instead requires another key press - space or vowel - because it's supposed to be used for accented letter like in French, e.g. � and �. So in QS, and also Q3/QL, for example, this requires me to press the backspace key twice everytime I open the console in order to delete the ^. More otfen than not I forget to do it and have to retype the whole string of commands because of it. 
 
The console thing happens to me in Q4 too.

I'm also getting a case where I hit the toggleconsole key in QuakeSpasm and as soon as I start typing the console goes away - I need to hit it a second time to bring it back again. Definitely a case of a second ` being cached somewhere as Alt-Tabbing away from the engine to something that has a text editor or text box will bring the ` key with it as the first key in the editing area.

A case can be made for clearing all input state when transitioning between values of key_dest.

A minor niggle but having scr_showfps on should automatically force the tileclear areas to be redrawn each frame. This is an old carryover from Fitz. I'm dubious about the value of skipping this draw anyway.

And +mlook should be enabled by default (set in_mlook.state |= 1 on startup should be all that's needed). 
 
There is something weird with autoexec.cfg files. Install http://www.quaddicted.com/reviews/kinn_bastion.html and try to start a coop server eg like this:
./quakespasm -dedicated -game bastion +deathmatch 0 +coop 1 +teamplay 1 +map bastion

> deathmatch
"deathmatch" is "1.000000"

and all the other cvars were ignored too. It works fine if I delete bastion/autoexec.cfg. That file is setting completely unrelated cvars.

Minor issue 2:
If I load a -dedicated it meshes mdl files and searches for .lit files. Seems unnecessary. 
 
also weird is that if you remove the autoexec.cfg the console gets spammed with warnings:
...
static light with incorrect attenuation at: '-281.0 1959.0 -316.0'
light with wait != 2 at: '-281.0 1959.0 -316.0'
static light with incorrect attenuation at: '-280.0 1960.0 -252.0'
light with wait != 2 at: '-280.0 1960.0 -252.0'
static light with incorrect attenuation at: ' 71.0 1959.0 -316.0'
light with wait != 2 at: ' 71.0 1959.0 -316.0'
static light with incorrect attenuation at: ' 72.0 1960.0 -252.0'
light with wait != 2 at: ' 72.0 1960.0 -252.0'
static light with incorrect attenuation at: '1176.0 1728.0 -312.0'
light with wait != 2 at: '1176.0 1728.0 -312.0'
static light with incorrect attenuation at: '1216.0 2064.0 -56.0'
light with wait != 2 at: '1216.0 2064.0 -56.0'
PR_AllocStringSlots: realloc'ing for 768 slots
static light with incorrect attenuation at: '-392.0 1856.0 -280.0'
light with wait != 2 at: '-392.0 1856.0 -280.0'
static light with incorrect attenuation at: '-392.0 1856.0 -128.0'
...


i guess this is kinn's progs? but why doesn't that show up with the autoexec? 
Necros 
That only happens if you have developer 1 on.

And yes, it's a load of shit in my progs that i should have removed (there's a ton of other stupid crap that goes on in my maps with developer 1 as well tbh).

No idea why the autoexec affects that though... 
Autoexec.cfg 
.. from that bastion mod doesn't have a newline at the end of the file, and quake's original Cmd_InsertText() didn't think about such a case whereas the qw version has it fixed. I fixed it in the svn as of rev.639:
http://quakespasm.svn.sourceforge.net/viewvc/quakespasm?view=revision&revision=639 
 
damn, that's evil. thanks for this amazingly fast fix! 
While I Remember ... Gamma On Lose/Gain Focus 
On OS X at least, a nicety would be ...

1) .. if Quakespasm is in a window (not fullscreen)
2) And I switch to another application
3) Quakespasm should restore the system normal gamma on "lose focus" and then restore the game normal gamma setting on "gain focus". 
 
Quakespasm doesn't seem to flush sound names between maps.

If you load up one map with many sounds and then load up another map with many sounds, the engine will crash with "S_FindName: out of sfx_t"

this was inherited from FQ085. 
 
make install does
cp quakespasm /usr/local/games/quake

Shouldn't that be cp quakespasm /usr/local/games/quake/ instead? 
 
 
Anyways, SOMEONE just made an Archlinux AUR package https://aur.archlinux.org/packages.php?ID=57351

Probably really ugly. 
 
Sound name flush, DESTDIR/trailing slash and mlook enabled by default would be good, but not much time at the moment. Patches ?

I'm curious about LeopolD multiplayer stuff too. (The format is a little wrong though. Individual file patches are normally concatenated together to form meaningful groups, but they'll get looked at sometime). 
 
I will give mlook, always run (!) and the trailing slash a try. 
 
always run and trailing slash were simple and clean. http://sourceforge.net/tracker/?atid=1285038&group_id=304914&func=browse

But mlook seems to be evil. I also thought about making some better key defaults (right mouse to jump for example) so newbies get a modern keymap but then realised that this is config land. I gave up. 
Mlook 
What I did was add a cvar called freelook, then every check just becomes "if ((in_mlook.state & 1) || freelook.value)". Reason for this cvar name is that precedent is set in both Q2 and Q3A so it's expected behaviour for players. 
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