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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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Spirkticles! 
Aren't you also the man behind FTE? Considering that, I find your comment very surprising. At any rate, the people who come to QSS for the pretty-shiny can discover its other features afterwards. 
Barnak 
I'll make a mac build of qs-spiked soon 
 
Spike is all about the QuakeC. What would really need to happen is some single player modder using the QuakeC extensions available in the modified engine.

Like use the magic ear extension in QuakeC to create a shrine area with different statues and you have to say a magic word like "Klaatu Barada Nicto" to open the entrance to the tomb.

Like those games where the vault combination "4398" or the computer password is scrawled on a wall, possibly an alert player could use it to get a secret item.

Or have computer be able to do different commands like "airlock" to open a door on a base map. 
 
See? I've just discovered something! I admit that my interest in QSS resides primarily into said pretty-shiny, because I'm a DP fan and "normal" QS looks a bit too vanilla and I want to play maps/mods that have issues with DP but still get the bling, but what I've just read is AWESOME SAUCE! 
 
The actual extension is KRIMZON_SV_PARSECLIENTCOMMAND and QSS totally has it.

Which let's QuakeC intepret chat knowing what player entity said it and where they are. 
 
Krimzon? An easter egg referencing King Crimson, perhaps? 
 
Krimzon was a community member from ancient times. 2001/2002 or so; don't ask me to be any more specific.

Considering that, I find your comment very surprising.

If you use Linux you should be able to compile yourself. If you're not able to compile yourself maybe you shouldn't use Linux. 
 
Barnak has a Mac which can only run 10.6 (32 bit or something). Spike doesn't have a Mac, gotta have a Mac to compile Mac version because Apple wants it that way and sells hardware. SleepWalkerR has a method to compile for old Mac OS versions, it's obscure as hell and requires frameworks no longer available from Apple. Ericw has those frameworks/files.

Ericw = only guy on planet who can make binaries for Barnak's Mac. 
 
Krimzon was a community member from ancient times.
Oh, OK. Just asking because Crimson is one of my fav bands.

If you're not able to compile yourself maybe you shouldn't use Linux.
I don't. I tried a S.u.S.E. distro a long time ago but Linux is not user-friendly enough for me. I wasn't talking about the build part but about your jaded/angry tone. 
 
Barnak's Mac
Heh, that sounds funny. Try repeating it as fast as you can. 
 
@Mugwump,
I personally tend to play quake with vanillay setting. Pretty stuff like rtlights is not what I personally favour, which is why I've not gone completely crazy with that stuff. For instance, FTE has a number of presets, and only ONE of them has fullblown rtlights enabled.
Pretty stuff sells (yay screenshots), hence your interest in DP, which is why FTE has the effects that it does, but its not my personal focus. I'm more about letting people do what they want without extra barriers (bug-willing), hence csqc etc.
Note that QSS has a whole load of ssqc extensions, such that mods like SMC can run. I'm not saying that its worth playing SMC with QSS, only that its content-loading limitations that really holds it back (well, okay, a couple of extra things that I didn't bother to network up because I couldn't be bothered to implement the various clientside parts).
The point is that QSS should no longer feel like crippleware to an aspiring ssqc modder.
And hopefully FTE+DP users won't be left with horrible clunky mods that comprise of 60% hacks that were needed to work around QS limitations.
The particle system is useful to mods+maps, in much the same way as fence textures or strcat (though you're likely to need to use the more limited DP-defined effect definitions if you want compat across all 3 engines). My personal justification for including the particle system was because Sock used custom particles in AD, demonstrating a need, but that his particles made the game totally unplayable in coop - using the engine's particle system, this problem goes away.
Anyway, that's my reasoning.

@ericw, I *really* need to get off my arse and do that bugfixes-and-polish-only r5 build, then start harassing you or the other guys to get it merged into vanilla QS... but meh, lazy.

@baker, numberic combinations like 4398 could easily be done with impulses, but yes that would generally imply breaking weapon switching in certain areas.
I'd like if someone made a proper map-scripting language some time, but I'm too lazy myself. 
@spike 
-/*QUAKED trigger_magicear (0 0 1) (-8 -8 -8) (8 8 8) IGNORE_SAY IGNORE_TEAMSAY IGNORE_TELL IGNORE_INVALIDTELL REPLACE_WHOLE_MESSAGE REPLACE_OUTSIDE CONTINUE NODECOLORIZE
-Triggers targets when a given magic word has been said
--------- KEYS --------
-message: message to wait for (can start or end with * for wildcards)
-netname: replacement text (by default, no replacement is performed if empty)
-radius: radius in which the player has to be for this to match
-target: all entities with a matching targetname will be triggered.
-target2: all entities with a matching targetname will be triggered.
-target3: all entities with a matching targetname will be triggered.
-target4: all entities with a matching targetname will be triggered.

/Xonotic QuakeC source code 
Baker 
My OS X 10.6 is full 64 bit.

If Quakespasm runs well on it, then it should run well on all newer OS X's. 
 
such that mods like SMC can run
Ooh, I wonder if Seven knows about this...

