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Posted by Baker on 2010/08/20 23:27:49 |
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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Possible Func_wall Problem
Just to keep these two reports clearly separated, I'm using a new post for this one.
Also with regard to Retro Jam 5, and also in Quakespasm 0.92.0/0.92.1, my map has a hovering quad damage, using the trick of having a func_wall underneath it and firing killtarget at the map start, from a trigger placed over the playerstarts.
In one person's demos/video, namely khreathor's, the quad is instead sitting in the water underneath it. Some discussion with him revealed that when loading the map with 'map retrojam5_tens', the quad is suspended midair as expected, but subsequently using 'restart' means it falls down into the water.
While the map doesn't fall completely apart if one grabs the quad out of order, it is a bit less fun, and though adding a short delay to the trigger that kills the func_walls might have avoided the issue, it raises the question of whether this behavior is by design or is some sort of bug. Should this be happening?
Second Bug
#2612 posted by Preach on 2016/12/04 22:49:27
Is this bug specific to Quakespasm? There have been other instances in Quake where the restart command doesn't behave like loading the map normally, e.g. https://tomeofpreach.wordpress.com/2016/06/19/missing-items-and-the-restart-command/
Oh, it might just be my ignorance, then, sorry. I'm not intimately familiar with the subtleties of Quake and its various sourceports, so if this is standard operating procedure that mappers are just expected to accommodate, never mind the second bug report, I'll just get used to it.
Excellent
#2614 posted by ericw on 2016/12/04 23:14:13
I reproduced the invisible flames, thanks for the detailed steps!
#2612
#2615 posted by khreathor on 2016/12/04 23:32:10
ahh good to know. I'll use "map" instead of "restart" from now. I wonder if putting Quad higher above the func_wall will fix this behavior?
Ok This Is Weird...
#2616 posted by Kinn on 2016/12/13 12:58:18
QuakeSpasm 0.92.1 - I can't load E1M7, I get
"host error: mod_loadclipnodes: planenum out of bounds"
#2617 posted by khreathor on 2016/12/13 13:06:21
If you talk about vanilla e1m7 it works fine for me on QS 0.92.0
Works For Me On 0.92.1 Too
#2618 posted by khreathor on 2016/12/13 13:09:02
maybe you have corrupted pak or something ?
#2619 posted by Kinn on 2016/12/13 13:09:23
yeah vanilla, no mods or anyfink. SDL2 version if that makes any difference
#2620 posted by Mugwump on 2016/12/13 13:32:21
Just tested E1M7 in 0.92.1 with the SDL2 exe and it loads fine.
#2621 posted by ericw on 2016/12/13 18:41:19
Weird, I've never seen that error before.
Check the md5 hash of pak0.pak, it should be one of:
85fc9cee2035b66290da1e33be2ac86b
5906e5998fc3d896ddaf5e6a62e03abb
- https://quakewiki.org/wiki/pak0.pak
Combining Two Rogue Fixes?
#2622 posted by ToMaHaKeR on 2016/12/13 19:11:10
Today I played the MP2 (Rogue), and I ran into a problem.
We all know that elevator in R1M7 is broken, and while Seven made a fix, it was done via progs.dat file.
Few years ago, I asked someone to interpolate the Rogue buzzsaws movement, so Necros made a quick fix. The problem - it was also done via progs.dat file, but the game can use only one progs.dat file at a time.
I don't have any experience in QC, but is there any way to "combine" the two fixes? I have source files from both fixes - BUZZSAW.QC from Necros, and a folder with many QC files from Seven's fix. I hope someone can do this, here are the files:
https://www.sendspace.com/file/zdcg8w
ToMaHaKeR
#2623 posted by Mugwump on 2016/12/13 19:30:40
Instead of asking people "please do this for me", which will most likely be met with a resounding "no", ask "how can I do this?"
I've found an apparently very clear tutorial that will guide you through the process of making your own progs.dat. It seems quite simple. Looky here: http://www.angelfire.com/ult/td/tuts.html
Necros Did It On His Own
#2624 posted by ToMaHaKeR on 2016/12/13 19:59:28
I replaced the BUZZSAW.QC from Seven's folder with the one from Necros, and compiled using the default settings in FTEQCC GUI. Result is that Seven's fixes work, but Necros buzzsaw fix is ignored. It would seem there's more to this than just modifying BUZZSAW.QC file.
And I didn't actually ASK Necros (or anyone) to do this, I just reported the problem and Necros explained it and made a quick patch.
Checksum
#2625 posted by Kinn on 2016/12/13 20:02:13
Well pickle my pangolin, that was it - my pak0 was scrozzled, with a different checksum to what it should have. Which means some data on my hard drive became corrupted, which is worrying!
