So
What I was thinking was expanding the frames by a factor of 10 for the numbers and leaving the alternate animations alone. +00 to +99 is what I was thinking.
If nobody cares for it that's cool too, I won't make this change unless the QS authors are cool with it. Like I said engine ecosystem and all.
Slimealpha Worldspawn Key Does Not Work In Quakespasm
#2523 posted by Baker on 2016/10/05 02:55:27
slimealpha worldspawn key does not work in Quakespasm
The value seems to never be honored. Unless I'm doing something
Put in worldspawn:
"slimealpha" "1" // Nope, uses r_wateralpha
All the other ones work like "telealpha" and "lavaalpha".
Hmm
#2524 posted by ericw on 2016/10/05 07:46:55
It's working for me.. tried "slimealpha" "1", as well as "slimealpha" "0.1" in worldspawm.
Does the r_slimealpha cvar work for you? The interaction between the cvar and the worldspawn key is a bit confusing.. when the map loads, if the worldspawn key is set, that gets used until the next time you change the cvar. So the cvars behave like the fog command.
Also if the cvar or worldpsawn key is 0 (the default), that is interpreted as "use r_wateralpha"
#2525 posted by Baker on 2016/10/05 08:22:11
Here is an example of misbehaving, although apparently in different way.
1. Empty Quake folder, just pak0.pak + pak1.pak
2. This start.ent in quake/id1/maps
Mainly featuring ...
"lavaalpha" "0.5"
"telealpha" "0.5"
"slimealpha" "1"
"wateralpha" "0.7"
3. Result: No water transparency but the other 3 settings are used.
#2526 posted by ericw on 2016/10/05 08:29:05
I *think* that might just be un-water-vised transparent water? QS defaults to gl_clear 1 so you get grey tinted instead of a HOM.
No -- It's Slime Alpha
#2527 posted by Baker on 2016/10/05 08:31:14
I type r_novis 1 in console. Now water is transparent like it should be.
And although I specified slimealpha 1 in the worldspawn, it is not being used.
Slime is transparent but I said 1! (which is not transparent)
Slime is under medium bridge. I typed "fov 10" to magnify.
Test was that start.ent, no config (I deleted every time to make sure it couldn't be config) and just the pak0/pak1.
Are You Sure There's Slime In Start.bsp?
#2528 posted by ericw on 2016/10/05 08:44:48
under the "normal" bridge? It's not burning if I noclip into it..
#2529 posted by Baker on 2016/10/05 08:50:04
Major fail on my part.
I suck. Haha. Sorry.
Mwat2
#2530 posted by Qmaster on 2016/10/06 00:15:30
#2531 posted by Baker on 2016/10/06 02:49:02
This one isn't imaginary. :)
I wanted to check out Spike's skyrain in Quakespasm Spiked on E1M1. To make sure it was using the external ent file I changed the name in worldspawn. Never worked.
Tried other engines with external ent support = worked.
The Z fighting fix in quakespasm.pak apparently takes priority over an entity file for those maps like id1\maps\e1m1.ent
Just wanted to point this out.
#2532 posted by ericw on 2016/10/08 23:37:14
@Shamblernaut sorry for not responding earlier. I hate always to be grumpy; but I'm not keen on extending the number of animation frames just for engine fragmentation reasons.
Baker - thanks! Not sure what to do at the moment but that is an unfortunate behaviour.
#2533 posted by Baker on 2016/10/09 00:11:21
Load the quakespasm pak as third ticket in the priority for the id1 folder.
#2534 posted by Baker on 2016/10/09 00:14:12
Priority (for id1 folder):
1) Pak files (pak0.pak, pak1.pak, ..)
2) Free standing files
3) quakespasm.pak
/Mark V just patches the entity string if it passes a "is it right map?" check, but I understand why you guys chose a pak file.
#2535 posted by Spike on 2016/10/09 01:28:19
the path command shows all. first displayed has highest priority.
#2536 posted by szo on 2016/10/09 11:13:52
Priority (for id1 folder):
1) Pak files (pak0.pak, pak1.pak, ..)
2) Free standing files
3) quakespasm.pak
For standalone ent files on the OS filesystem to take priority,
that order you mentioned needs changing to 3, 1, 2 (using your
numbers.) That may (or may not) have unwanted side effects, and/or
break things, which I don't know at the moment.
#2537 posted by szo on 2016/10/09 11:27:09
changing to 3, 1, 2 (using your numbers.)
Well, that should be 3,2,1 to be correct. But I _think_ that would mess things.
@Pritchard
#2538 posted by ericw on 2016/10/20 23:58:11
continuing from the jam thread..
what's the history behind qs
The QS changelog is the best summary of what was changed versus Fitzquake. Likewise, the Fitzquake changelog summarizes what metl changed versus GLQuake
Also worth mentioning, QS started as a continuation of SleepwalkR's port of fitzquake to SDL (for mac/linux support): http://www.kristianduske.com/fitzquake/
It also shares some code and maintainers with uhexen2
#2539 posted by PRITCHARD on 2016/10/21 01:13:08
Thanks for the links, good stuff. Not quite what I meant with my question, though; I'm more in learning about the circumstances behind QS's adoption by the community as a "Standard" engine. Was it just momentum carried forwards from the popularity of fitzquake, or something like that? Mostly just asking because I wasn't around in the community at the time, so it's all a bit of a mystery to me as to how we got to where we are today.
Ericw
#2540 posted by Barnak on 2016/10/21 01:46:55
is there plans to add some of the graphical features shown elsewhere on the forum, about flames rendering and other special effects ?
And what about the OS X version ?
#2541 posted by Joel B on 2016/10/21 01:57:14
Pritchard, I'm kind of curious to hear how other folks answer your question, but from my POV... yeah, Fitzquake had established itself as the "better version of GLQuake" that was the standard for making/testing/playing custom Quake maps. Fitzquake stopped development after a while and then Quakespasm sort of carried that torch forward.
Barnak
#2542 posted by Mugwump on 2016/10/21 02:01:15
Special FX: Try the Spiked version. It's not the goal of regular QS.
Mugwump
#2543 posted by Barnak on 2016/10/21 05:06:11
What is the Spiked version ? Is it available on OS X ?
Fitzquake Already Was The De Facto Standard
QuakeSpasm took over because it was more actively developed and cross platform, I would say.
Barnak
#2545 posted by Mugwump on 2016/10/21 15:59:38
A fork of QS made by Spike that supports fancy stuff like particles and weather effects. There's a tutorial thread here: http://www.celephais.net/board/view_thread.php?id=61351
Additionally, here: http://www.celephais.net/board/view_thread.php?id=61359 is an example of effects for E1M1. You'll find the download link for the latest revision either on top of this page or in post #25 of the previous link.
I have no idea if there is a Mac version, though. I'm sure some people here would know.
#2546 posted by Spike on 2016/10/21 21:46:49
QS-Spiked is a version of quakespasm that'll get you drunk faster than you expected...
it still looks+feels the same, unless someone actually uses one of the new features (which is imho why quakespasm is the more accepted / neutral engine).
and annoyingly people focus on only the particles rather than the other things intended to stop it from being crippleware. grr.
there's no prebuilt mac build, no linux build, no win64-specific build. the only prebuilt build is for win32, on account of it being intended as an updated patch rather than an engine in its own right, and me being too lazy to make 4 different builds with all their dependancies and crap.
its still based on sdl, so you should be able to compile your own version if you're determined (but you might need to grab any missing files from vanilla quakespasm).
*shrug*
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