The more I read about QSS, the more it looks interesting to me beyond the scope of playing maps/mods that DP breaks. I'm an aspiring mapper and one of my main concerns is compatibility with at least the most popular engines. Something that seemed hard to pull of with regular QS vs. DP/FTE, according to a discussion I had a few days ago on the map jam 8 thread.
Lately I had noticed a trend among mappers to only care about QS anymore because having to juggle the different behaviors of engines became a PITA, while a few years ago they often tested their maps in 3 or 4 engines. I was even considering making 2 versions of my maps, one for engines that support graphical enhancements and another for the QS/Fitz family. Hopefully QSS will level the gap between those engines, be adopted en masse by QS users and I won't have to resort to that if I want QS purists to play my maps. 
 
This is going to sound really crazy, while testing my start map for the last jam I realised that blooms or similar would work really well for the streetlights.

Normally I think such features in a game like quake would be OTT (and I do think a lot of the features in DP are OTT). But standing under a streetlight looking up at it, you shouldn't be able to see the texture of the light itself, just brightness.

Anyway, I know this was only sort of tangentially related to the discussion at hand, but I thought it was interesting none the less. 
 
Spike lacks enthusiasm because he isn't being stimulated by an exciting challenge like writing a Vulkan renderer. Spike is in it for the puzzle solving.

So ... Spike here's a challenge you might enjoy thinking about.

Challenge: Take DPMaster source code
1) Implement connect mechanism that the client sends to DP master to tell it that it wants to connect to a server.

Client to DP Master: "I want to connect to 33.44.55.66, I will be using the current IP:port"

DP Master to Quake Server: "9.8.7.6 wants to connect to you with (client ip:port)"

DP Master initiates some STUN/ICE/TURN server action with the client/server to punch a hole.

*BAM* You don't even need to mess with port forwarding on your router any more.

Complete server freedoms for all! Casual player just starts server and it work for all.

/I wonder if Spike has thought of this before. I would guess that he HAS. 
ICE 
I already implemented ICE with fte's xmpp plugin (including STUN, but not TURN because I'm too much of a cheapskate and I'm too lazy to deal with public TURN servers). You can use it for either voip calls (compatible with eg linux versions of pidgin) or for playing quake.
The only real limitations are that it doesn't really show any serverinfo nor ping, just the server's 'nick', and that servers/clients don't auto-join any chatrooms (iirc chatrooms are still kinda awkward to get going, at least compared to one-on-one chats - xmpp isn't like IRC in that regard).

Starting such a connection basically requires that both the client and server use some sort of identifier such that they can resume the connection if their IP changes (notifying the peer of new candidates).

Getting that secure enough to block hijack attacks would require tls or something... in which case dpmaster kinda becomes obsolete.

Either way, there's no way that bloat would get merged into QS, so you'll just need to stick with the existing fte plugin if you want that sort of thing.
Its not going to happen so any more discussion on that subject is kinda offtopic. 
Baker 
... gotta have a Mac to compile Mac version ...
... Ericw = only guy on planet who can make binaries for Barnak's Mac.


None true. I suggest that you look at the cross-compile scripts
in the qs source tree. 
 
@szo -- re: build script contents --- that's very interesting. 
@Baker 
@szo -- re: build script contents --- that's very interesting.

Read them along with the associated makefile.

Setting up the cross-toolchain requires some getting used to,
but once that is done, it becomes heaven on earth. 
There's Also This 
https://github.com/tpoechtrager/osxcross

Never used it myself, though. 
 
Baker, you don't need anything special to build a 10.6+ 32/64 bit Intel .app using the latest macOS and Xcode, just checkout Quakespasm svn,

cd MacOSX
xcodebuild -project QuakeSpasm.xcodeproj

The only Mac configuration of quakespasm that isn't so easy to build is the 10.4 PowerPC one. We have a separate Xcode project in svn that builds on xcode 2.5 on OS X 10.4 so you can actually run and debug on a powerpc mac if you have one. 
A Horrific Texture Problem 
I recently updated my Nvidia graphics drivers to 375.70, Windows 7 64-bit. As a result, Quakespasm 0.92 shows some terrible texture problem that must be seen. https://www.youtube.com/watch?v=ulOeZEYqOk0

As you can see, its like some weird texture overlap on one another, and even weirder is it mostly affects floors, it rarely affects walls or ceilings and models are untouched by it. The problem is present in all texture modes, the one I use is gl_nearest_mipmap_linear.

Obviously the easiest solution is to revert back to older drivers, but is this affecting anyone else? 
 
anistrophy without linear filtering is basically implementation-defined. The driver is free to ignore your attempt to use nearest filtering, or even to only partially obey it, resulting in bluring between mip levels.

you can tell that its anisotropic filtering at fault, because it only really happens on surfaces that are at an angle to the view, as opposed to any surface merely between mip levels.

side note: for the highest texture filtering quality with the lego look, you probably want the minification filter set to linear, the mipmap filter linear, and the magnification filter set to nearest. unfortunatetly most engines do not allow using independant settings for the min+mag filters. this results in aliasing that is visible on maps the width of eg dm4 
 
Hm. I've never seen those black lines through lava at 0:36.

try disabling anisotropy with:
gl_texture_aniostropy 0 
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