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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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@ericw 
Does this version support AD-Sepulcher? 
Yes (and Orl's Map Pack) 
 
@ericw 
In quakespasm-admod, I`ve founded the "mods" command on the main menu very useful. Do you plan an equivalent menu also for the next release 0.93?

Because of the simplicity of this function, I was able to convince a couple of friends to play Quake and its mods again. 
 
Adding extra main menu options is probably too much, in my opinion. It would require replacing the main menu graphics (there's no main menu font, it's a single image), so say what happens if a mod has its own main menu graphics? Do some check and fall back to vanilla behavior which might confuse the user? Or what if the check fails for some reason? More bugs to iron out later?

Just bring down the console and type "game modname". Or use an external mod launcher, like this one:
http://www.celephais.net/board/view_thread.php?id=61069 
#3056 
Its not too much work. They already did it in the admod version of Quakespasm released with Sepulcher. 
@mukor 
Indeed, I'm aware. And that particular version causes bugs like this:

admod:
https://i.imgur.com/hS07r5x.jpg

vanilla QS:
https://i.imgur.com/0QR3BCL.jpg 
@iriyap 
I'd take that minor bug over not having the menu. I'm for adding it to QS. I use a launcher but I think we should all want Quake to be easier to use for newbs. 
@dumptruck_ds 
The main menu is a single image, not a font. To add a new option, you have to replace the whole thing. There is no way to add extra options without sacrificing compatibility with mods that use custom main menu graphics (e.g. Rubicon series, Malice, Shrak, X-Men, many other TCs, etc). This is the reason why very few source ports ever touch it (JoeQuake only?).

Not to mention that we already have so many options for launching mods, like using shortcuts, .bat files, external launchers and also console commands. I'm sure even the most casual of the players can figure out how to use a launcher. It's just a program with a bunch of dropdown menus where you choose your engine, mod folder and what map to launch, if any.

If we wanted to accommodate newbies so much, we could also start adding regenerating health and such. I'd rather QS retains its full vanilla compatibility, it's the main reason the engine is the number one choice for Quake in numerous retro gaming communities. 
 
If we wanted to accommodate newbies so much, we could also start adding regenerating health and such.

Arcane Dimensions, arguably the best mod in years, has respawning ammo and health. So there's that.

Back on topic, there are very few TCs compared to straight up mods. I still think adding a mod menu would be more beneficial than not. And I'm sure there's a way to make it work with TC's anyway. 
 
"If we wanted to accommodate newbies so much, we could also start adding regenerating health and such."

That has absolutely nothing with the subject at hand but ok.

Having the Mods option was more about getting more people to play Quake that arent comfortable with setting up folders. The same crowd of people that Quake Injector is made for.

But yeah that kind of sucks it breaks things. I need to wake up more before i start func_ing. 
 
Yeah, I might have gone a bit off tangent with that comment, got carried a way a bit, didn't mean to preach.

Point is, yeah, it breaks things. In theory, you could break up the original image and add another image just with the "Mods" part, but the font will be clashing with the TCs. Maybe add this new menu under the options screen? This would work, that one is all text.

Still, I'd rather this was external, maybe via some official QS launcher or such, if you want everything in one package. 
 
I was also thinking it could be a menu item in the "options" menu - that would avoid issues with custom graphics. The only downside is it's one more thing in the "options" screen which has a tendency to keep growing. 
New Menus 
stuff like this is why I gave FTE the ability to query a file's depth.
eg if the menu artwork is in id1 then replace it with a new menu with a mods option etc. otherwise a mod has replaced it and the vanilla layout+filename should be used. it gives the best of both worlds. 
More Skin Issues 
Found another broken skin in Shrak:

QuakeSpasm r1532:
https://i.imgur.com/AuaZ5kI.jpg

Mark V:
https://i.imgur.com/BVq71Pe.jpg

It's a Pentagram replacement, just load dm3 to see it.

WinQuake and DarkPlaces display it properly as well, but it's black in QuakeSpasm, DirectQ and FitzQuake 0.85. 
@Spike 
Don't really want to be the bad guy on this idea, but one last point, hear me out. Consider this, the "mods" option is mostly for the newbies sake, right? So they use it to load some mod which happens to have custom main menu graphics, and bam, the option is suddenly gone. Cue all the false bug reporting and complaining. Not to mention that the lack of consistency is not good UX. 
Shrak Skin Issue 
Thanks for the report. It's caused by Mod_FloodFillSkin (commenting that out in Mod_LoadAllSkins fixes it).. I think the flood fill breaks on solid color skins. Might wait until after this release to investigate how MarkV fixed it. 
 
Just put mods and maps in the "new game" menu 
Also, Re: #3049 
Here's an example of a zoom script that is agnostic to your current sensitivity cvar. This modifies m_pitch and m_yaw instead of sensitivity.

alias +zoom "fov 105; wait; fov 72; wait; fov 53; wait; fov 34; wait; fov 15; m_yaw 0.004; m_pitch -0.004"
alias -zoom "fov 15; wait; fov 34; wait; fov 53; wait; fov 72; wait; fov 105; m_yaw 0.022; m_pitch -0.022"


Of course it does assume a specific fov. Use iriyap's suggestion and use inc command to make it relative to any starting fov value. (though it could break if it tries to go below the min value.) 
@ericw 
Just noticed that the 3D crosshair for the RL in Shrak is also solid color and also affected by this bug. 
32 Bpp 
Not sure if posting in the right thread, but I'm having trouble running QS in 32-bit colour. Highest available setting is my native resolution (1600x900) and 24 bpp. Any hints on how to troubleshoot? 
 
The version is 0.92.2-admod-win32 from sock's Arcane Dimensions page. QuakeSpasm 0.92.1-win64 runs 32-bit colour fine. 
It's Fine 
24 and 32 are pretty much different names for the same thing (they're both 8 bits per channel). It's probably just a naming difference between SDL2 and SDL1.2 . 
 
OK thanks. 
@ericw 
There seems to be a gamma shift (lower, brighter) when I switch refresh rate to match my desktop refresh rate. If you cannot reproduce, I can make a video after work tonight. Or is this expected? 
Dumptruck 
Hm, that's not good. I'll see if I can reproduce it. 
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