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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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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. 
 
Yeah - some of these config options can be hassles.

Not keen on changing the always run default myself.
freelook.... hmmm. Maybe we can live with the mlook hassle. It reminds people of how things *used* to be, laugh.
Slash is applied. 
Out Of Sfx_t 
Maybe the solution for this is adopting the S_BeginRegistration/S_EndRegistration/s_registration_sequence stuff of q2 into q1. I'll try making a patch, possibly this evening. 
Out Of Sfx_t, #2 
it would be good if I had some testcase content for it, though. 
Sfx_t 
I think just setting num_sfx to 0 in Host_ClearMemory is all you need. I've done this in C++ with an std::vector<sfx_t *> which is NULLed then cleared from Host_ClearMemory, but of course that's not an option here. 
Freelook Cvar Sounds Nice. 
also,

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.

that sounds like a good idea. I think the main thing that needs updating is moving the movement keys to WASD.

I forget which file the actual defaults are in, but if quakespasm provided a replacement config file that had a higher search-path precedence than the originals in id1/pak[0/1].pak, but lower than everything else, it should work ok.. (?)

re: autorun, does anyone play without autorun? i guess changing the default is approaching a fine line between "good defaults", and "screwing with the game too much", although my initial reaction is having it on is a good default. 
 
Other things that need changing are -heapsize and the max_edicts cvar. -heapsize needs to be replaced with proper virtual memory, and max_edicts shouldn't exist at all - both of them are loading work onto the player that should really be handled automatically by the engine. 
Patch Format 
Well, yeah, I went from file to file because I had made some other changes as well that don't have anything to do with the MP or don't work at all.
However you should be able to do a
$ cat *patch > big_patch
and apply that since you will need all of them anyway.

hf 
Wishlist 
My wishlist:
1) independent FPS for single player - going from 600 and more FPS in MP to forced 72 FPS in single player just to prevent elevators from fekking up on a CRT running @120hz is not a nice experience.
2) gl_contrast would be really nice.
3) a well working demo menu.

Most wished and hoped for of course is independent FPS:) 
Keyboard Setup 
Is there any way to force a keyboard layout? I don't like the console key being a couple of keys left of backspace and would prefer the setting that Fitzquake uses, which seems to force a US layout. Also, Quakespasm has some problems with the console flickering for some reason. I suspect that it's related to the Japanese input program in windows, which uses the same key as the console, and is a pretty horrible piece of shit anyway...

Lately I really realised just how much I hate Windows 7. 
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