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Posted by Baker on 2016/09/15 01:41:20 |
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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 Entities Are Stuck In Ceiling And Walls
#226 posted by CV on 2019/10/11 17:50:37
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
#227 posted by CV on 2019/10/12 18:02:03
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
#228 posted by CV on 2019/10/13 11:42:46
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.....
#229 posted by Shambler on 2019/11/23 10:08:13
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?
#230 posted by algo on 2019/12/16 14:30:41
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
#231 posted by algo on 2019/12/16 14:42:12
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
#232 posted by madfox on 2019/12/17 02:04:29
Put this start.ent in your Id folder.
Link is down.
 Framerates
#233 posted by Flesh420 on 2019/12/27 15:18:06
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.
#234 posted by necros on 2019/12/30 02:07:57
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.
#235 posted by Tribal on 2020/05/22 16:45:19
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
#236 posted by CV on 2020/05/24 11:52:36
It would be nice to publish few latest builds of QSS for example, as it is for DP and QS classic.
 @CV
#237 posted by AAS on 2020/05/28 15:42:31
Try pr_checkextransion 0
#238 posted by AAS on 2020/05/28 15:43:19
... pr_checkextension 0
#239 posted by R00k on 2020/06/02 20:14:37
i thought there was a certain "sv_gameplayfix..." for when a model is touching another entity, and the bottom entity is removed then the gravity applies to the top. I would guess that the RL is sitting on an invisible trigger and once it dies/SOLID_NOT the RL is supposed to fall??
#240 posted by yhe1 on 2020/11/08 02:41:15
I notice that the spiked saved game format includes a bunch of info at the bottom when viewed with a text editor, which makes it not compatible with standard quake. Can this issue be resolved?
 SoA Finale Cutscene
I have found that the latest QSS executable from Oct 17, 2020 does not play the SoA finale cutscene properly. The camera moves underneath the floor and all other scenes after that are not showing what they are supposed to (angles are horribly off).
Can anybody confirm this? I have already reported the issue over at Github.
 DoE Issue With Lavamen
And found another issue in the second mission pack. In R2M3, any but the first of the lavamen spawn one floor underneath their pool and move around. They can still be killed, though. Problem does not exist in Quakespasm v0.93.2.
 @NightFright
#243 posted by arkngt on 2020/12/08 01:21:25
Yes, I get the same issue with the final cutscene in SoA and the latest QSS build. Works fine with vKQuake.
 And Another One
In the meantime, I have actually found a third issue, this time even in the original campaign. In E4M7, zombies spawn above the first water pool, floating in mid air above the surface. Looks like QSS isn't as bug-free as I thought. With regular Quakespasm, none of these issues occur.
 #244
#245 posted by gila on 2020/12/08 20:59:04
I wondered about ceiling zombies too and thought it was sourceport bug or oversight.
But I've checked the DOS gameplay and they really spawn up there on the ceiling. Maybe it's the "original" bug or perhaps some reasoning for that? It's Sandy's map, after all.
Check the video, at 0:57
https://www.youtube.com/watch?v=PczSklJnjtU
 Interesting
Never noticed that. It's possible that some other source ports like Mark V fixed this and I thought it needs to be like that. Maybe Sandy wanted it like that, even though it still looks wrong to me...
#247 posted by arkngt on 2020/12/09 18:25:30
Yeah, I thought they do that in vanilla. Pretty sure I've had the same with vkQuake (which is my standard engine) and earlier on as well.
 Wireframe Weapon Models
#248 posted by Aquashark on 2021/02/10 18:30:27
I have an issue with how weapon models are displayed without textures: https://i.imgur.com/JAz7vmY.png
i'm using QuakeSpasm-spiked 0.93.2 (with standard Quake v1.09).. is there some weird display command I might have toggled?
 Nevermind
#249 posted by Aquashark on 2021/02/10 20:17:38
please ignore above post. problem solved by deleting non-vanilla QRP models.
 QSS Became Most Powerful Modern Engine.
#250 posted by CV on 2021/02/20 10:50:08
Really, tried it once, do not want to go back to your previously favorite engine. It is fast, compatible with all maps and mods, has many features and looked great, but what else is needed to become the best?
There is one sad thing.
Monster, hiding behind trigger activated doors, dyes during door opening, because it touches this door. There is the way to fix this sadly annoying bug?
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