@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!
#3043 posted by ericw on 2017/11/12 07:54:38
I don't know multiplayer very well but this should get you started:
- first look up your computer's local IP address. this starts with 192.168. e.g. https://lifehacker.com/5833108/how-to-find-your-local-and-external-ip-address
- Use the "Multiplayer" section of the main menu in Quakespasm to start a game on your computer. Your player should be in the game.
- On your friend's computer, start Quake and go to the console. type "connect 192.168.XX.YY" replacing the number with your computer's local IP. It should connect and have both players in game.
So Er, 0.93.0?
#3044 posted by Keiya on 2017/11/12 22:39:23
rc1 came out a couple months ago and there doesn't seem to have been much mentioned about it since. Real life just got in the way or such maybe? I'm just looking forward to only having one version around again, not needing -admod for the one map.
Thanks For Fixing The Skin 0 Issue, Eric!
#3045 posted by iriyap on 2017/11/13 00:47:40
Now I can finally replay Shrak on the best engine!
@Keiya, I think a lot of people in the community just use dev builds of QS that are updated almost daily. You can get them here:
http://quakespasm.ericwa.com/job/quakespasm-sdl2/
These will run ad_sepulcher and have all the other latest fixes.
@Winkyjuice
If you are going to play on a LAN (local in the same room or same place) and not online it's very easy. Follow these steps before launching the game:
1. both of you need to turn off your firewall in the Windows Security settings (this is a must) turn it back on when you stop playing.
2. Whomever hosts the map hits Windows+R on their keyboard and type CMD in the box
3. in the the command window that pops up type ipconfig and hit enter.
3.the IPv4 address is your local LAN IP address
Now launch Quake
4.Whomever is hosting the game go to the Multiplayer menu in Quake, follow the steps to host a game (map, game type, etc)
5. when the game is running on the host the other player brings down the console by hitting ~ key. that player types "connect xxx.xxx.xxx.xxx"
the X's are the IP address you discovered earlier. Usually it's like this: 192.168.1.11 or something similar.
that should do it.
Quakespasm-0.93.0-rc2
#3047 posted by szo on 2017/11/13 07:07:22
http://quakespasm.sourceforge.net/tmp/93_RC2/
Release candidate #2 for the next QS release 0.93.0. Note that
the above link is temporary and will only be around until we do
the official release, which should happen possibly this week.
Here's The Changelog...
from the RC2 readme:
6.1. Changes in 0.93.0
o Raise default "joy_deadzone_trigger" cvar to 0.2.
o Raise console buffer size to 1MB.
o Raise MAX_STATIC_ENTITIES from 512 to 4096.
o Raise MAX_STACK_DEPTH from 32 to 64.
o Raise command buffer size from 8K to 256K to support large configs.
o Remove MAX_EFRAGS and MAX_MAP_LEAFS limits.
o Remove "Loadgame buffer overflow" limit, which could happen when
loading DP or QSS saves.
o Adjust "exceeds standard limit of" debug warnings to include the
actual QS limit.
o Change "game" command to now exec quake.rc.
o Change "games" / "mods" commands to list all subdirectories.
o Restore vid_refreshrate from fitzquake-0.85 for SDL2 builds.
o Alpha-masked model support. (MF_HOLEY: 0x4000).
o Change default screenshot format to png. The 'screenshot' command
now supports optional format (tga, png or jpg) and quality (1-100)
arguments.
o Revert "always run" changes from 0.85.9; move the QuakeSpasm
customizations to a new "cl_alwaysrun" cvar. Set to 1 to scale
forward/side/up speed by "cl_movespeedkey" (usually 2),
and make "speedkey" act as "slowkey".
o Change "always run" menu option to offer
"off" (cl_alwaysrun 0, cl_forwardspeed 200, cl_backspeed 200),
"vanilla" (cl_alwaysrun 0, cl_forwardspeed 400, cl_backspeed 400) and
"quakespasm" (cl_alwaysrun 1, cl_forwardspeed 200, cl_backspeed 200).
o New "r_scale" cvar. Set to 2, 3, or 4 to render the view at 1/2,
1/3, or 1/4 resolution.
o New "r_viewmodel_quake" cvar. Set to 1 for WinQuake gun position
(from MarkV).
o New "find" / "apropos" command, searches for commands/cvar names
for the given substring (from Spike).
o New "randmap" command for loading a random map.
o New "gl_cshiftpercent_contents", "gl_cshiftpercent_damage",
"gl_cshiftpercent_bonus", "gl_cshiftpercent_powerup" cvars for
tuning the strength of specic view blends.
o Fix macOS startup delay (avoid calling gethostbyname() for ".local"
hostnames).
o Fix memory corruption in PF_lightstyle with out of bounds
lightstyles.
o Fix crash in BoundPoly with polygons extending beyond +/-9999.
o Fix QS window to stay on the current monitor when changing video
modes (SDL2 only).
o Fix possible freeze in SV_TouchLinks regardless of what QC does in
the touch function.
o Support for Open Watcom compiler.
o Update the third-party libraries.
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