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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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1/8 of the way to an acceptable framerate!
Why? 30fps is enough for the eye to perceive fluidity. And I forgot to mention this was with RTlights on, of course... Should be quite higher off. 
 
Why? 30fps is enough for the eye to perceive fluidity.

It may be enough for the eye (although remember that movies which run at 30fps use a lot of motion blur which games may not have) but it's not enough for the reflexes/reactions.

There's plenty of work been done on this, we shouldn't have to rehash it and prove it all over again. 
K Thanx 
Never noticed a sizeable gameplay diff between fluid and fluider but my precision skills may not be that accurate... ;) 
 
At 30fps you've got 33ms latency between input events and the response to them; that's the equivalent of a network link from New Orleans to Denver (source: https://serverfault.com/a/137357/5234).

You really don't wanna be doing that. 
Yeah, Never Heard About The 33ms 
Thanks for the info. 
Framerate Importance 
depends on the game and scenario.

For instance, it doesn't matter if you play a point and click game running at less than 30fps. But it matters in a fast paced competitive shooter. 
 
im with MH, even using motion blur to hide screen tearing, and quake's client-side aim, 30fps is not playable. 60 maybe; i might be a mutant but I can tell the diff between 60 and 120fps
just saying. 
32bit Colors 
This may have been answered before/elsewhere? How come I can't set 32 bit colors on my machine? Highest depth is 24 bit. Only just noticed that on some laptop it ran on 32 so something must be off here. 
 
32 and 24 are the same colour depth (8 bit per channel) so it's probably nothing to worry about. The extra 8 bits would be unused by qs.. not sure if it's just padding or an alpha channel. 
Question Someone Posted Over On Quaddicted.... 
...that I thought I'd relay here. This person is having trouble running the old XMen TC on the latest QS build. I've tested it on QS-admod/0.92.2 and although it starts up with the XMen background image, I get the same error messages when I try to start a new game.

It works fine on QS 0.92.0, though, so this seems to result from some very recent change/s to QS.

Original Quaddicted post:
Hey. I thought I'd give this TC a try but I've encountered this error in Quakespasm (0.92.2):

UNKNOWN COMMAND "GL_KEEPTJUNCTIONS"
HOST_ERROR: PF_LIGHTSTYLE: STYLE=255

Anyone else have this?

https://www.quaddicted.com/forum/viewtopic.php?pid=2289#p2289

PS: I'm not posting this because I want to play the XMen TC at all costs (I tried it once a long time ago and that sufficed for me); I just thought this could be something ericw (and others working on QS?) might want/need to know about.

Thanks for constantly improving this fantastic engine, by the way! 
Whoops 
The quote should have ended after "Anyone else have this?". The rest are my words. I guess I forgot to type "< / q >". 
 
there's apparently already a fix for that, just no new releases. for that mod just use the old build until then, or other engines. 
Spike 
Ok, thanks. As I said, I'm not interested in the mod; just thought it was perhaps indicative of a bug or problem. 
 
Just out of interest - what is the correct value for MAX_LIGHTSTYLES anyway? There are places in the engine where it's 64, other places where it's 256. 
 
About this bug with xmen, I caught a case where something was calling PF_lightstyle with a style between 64-67. Since there was no bounds check, this happened to overwrite the next thing in server_t, num_edicts, which blew up the engine and was a pain to trace back to PF_lightstyle.

So initially I put in an aggressive Host_Error, but that broke Xmen, so I changed it to a debug warning + ignore the lightstyle call. 
#2898 
the bsp limit for MAX_LIGHTSTYLES should be 255, not 256. it doesn't make sense to go higher than that, other than to skip the validation when parsing svc_lightstyle messages, which isn't too significant.
the 256th lightstyle might be usable for rtlights, but all the various bsp formats that use a byte for lightstyles can use a max of only 255, with the 256th (index 255) being 'no more styles'.
xmen is just buggy.... 
 
Type "gamma fps" in the console to get higher fps. 
 
actually, 'gamma fps' will drop your framerate AND be unplayable in QS (gamma 0 = white screen).
In QS, you want 'gamma 1;contrast 1' to boost your fps.

To be fair, I guess that 'gamma fps' would at least stop you from caring so much about framerates... 
@Spike 
Wow, I hadn't realized how much that contrast nerfed my fps. In the AD level selection map I'm running 95-105 until I crank contrast up to 1.8, which drags it down to 60-75.

The colors are so much more vibrant, though... 
#2883 
I'm a femministt cuckk to. 
Bakedpotato 
what GPU out of curiosity?
We could improve it a bit by (avoiding an extra copy of the framebuffer) by rendering into an fbo and drawing that to the window. (currently it draws the game in the window, copies it to a texture, then draws it back to the window with gamma/contrast.) 
@Ericw 
contrast-only could be done without the fbo or even glsl.
glBlendFunc(GL_DST_COLOR,GL_ONE);
glDisable(GL_TEXTURE_2D);
glTexEnvi(GL_MODULATE);
will do something like:
screen=screen*(white*vertexcolour) + 1*screen;

with the above, gamma 1;contrast 1.8; is about as cheap as you can get it without blackmailing microsoft into finally fixing their gamma ramps issues.

A (quake)gamma of 0.45 or so can be achieved quite cheaply with glEnable(GL_FRAMEBUFFER_SRGB); (although you're meant to use an srgb-capable pixelformat too, which is messy but not needed at least on nvidia). Side note: this approach gives MUCH less banding than you would get with glsl.
Of course, talk about srgb just drives home that quake's colours are totally screwed, and its lightmaps are non-linear too... 
Hold On 
Let's not confuse contrast with gamma now. :) 
Feature Request (Not Hopeful!) :P 
Would it be possible to add vibration support for the controller?

Playing with controller works really well in single player but sometimes when I'm playing maps that have actual 'quakes' in them it feels strangely hollow not feeling any rumble... Also, the Widowmaker in AD could really do with shaking that controller too! 
Would Be Cool, To Control A Motorized Plastic Vagina Too ! 
Vibrations in Quake !? Geez I'm interested ! 
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