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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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Reload Before Posting 
can one easily cross compile Quakespasm (without codeblocks)? 
Builds From SVN 
Yes, cross-compiling is actually very easy. I just did that, here are win32 and win64 builds from current svn:
http://quakespasm.sourceforge.net/tmp/quakespasm-0.85.7-r644-win32.zip
http://quakespasm.sourceforge.net/tmp/quakespasm-0.85.7-r644-win64.zip 
Contract Revoked Coop Demo 
Here is the malfunctioning demo file in question:

http://filesmelt.com/dl/cr-coop.dem

Inform me whether you can get it working correctly and what method was implemented. 
RE: Contract Revoked Coop Demo 
yes it works just fine, although it would have been better if you had told that it is a 35mb demo. The ultra scientific method to play it is already explained: The latest official 0.85.6 version doesn't support cross-level demo playback, so either build the code from svn, or download a prebuilt package for which I gave links just above, i.e. win32 and win64 versions. 
Gamma 
I grabbed the new build and it seems to still have no brightness.
Reading some of the forum posts I found a patched SDL lib that may fix it but had no luck.
If in fact I ran the lib correctly by dropping it in the quake dir
[quote]bluntz@bluntz-desktop:~$ cd quake
bluntz@bluntz-desktop:~/quake$ ./quakespasm export LD_LIBRARY_PATH=.:$LD_LIBRARY_PATH
Command line: ./quakespasm export LD_LIBRARY_PATH=.:
Found SDL version 1.2.14
Quake 1.09 (c) id Software
GLQuake 1.00 (c) id Software
FitzQuake 0.85 (c) John Fitzgibbons
FitzQuake SDL port (c) SleepwalkR, Baker
QuakeSpasm 0.85.6 (c) Ozkan Sezer, Stevenaaus
Host_Init
Playing registered version.
Console initialized.
UDP Initialized
Exe: 14:03:52 Dec 31 2011
64.0 megabyte heap
Video mode 1280x1024x32 initialized
FOUND: ARB_multitexture
FOUND: ARB_texture_env_combine
FOUND: ARB_texture_env_add
Warning: vertical sync not supported (swap interval is -1.) Make sure you don't have vertical sync disabled in your driver settings.
FOUND: EXT_texture_filter_anisotropic

Sound Initialization
SDL audio spec : 11025 Hz, 128 samples, 2 channels
SDL audio driver: pulse, 8192 bytes buffer
Audio: 16 bit, stereo, 11025 Hz
SDL detected 0 CD-ROM drives

========= Quake Initialized =========

[/quote]
The slider had no effect but the client was usable.
This client seems to about the best option for us Linux Quakers.
I hope someone else could please help with this one small issue that stands in our way.:eek: 
That Should Be 
LD_LIBRARY_PATH=.:$LD_LIBRARY_PATH ./quakespasm 
 
like this?
bluntz@bluntz-desktop:~/quake$ LD_LIBRARY_PATH=.:$LD_LIBRARY_PATH ./quakespasm
Command line: ./quakespasm
Found SDL version 1.2.14
Quake 1.09 (c) id Software
GLQuake 1.00 (c) id Software
FitzQuake 0.85 (c) John Fitzgibbons
FitzQuake SDL port (c) SleepwalkR, Baker
QuakeSpasm 0.85.6 (c) Ozkan Sezer, Stevenaaus
Host_Init
Playing registered version.
Console initialized.
UDP Initialized
Exe: 14:03:52 Dec 31 2011
64.0 megabyte heap
Video mode 1280x1024x32 initialized
FOUND: ARB_multitexture
FOUND: ARB_texture_env_combine
FOUND: ARB_texture_env_add
Warning: vertical sync not supported (swap interval is -1.) Make sure you don't have vertical sync disabled in your driver settings.
FOUND: EXT_texture_filter_anisotropic

Sound Initialization
SDL audio spec : 11025 Hz, 128 samples, 2 channels
SDL audio driver: pulse, 8192 bytes buffer
Audio: 16 bit, stereo, 11025 Hz
SDL detected 1 CD-ROM drive
CDAudio initialized (SDL, using /dev/scd0)
CDAudio_Init: No CD in drive