I re-downloaded from Steam and all works.
Cheers cheps.
Weird
#2626 posted by ToMaHaKeR on 2016/12/13 20:34:32
R1M7 elevator works fine WITHOUT the buzzsaw patch, but the moment I add it, the elevator breaks.
I Can Do It
#2627 posted by Qmaster on 2016/12/13 22:25:44
All qc must be subsumed into the collective.
I can't open your zip, 7zip says its corrupt. Maybe try putting it on quaketastic. (see screenshots thread for login+password)
What's wrong with the elevator? I never noticed anything on my last playthrough. Granted I think I was 14 at the time.
Buzzsaws interpolation:
Do you mind sending me what necros said to you? Also, are both progs.dat files in your rar? I can decompile the progs to find out what all else he did to it. I've become a qc comparison junky of late what with AD absolutely doing everything better so of course I had to update my own personal mod to add some awesomeness.
Weird Indeed
#2628 posted by Mugwump on 2016/12/13 22:32:13
Well honestly, "I hope someone can do this" sounds a bit like asking people to do it for you... ;) Anyway, this thread is dedicated to Quakespasm and people here are not too fond of off-topic, so you should move your problem to that thread instead: http://www.celephais.net/board/view_thread.php?id=60097
I wish I could help more but I know about as much QC as you.
To Qmaster:
#2629 posted by ToMaHaKeR on 2016/12/14 00:14:07
Check this out. Few hours ago, I tried compiling Rogue progs.dat from untouched Rogue source code (QC files). Guess what? Elevator doesn't work. I can't explain it, since the elevator DOES work with progs.dat located in original PAK0.PAK straight from the Rogue CD. Is it possible that Rogue CD contains different version of the PAK0.PAK file, with some kind of fix?
Necros said:
"The buzzsaw doesn't actually move in the normal way. What it looks like (only from looking at the QC) is you make a func_train or something that the player can't see. Then you target the train with the buzzsaw. Every 0.1 seconds, the QC sets the origin of the buzzsaw to the targetted train. This is why it doesn't interpolate, because it's not supposed to-- the QC call is setorigin."
Necros patch: http://s000.tinyupload.com/index.php?file_id=67396143984564862910
Seven's fixes: http://s000.tinyupload.com/index.php?file_id=56371481422796763833
^
#2630 posted by ToMaHaKeR on 2016/12/14 16:26:36
(Seven's fixes still corrupted, I don't know why, here's a direct link from QuakeOne)
https://www.dropbox.com/s/j2zixlpqcpt5tjy/ROGUE%20fixes%20V1.11.rar
@ToMaHaKeR - Is This A QuakeC Help Thread? No It Is Not.
#2631 posted by Baker on 2016/12/14 17:15:49
Post your QuakeC questions in the following thread, which is a Quake help thread:
http://www.celephais.net/board/view_thread.php?id=60097
Your hipnotic buzzsaw issues have nothing to do with the Quakespasm engine.
Told Ya...
#2632 posted by Mugwump on 2016/12/14 17:46:11
You'd better listen to Baker this time if you don't want to piss people off.
Bug: Some Keystrokes Are Ignored In A Certain Situation.
System, ubuntu 16.04, running latest quakespasm, quakespasm executable (does not occur in quakespasm-sdl2) lauched from terminal without any parameters.
Replicating the bug:
Upon load of the game, new game is selected. *Just* before the console retreats all the way to the top the tilde key is pressed and the console comes down again.
Here is where the bug occurs, the console, instead of staying down, goes back up. Now every time the console button is hit, the console will drop, then return back to the top.
This also affects other keys, if you then hit escape and go to "new game", when you're prompted "Are you sure you want to start a new game", the game will accept no input.
Alt-Enter is locked, so I can't quit the game, Escape is locked so I can't return to the menu. All I can do is change terminals (ctrl-alt-F1) and kill quakespasm.
Thanks
#2634 posted by ericw on 2016/12/18 20:10:20
I reposted it to the bug tracker, hope you don't mind: https://sourceforge.net/p/quakespasm/bugs/17/
I have seen it before and IIRC it was SDL1.2 sending invalid key presses, but it would be good if QS behaved better if possible instead of locking up.
Good that SDL2 is working properly though, that was my experience as well.
Heh, It Was Avoidable
I've been using the 1.2 up until this point in time because for some reason my system (or quakespasm) wanted 32 bit SDL, vorbis and mad libs.
I didn't have them installed because I've been trying to avoid system bloat. I've installed them now though. Fingers crossed it won't break any of my other games :)
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