#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?
Monsters Getting Crushed As Their Closets Open.
#251 posted by koren on 2021/02/23 21:26:02
I've noticed the same problem as CV in #250 in quite a few maps.
An example can be seen in ad_juz1 where the seeker in a closet right near the start of the map will always self-destruct under rising door. This happens in the dev build and stable, but doesn't occur in quakespasm 0.93.2 or vkquake.
Yep
#252 posted by Tribal on 2021/02/23 23:49:18
I saw this happen two times, both with a Shambler behind the door.
On Lasd Dev Build X64
#253 posted by CV on 2021/03/07 09:31:33
Compile Date: Sat Mar 6 06:43:10
seems to be Shpoike has fixed this bug already. Tested on a few maps, on wich this bug appearing before and them runs well.
Thanks, Shpoike!
@CV
#254 posted by Tribal on 2021/03/07 09:54:29
Thanks for the heads up o/
#255 posted by Joel B on 2021/03/07 19:46:34
Pleeease everyone just use the dev build. Lotsa fixed bugs there.
#256 posted by maiden on 2021/03/08 16:28:45
Why not update the "non-dev" build? It's been a while, Aug 2020.
What About The MacOS Version?
#257 posted by Barnak on 2021/03/08 17:02:13
The MacOS version appears to be dead...
QSS Latest Version For OSX?
#258 posted by Barnak on 2021/03/15 19:11:07
The latest version of QuakeSpasm Spiked for OSX that I've found is 0.92.2, and it has a few issues with recent mods.
Is there a newer version somewhere? Or will there be an update?
Just
What the hell is going on with QSS these days?
Spike can you please inform us what a good current, working version of QSS might be? Maybe some info on how to address or avoid these? Since AD 1.8 I've seen a few issues that are unsettling. And now we have qmaster making the Keep FTE and QSS only???
I think that might be a mistake and I am going to have to be convinced why that choice was made with this recent stream of issues cropping up.
#260 posted by Joel B on 2021/03/16 07:03:36
FWIW there's no stream of new issues that I've seen. Mostly there's people running into problems while using older builds, whether it's Barnak using the way-old Mac build or other folks understandably (but incorrectly IMO) using the "release" Windows build rather than the dev build, which exposes you to various known bugs that have been fixed for quite a while in the dev build.
The only new issue I've seen in the past few months is the door-squooshing-a-monster thing, which Spike issued a new dev build to fix. Maybe I've missed something though.
Engine Bugs?
#261 posted by Qmaster on 2021/03/16 13:02:06
I haven't ran into many bugs myself in QSS. Only thing I've had recently was a fog bug that is now fixed, but I'm using the latest publicly available dev build. As it is, QSS, FTE, and Darkplaces are the only engines that support CSQC, more than 16 savegame parms, and enhanced number of textures (QS is only 4096 max gl textures) ...required for certain features and to prevent certain maps from breaking. CSQC support isn't necessary, however, but nice.
QSS has a familiar look and takes no additional setup. It enhances in all the right ways the most accessible Quake engine these days, Quakespasm. Also, it is in active development and geared specifically towards limit breaking singleplayer maps and mods. After switching full time to QSS about a year ago, I've not regretted it.
I was hesitant for a long time to back my projects into a corner when it comes to engines. Spike's engine corner isn't very well documented (or if they are documented it's not where I've looked, heh). He is super helpful though, active, and readily available. If bugs are still present in the latest build, I'm sure he can fix them quickly so long as you provide good detail and link to the problematic map.
I do think it would be helpful to go ahead and make the current "dev" build become the "stable" build since it is in fact more stable.
So having no documentation, one person doing basically one on one support and a confusing set of releases is something to celebrate?
Devs need to remember the end user every so often as opposed to other devs who track all this out of necessity.
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