========= Quake Initialized ========= 
 
I do not remember having any issues until I switched video cards from Nvidia to this Ati 6850.
Also I am not sure if I did not compile the GLX build as I seldom run SDL versions of anything if I have a choice.
Has anyone else built the GLX client ????? 
V0.85.7 
Version 0.85.7 of QuakeSpasm is released:

* Added support for cross-level demo playback
* gl_texturemode is reimplemented as a cvar with a callback and the
setting is automatically saved to the config
* Fixed execution of external files without a newline at the end
* Reduced memory usage during reloading of textures
* Fixed compilation on GNU/kFreeBSD (Debian bug #657793)
* Fixed backspace key on Mac OS X
* Disable mouse acceleration in Mac OS X
* Worked around recursive calling of the anisotropic filter callback
* Console word wrap and long input line fixes
* Verified correct compilation by clang (using v3.0)
* Several other small changes mostly invisible to the end-user 
Thanks, Good Job 
Will cross-level demos recorded with QS work with other engines, too (provided the protocol is right), or does this release only enable proper playback? 
Cross-level Demos 
if the engine in question knows how to handle the "reconnect" stufftext, than they are able to playback. So, I guess the answer to your last question is yes, we enabled proper playback, although I don't know what else would be expected of us to do. 
 
ericw did some great work with interpolation
Our main priority is reliable playback, and his patch seems to have issues. Perhaps they can be resolved ? Anyway, posting here would be best
http://sourceforge.net/tracker/?func=detail&aid=3467305&group_id=304914&atid=1285038 
Awesome! 
Nice to see the project keeping its momentum, will dl asap! 
 
pretty cool that you are so quick to make changes. n1 :)

S_FindName: out of sfx_t is still there though. :( 
Out Of Sfx_t 
yeah I forgot doing that. Most possibly will be fixed in next release along with Eric's new sound resampler. 
 
it's cool, i only wanted to mention it to keep you aware of it. :) 
Necros 
can you provide some test content so that I can test solutions to the "out of sfx_t" issue? 
 
isn't this a case of just not clearing out precached sound names between map loads?

also, i don't know what you need exactly. do you need actual sounds? my gut tells me you could just precache the same sound with different filenames and it'd work fine.
i hesitate because it would take an hour to assemble all the sound files needed to test it with the actual maps.

what i'm doing is i load up a map that precaches 465 sounds.
then i load up a map that precaches 164 sounds.
this causes the error.

while some sounds used are the same (player sounds or whatever) other sounds are not (ambience, mostly, but also monsters).

so while maybe 60~ sounds are shared, and don't need to take up a spot on the list, the others are new and need to be added.

the error comes from S_FindName:
if (num_sfx == MAX_SFX)
Sys_Error ("S_FindName: out of sfx_t");


i believe all that is needed is to do something like this to reproduce it:

precache MAX_SFX - 1 sounds directly from qc and then have your map precache one sound.
then load a map that precaches another sound that hasn't been precached yet and it should cause the error. 
 
btw: just using soundlist to count how many sounds are being loaded (i have to quit the engine each time and load up the different maps to avoid the crash). 
 
you reported the error, so I assumed that you have a testcase (some mapset+progs or whatever) already, which would make my life easier. apparently I assumed too much. 
 
yeah, i don't usually bug test stuff myself and only find problems when i run into them during normal use.

i'll see what i can do but it'll be big (it's more than 512 unique sounds, after all).
maybe i can find a batch program to convert everything to 11khz 8bit or something. 
 
Should be possible to lower the define of MAX_SFX for testing purposes. Bring it down to within range of 2 id1 maps for example, and see if you can trigger the error that way. 
Also Beware... 
Static and local sounds (including those caused by menu navigation) will also go into your sfx_t array, so mind that you don't do anything to break those... 
RE: Sfx_t Bewarenesses 
ideas crossing my mind are adopting quake2 style sound registration and adding flags like SFX_PERSIST to preserve those static and local sounds. The solution also has to make sure that all sounds are cleared upon gamedir changes while the engine is alive, which it doesn't as it is now. Hmmm... 
Quake2 Style Sound Registration 
I like that idea. The Q2 code also solves some messy problems like restarting the sound system in mid-game. Ideally sounds should be treated the same way as textures for a very large part - a lot of the same concepts apply. 
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