Stopdrift
#3018 posted by Qmaster on 2017/10/25 23:45:51
That is a normal effect in FPSes. Stopping dead from a full out run is jarring and odd. Sv_stopspeed woukd be your best option for this. Try like 1000. This may affect, however, some wind tunnels by preventing them throwing you as far once you touch the ground, but this might be ok.
Stopdrift
#3019 posted by maiden on 2017/10/26 00:58:39
Yes sv_stopspeed is the workaround I'm using. It's not perfect but it gets me there. I tested a value of 9999 to see its effect exaggerated and oddly enough it results in almost 0 forward movement. Similar to setting sv_friction to a high number, except that here it's deceleration and shouldn't affect speed or acceleration, if I have my physics right.
@maiden
The physics in NetQuake and Quakeworld clients is different.
Quakespasm, Fitzquake, Mark V are considered NetQuake. Darkplaces, FTE and others are based on QW. I find QW clients very "swimmy" almost like what are describing. But not so with Quakespasm.
I'm wondering what version of QS are you using (SDL or SDL2) OR if perhaps a setting from another source port has carried over to your current config?
From the readme:
Quakespasm utilizes either the SDL or SDL2 frameworks, so choose
which one works best for you. SDL is probably less buggy, but SDL2
has nicer features and smoother mouse input - though no CD support.
I honestly don't know which one I am using because I switch between source ports quite often.
#3021 posted by ericw on 2017/10/26 01:41:57
I don't know what's going on to be honest..
AFAIK it is how the Quake engine behaves on modern hardware so the issue persists with all ports faithful to vanilla Quake (FitzQuake, QS etc).
The only thing I have heard of that is similar to this is the "multicore timing bug" that affected some Quake clients on Windows (including Fitzquake 0.85 I think?) that had to do with a specific timer API. AFAIK it never affected Quakespasm.
I'd suggest trying MarkV for comparison.
@dumptruck_ds
#3022 posted by maiden on 2017/10/26 01:42:50
I'm using SDL2. But I've had this for years and also on a previous system so it makes sense that it's just Quake physics as Johnny Law and Qmaster eluded to.
Also sv_gameplayfix_nogravityonground in Darkplaces seems unrelated to the issue, so that's that.
Been Playing DirectQ Again
#3023 posted by iriyap on 2017/10/26 03:16:29
The "lastweapon" command in DirectQ is really nice for quick grenades. Wish it could be added to Quakespasm. It's the same thing as in Half-Life, you can switch between any two weapons with one button.
@ericw
#3024 posted by maiden on 2017/10/26 03:54:08
Looks like it's not a bug or even QuakeSpasm-related, but rather a "feature" of the Quake engine. I'll deal with it.
@maiden
#3025 posted by mh on 2017/10/26 08:55:20
Just out of curiosity - are you running with maxfps > 72? Lots of physics problems manifest in this case, and setting it back to 72 is often the quickest and easiest fix.
#3026 posted by maiden on 2017/10/26 16:36:11
No, host_maxfps is unchanged at 72. I also have vsync enabled which caps my framerate at 60.
#3027 posted by ericw on 2017/10/26 18:02:49
Try disabling vsync. I get input lag with it too, and I think the implementation might be buggy
Vsync
#3028 posted by maiden on 2017/10/26 19:18:27
Disabling vsync didn't solve the stopdrift and I saw some image tearing with the video card getting ahead of the monitor. My solution is increasing sv_stopspeed to 300 (def=100). Looks like there's no adverse effect on player movement up to a setting of ~500. Thanks lads, appreciate the help.
Found Another Bug In Quakespasm
#3029 posted by iriyap on 2017/10/31 03:19:54
The hidden closet with the Shambler at the start of id1/e4m7 is visible through the sky brush.
https://i.imgur.com/ssW4CLT.jpg
Doesn't happen in Mark V, DarkPlaces or DirectQ. Does happen in vkQuake, which is a Quakespasm fork.
#3030 posted by iriyap on 2017/10/31 03:34:03
On further inspection, this seems to be caused by my wrapper (QeffectsGL) trying to do a "ZTrickFix", works fine if I set ZTrickFix to 0. However, the bug does occur in vkQuake regardless. So, maybe still worth looking into.
#3031 posted by ericw on 2017/10/31 03:37:59
Ah - that's good. I checked and can't reproduce on QS 0.93.0-RC1. Can reproduce on vkQuake, though. Maybe file a bug at: https://github.com/Novum/vkQuake/issues
#3032 posted by iriyap on 2017/11/03 20:28:39
The Rapture map pack also has the blue gibs issue, it's mentioned several times in the reviews, people must've played it on FitzQuake, and QS inherits the same problem.
https://www.quaddicted.com/reviews/rapture.html
Thanks
#3033 posted by ericw on 2017/11/03 21:34:26
I plan to implement metl's recommendation in post #3008
Is There A Way To Load Multiple Mod Folders In Quakespasm?
#3034 posted by iriyap on 2017/11/04 11:22:07
E.g. in DarkPlaces you can just use multiple -game commands, like -game ad -game coolmaps. Seems like QS only reads the first -game parameter.
No
Ericw
#3036 posted by negke on 2017/11/04 16:10:58
Way to break my SM134!
Negke
#3037 posted by ericw on 2017/11/04 17:30:03
break how?
@ericw
He means this: https://imgur.com/a/JyKbK
It's an improvement to the map IMO.
#3039 posted by muk on 2017/11/04 18:07:34
god that fucking map pack lol
Qump_vingal Missing Torches Issue
#3040 posted by ericw on 2017/11/07 22:56:40
continuing from: http://celephais.net/board/view_thread.php?id=61523&start=53&end=61
The bug is in vanilla quake (ED_ParseEpair): if an entity has "origin" "", the engine will read from uninitiazlied memory, so the results depend on the OS and compiler. The same thing will happen if there are less than 3 values in the string, e.g. "100 100" will be loaded as "100 100 ???".
Made a fix here:
https://sourceforge.net/p/quakespasm/code/1527/
and added a developer warning that will be printed if the map has any fields that would trigger this bug in unpatched engines.
Bestweapon?
#3041 posted by iriyap on 2017/11/12 00:06:21
Would you consider adding the "bestweapon" command? E.g. "bestweapon 5 4" selects the best nailgun you have, etc. It's supported by all the other engines, so I was wondering why QS still doesn't have it.
How Do I Set Up Quake Multiplayer?
#3042 posted by Winkyjuice on 2017/11/12 07:37:49
Okay so i have 2 copies of quake with quakespasm. one version on my friends computer and mine. we have a router and 2 ethernet cables. he's coming over soon and you guys are like the encyclopedia of quake knowledge and have helped me before so i came to you guys for help. So how exactly do we get a multiplayer game started? if you could post exact details it would help a lot i really want to get my friend into quake and maybe even into level editing (he's a great artist too.) and it'll be his first time playing quake so i'm very excited please help me out guys!
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