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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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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 ! 
@ericw 
It's getting old; Nvidia GeForce 8600 GT running driver v341.44.

Color me interested on the vibrations as well! I've actually been using the Steam controller to strong effect. It's worlds better than an Xbox controller, but still can't quite compete with a good ol' mouse'n'keyboard. 
Just Pasting It Here, Maybe One You Find It Useful. 
QSS Protocol 
My QSS (admod) is set to protocol FTE+666. I thought this would make demos playable in both 666 and FTE protocols but they don't work in standard QS' protocol 666. I tried typing sv_protocol 666 in QSS' console but it doesn’t change to regular 666. Help? 
Mugwump 
I haven't tried it, but try: "sv_protocol 666-"

To prevent the server from detecting replacement deltas (so they don't appear in demos), use "sv_protocol 666-" (omitting the - will neither enable nor disable fte extensions).
To re-enable extensions, use "sv_protocol FTE+666"

from http://triptohell.info/moodles/qss/qss-changelog.txt 
Thanks Eric! 
 
Ahh Crap 
I didn't read the readme properly, apparently the proper setting is "cl_nopext 1"

QSS uses elements of FTE's improved network protocol by default. This is in an attempt to reduce demo filesizes, as well as allow for mod extensions. This does not hinder QSS's use as a server and is only an issue for demos. Set cl_nopext 1 before connecting/starting a map if you wish to disable the use of this.
http://triptohell.info/moodles/qss/ 
OK, Thanks 
I did try sv_protocol 666- and it worked, though.

an attempt to reduce demo filesizes
Wow! Reduce indeed! I've recorded demos of the same map in both QSS protocol FTE+666 and QS protocol 666 and the difference in size is approx tenfold... I was wondering if this was normal. 
@#2916 
Well when you zip or otherwise compress demos, they squish together at similar rates. 
 
FTE+666 is an optimized protocol.

If a health box is just sitting around in your view, Quake will send information on that healthbox every single frame.

FTE+666 sends it once, gets an acknowledgment back, and then won't send information on it again unless something changes and if so, only sends what changed and sends the change just once. 
QS Sound Question 
I am doing some sound work for Map Jam 9999. (new sounds with play_sound_triggered)

I know QS requires mono sounds but am I cool with making sounds 44.1k 16bit? I've tested them and they work (even 48k) but wanted to make sure I won't encounter any issues. 
 
16 bit 44.1k mono sounds should work fine. QS's mixer downsamples sound effects to 11.025k by default, so the extra quality of 44.1k won't be heard, but it won't hurt. 
@ericw 
Thanks. 11k introduces extra noise on my end (if I master them in that format.) I would prefer to start cleaner so this is good news. 
 
Imo you should export to 11k. You'll have more control over quality and sounds will "weight" less.
Just figure out why sounds get noisy and fix it :)
I don't know what software you are using but this small free editor always saved my ass when it comes to editing sounds for old games:
http://www.wavosaur.com/

It can set loop markers too, if you want loop sounds in Quake :) 
@kthreathor 
I'm using Adobe Audition CC 2017. I can set cues for loops no problem.

But no, if the engine uses 44.1k that's what I am using. The downsampling and filtering seems cleaner than fucking with noise reduction to save a couple of megs in file sizes - that will affect the sound quality greatly. But thanks for the suggestions anyway. I just wanted to be sure I wasn't going to cause any unforeseen problems. I will look at wavosaur for sure. Never too many sound apps! 
Vid_desktopfullscreen "1" Issue 
I'm using build r1425. I'm not sure when this started but every time I close a game the above is added to my config.cfg. Whether I change the resolution in-game or add it to an autoexec file, it ALWAYS resorts back to:

vid_desktopfullscreen "1"

Even if I delete the line entirely from the config it just gets added again.

I've removed all config AND autoexec files that I can find, yet it still ends up back in there!

It's driving me mental! Any ideas? :) 
PS: 
I want to run fullscreen at 720x480. It also used to work fine... 
 
Try entering "vid_desktopfullscreen 0" at the console and then exit. It should get saved in your config.cfg as 0, then start the game again and print the value (just enter "vid_desktopfullscreen" at the console), it should still be 0. If it's not 0 then it's coming from another .cfg or quake.rc file.. do a find-in-files for "vid_desktopfullscreen" with a text editor 
Thank You :) 
I found an errant cfg file with the value set to 1. All seems well again. Thanks for replying. :) 
Can The Limit On Console Lines Be Removed? 
Would be nice to get the full list from entitylist command. 
 
Yeah - that would be good to raise. Workaround for now: launch with "-consize 1024" (default is 64). 
 
Any chance of getting a command similar to r_viewmodel_fov from Mark V? Minor thing really but it'd be nice to have. I managed to get something decent-looking with scr_ofsx but prefer how it functions in Mark V with wider FOVs. 
Another Sound QS Question 
I've created a music track for my Jam 9 entry. Wondering if the music plays lower by default in engine or if some kind of filtering could lower the volume a bit? I have the slider in menu up all all the way. I have the dynamics pretty compressed on the file so on the desktop the music plays fairly loud. I dunno - I will play with it some more but thought I'd ask if music is just by default lower overall in engine. 
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