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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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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. 
Btw... 
if gl_texturemode setting was saved automatically or available in graphics options I would be extra happy. It can be added to a command line shortcut or config file pretty easy of course :) 
 
(gl_texturemode in options)++
:) 
Gl_texturemode 
is a command, but could be re-implemented as a cvar... or they could just hack it into the config like vid_restart and +mlook get added. 
Gl_texturemode 
already implemented as a cvar with a callback in the svn repo. 
Console Key 
you can always use shift+esc combination for console 
Higher Sound Quality 
Greetings!

Is it possible to increase the native sound rate from 11khz to 44khz? I couldn't find a command line or console variable. Also I've always found it bizzare how the weapon doesn't sit on the HUD like software Quake, is it possible to fix this in GL or is that a fault of Id's programming with the GL code? 
Coop 
Is it possible to enable 'Friendly Fire' in Coop or is that only a DMFlag? Also is it possible to have items respawn as it can be a hassle on some maps,

Many thanks! 
Friendly Fire 
Friendly fire is possible, set "teamplay 1" on the server and then make sure to wear the same color pants, "color x y" where y has to be the same number for both/all of you.

If you just raise the playback rate to 44khz, which some engines can, but then keep the standard sounds, most enginges won't interpolate and the result will sound terrible.

There are replacement sound packs, and some of them even faithful to the original, but I can't find an active link to one at the moment. 
Replacement Sound Pack 
Thanks for your sound advice Mandel :)

I recall seeing a specific sound pack years ago but I can't recall the exact name, it's similiar to 'Mindcrime' but he was the author of the Nehahra project. 
Probably... 
this one: http://www.mindabuse.com/mindgrid/audio/quake/

but that link doesn't work, at least not here. 
 
it sucks too. and is full of copyright violating if I understand the laws correctly.

ericw did some great work with interpolation ( https://github.com/ericwa/Quakespasm ), I hope his changes will get merged into Quakespasm soon. 
Cheats And Demo Recording 
Howdy once again folks,

Is their a cvar to disable cheating online? Although in my case 'Noclip' came in handy when scripts decided to break or the map wasn't entirely coop friendly, secondly does Quake support demos over multiple levels like Doom? I replayed my Contract Revoked coop demo but after exiting the first map it just loads random images from each sequential level and dies. 
 
not many engines support demos that span multiple levels.
this is easily worked around, however, by:
-stopping the recording before loading the next level
then, after the new level has loaded
-quicksave
-type "disconnect"
-type "record newdemo"
-quickload.

you will have a second demo that continues from the first. 
@Necros Fixing That Is Trivial In The Engine 
There are 2 ways:

1. The "DarkPlaces" way. I wrote a 3 line tutorial on how that works.

http://forums.inside3d.com/viewtopic.php?t=2397

2. szo's more thorough way. Also discussed in that thread. Which is actually "design correct" from an engine design standpoint, but not completely obvious to someone not familiar with the inside of the Quake engine.

Engines that support playback of a demo recorded over multiple maps:

1. Quakespasm
2. DarkPlaces
3. Modern ProQuake 
Engine Compatability 
If Quakespasm is true then why did it splutter and crash yesterday? :o 
You Might Considering Posting Your Demo 
I'm thinking it is unlikely the Quakespasm team would add the multi-map playback feature without testing it.

It could be something the mod does on level load or a 100 other things or something occurs that the engine wasn't expecting.

If you try to play back your demo in an engine without multi-map playback, the engine doesn't crash. It just displays a blank screen. 
 
If the demo is created right, every engine can playback across map changes. So the focus should be more on "multi-map recording".
There used to be a fix that sometimes worked for protocol 15 demos: appending (joining) an additional demo snippet to the existing (multi-map) one with BJP's convdem would fix it for playback. However, last time I tried I couldn't get that to work (demo recorded with QS). 
Convdem 
Was probably just eliminating the "reconnect" command crammed into the demo. 
RE: Engine Compatability 
Cross-level demo playback support is in the svn repository and not in an official release yet. Until we make a new release, just compile your binary from the svn and it should work. 
 
I think the current build (exe) does not have that feature. not sure what version it is. 
Reload Before Posting 
can one easily cross compile Quakespasm (without codeblocks)? 
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