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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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that is "quakespasm-spike-admod"

it works fine in "quakespasm-spike" 
Incompatibilities With AD Mod 
I got a few instances of older maps that don't load with the AD1.6 mod. In their case, I got some Host errors. Loading them with the ID's default goes well, though.

I wonder what may brake some maps with the AD mod ? 
Spike FX In Other Mods ? 
The spike FXs from QuakeSpasm-spike-admod are working great with AD1.6. But AFAIK, these new FX aren't dependent on AD, and yet I don't have them when loading any other mod.

Any other players here are able to get the FX with other mod, and not just AD ?

If so, how could I turn on the FX with other mode ? Is there a special command for that ? 
Barnak 
AD does NOT support quake maps designed for other mods and maps that use map hacks, it makes no sense loading a quoth map and expecting it to work.

Even maps designed for vanilla progs can break in AD, due to maphacks/unconventional mapping features.

Same applies to the Spiked FX, each entity has to be specifically setup to support it.

So, in short, no, there is no easy command to make it work for older maps. 
Mukor 
Sorry, not sure.. I tried running a few quoth maps in quakespasm-spike-admod and couldn't reproduce. Does it work in regular quakespasm? 
@Barnak 
if you want QSS to load up some custom particle effects then you can name them via the r_particledesc cvar.
eg place https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/engine/partcfgs/high.cfg into id1/particles/high.cfg and set r_particledesc high and it'll use those particles.

If you want to use particles made for DP, you can set r_particledesc effectinfo[_foobar] which instead will load id1/effectinfo[_foobar].txt in a manor compatible with DP. This is effectively what AD does, except AD names them via ssqc (which then causes the client to load them as needed).

Some of the other things that AD has (like flame particles) is done via the qc itself. You may be able to replicate such effects via a particle config with the r_effect command (which attaches particle effects according to model), but the result is unlikely to be identical. 
#2851 
I got it working in quakespasm-admod. just quakespasm-spike-admod that im having trouble with. :shrug: 
Thks Spike 
 
Spike 
When I start Quake with the AD mod, I can start any custom map in my ID folder and get the special FX. They are all working great. I would like to get the same effects while starting Quake with the default ID too, without having loaded AD.

So what file should I add to my ID folder ? It's not clear to me. 
@barnak 
Come on dude, Spike said:

place https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/engine/partcfgs/high.cfg into id1/particles/high.cfg and set r_particledesc high and it'll use those particles

1) He gave you the link to the file
2) Says where it goes
3) "r_particledesc high" is what you type in the console. 
Spike FX In ID 
Well ok, I placed that high.cfg file into a new "particles" folder, and typed r_particledesc high. It did worked somehow, but the effect is really not the same as running from AD.

Also, I got this error message in the console :

Unknown particle command "cl_expsprite". 
 
AD has extra effects coded into the game logic, the same way it has extra monsters coded into the game logic and optional floaty particles. So it isn't going to be the same no matter what you do.

But that config Spike provided will give you something. 
@Barnak 
Grab the effectinfo.txt file from ad and shove it in id1 or whereever. set r_particledesc effectinfo.
that'll get you as close as is easy to do. As I say, it won't affect torches or anything the mod does explicitly, like the teleporter effects or the skill pillars, or the pentagram effects etc, but you should get the blood trails and weapon effects. 
Spike 
Yep, this appears to work now, but I also had to copy all the files from the AD particules folder :

fte_weather.cfg
high.cfg
particlefont.tga
particlefont.txt

I didn't tested yet which files actually does the trick, and which one could be removed from these above.

It's very sad that we can't get the same for the torches as well. It's so cool. 
FX 
Apparently, I just need these in the particle folder :

particlefont.tga
particlefont.txt

The lava balls also use the FX. 
Well... 
My balls also use spike fx.

Glad to hear it does somehow work nevertheless, what a ride. 
Reflexion On Liquids 
Is it possible to get reflexion on water surfaces and blood liquids in QS ?

Is there any technical problems/issues/constraints that don't allow reflexions in Quake with our engine of choice (i.e. QS, that is) ? 
Upgrade To Source Engine ! 
 
#2863 Barnak 
FTE has a 'recursive' renderer, that is it can deal with rendering another scene half-way through rendering the first. This is what gives it the ability to render reflection+refraction textures as needed (or q3-style portals etc).

I believe DP builds a list of surfaces and then only draws them after or something. I'm not entirely sure tbh, I've never found DP all that easy to read.

Either way, the point is that there's no fundamental reason it can't be done, just that doing it is messy, and really not the sort of thing that would be considered QuakeSpasm's forté.
Quite frankly, if you want that sort of thing then just use FTE(with r_waterstyle 3 or so) or DP(with 3rd-party per-texture shaders) instead, those two engines already cater to such stuff anyway. 
Spike 
I already tried other Quake engines on my system before, and in my opnion they sucks.

QS is the best engine ever created for Quake (especially now, with all its great features and your FX).

I would only like to see some more subtle FX in it, but certainly NOT high res textures with bump mapping ! It's horrible in Quake and extremely heavy on the video card. Solid objects and matter should stay low res in Quake.

However, I think that all fluids, smoke, fire, skies could be great in high res, while still having solid objects in low res. I love your FS styling. The liquids could have a subtle reflection/refraction styling too. Not something ultra-realistic, but something that would add a liquid feel.

Please, could you post more pictures of your testing on liquids that you already showed before ? Why it isn't in your FX QS edition ? 
Barnak 
Basically, what you're saying is that you don't want bumpmapping, and yet you want to simulate bumps on water...

If someone actually wants 'FX' then they should just use FTE. I'm not going to waste my time rewriting lots of code when they can just switch to something that already excels at that sort of thing.
Yes its defaults tend to be more for deathmatch players, but you can configure it to feel exactly like QS if you want. fps_preset vanilla;r_softwarebanding 0; will do most of it.

So really, what specifically is it about FTE that you think sucks about it? Or is it just you/others being too lazy to set it up like whatever engine they're already familiar with? 
Hehe, Bump Mapping Is For... 
... simulating depth on low poly surfaces, hey... kind like what Quake is!!!

I think if done in moderation, just as with colored lighting now, higher res textures, with effects, look really nice. 
Spike 
I'm not asking for bumps on water (heh !?) ! I'm asking for some gentle reflections and refractions, which aren't the same as bumps (i.e. false 3D textures).

As I said, I already tried all the other Quake engines available for my OS. I didn't liked them. Too slow, too heavy, and the rendering was, well, ... ugly.

And yes I'm too lazy to lose my time in trying to tweak their configuration. I'm just too attached to QS, which is *almost* the perfection.

Spike, come on, show us again your work on water. I think it was pretty, but I don't remember how it was ! 
Barnak 
Just what for mankrip to finish his Retroquad engine. 
@Barnak 
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