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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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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. 
Gamma 
Is gamma fixed in the new release? 
Do You Mean With Linux ? 
OTTOMH
No. I think thats an SDL/XOrg issue (see webpage).
I've added that to our readme. 
Xgamma 
Xorg even seems to stomp a custom gamma setting..
...
...
bluntz@bluntz-desktop:~/quake$ ./quakespasm & xgamma -d :0.0 -gamma 5
[1] 3103
-> Red 1.000, Green 1.000, Blue 1.000
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 0.85.7 (c) Ozkan Sezer, Stevenaaus
Host_Init
Playing registered version.
Console initialized.
UDP Initialized
Exe: 16:40:36 Mar 13 2012
64.0 megabyte heap
<- Red 5.000, Green 5.000, Blue 5.000
bluntz@bluntz-desktop:~/quake$ Video mode 1280x960x32 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/cdrom)
CDAudio_Init: No CD in drive

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

If anyone else is able to correct the brightness on linux would you please give an example command line that works for you? Nothing posted has worked for me and I really do not want to try changing out the SDL lib systemwide. 
Some Missing Features 
I just installed QuakeSpasm today, on my Mac mini 2010 (OS X 10.6.8), and tested it for a few hours. It's working very well, but I have a few comments about it and suggestions to improve the engine :

1. Currently, there is no FSAA (antialiasing) option. The GLQuake app (from Fruitz Of Dojo) has it and it's a great feature. Why not QuakeSpasm too ?

2. We can't put QuakeSpasm to the background, using command-H, like what we can do with GLQuake (FoD version) or Quake 3. This is highly desirable. Currently, we have to quit the app just to read our emails or to come here.

3. I noticed a frequent video glitch in QuakeSpasm, like a screen redraw jerkiness. I suspect this is because of the absence of any vertical synchro option. This is highly desirable too, since it's a bit painfull on the eyes.

And by the way : thanks a LOT to support that venerable good'old game. I believe that even by today's standards, Quake1 and Quake3 are still the best games around, even after all these years ! 
 
2. We can't put QuakeSpasm to the background, using command-H, like what we can do with GLQuake (FoD version) or Quake 3. This is highly desirable. Currently, we have to quit the app just to read our emails or to come here.

even on windows tabbing out of the engine produces generally bad behaviour from not having mouse control to the engine just crashing.

it's something that i think would be nice to have, if you get the chance. 
 
even on windows tabbing out of the engine produces generally bad behaviour from not having mouse control to the engine just crashing

Hmmm. That was not a known issue to me.

Barnak's suggetsions sound reasonable, and Ericw has sent a quick AA Patch but it has bugs. Oz is pretty cluey with AA, so maybe it'll appear soon. 
 
ok, so i go to check out what i was doing to create the problems... and nothing happens. :P
i think maybe that was in an earlier version and i got paranoid about tabbing out of the engine that i never noticed it got fixed.
thanks for that, then. :) 
Necros 
I tested a new built of QuakeSpasm from Ericw with 4x FSAA, and your ne_ruins MOD is causing huge screen redraw problems. It's related to FSAA and I suspect it's also related to the large hi-res background picture used in your MOD (cloudy sky).

The same QuakeSpasm built with 4x FSAA is working great on all the other maps I tested yet. I didn't noticed any drop in frame rate yet.

I'll test the app on the Honey stuff later today... 
Ne_ruins 
I re-tested the app with "sky" set to 0 (default Q1 style sky box) and the video problem is still the same (actually, it's a bit more persistant).

Again, it's clearly related to FSAA, but I didn't experienced the bug on any other map yet. 
Barnak 
take it up with the quakespasm team, i have no clue what's wrong!
stevenaaus mentioned that the aa thing has bugs. 
Yeah It's My Fault... 
I am working on the (currently buggy) aa patch and sent Barnak the custom build. we're trying to debug it by email but i'm not totally sure what is wrong. 
Hm 
Damm, that Darkplaces has a nice chase cam. HoT's works flawlessly, but view is obscured by a huge player model when your back is to wall. With darkplaces, the model just slides away, or maybe the camera is moved slightly forward of player ?. Proquake (1.30?) has a nice view, but go into start map , to the corner immediate left of normal skill teleport, and view is totally obscured. FitzPlus v2 gets obscured too, and a little hard to see differences, though i suppose they exist. 
Custom Textures 
I'm having problems with custom textures for the HUD (menus, console, etc). They aren't working yet, while textures replacements for the walls, floor, ceilings, items, etc, are all working.

For example, suppose you have a texture called "NUM_2.tga" to change some of the HUD elements, where do you put it in the id1 folder ? What is the directory structure for the HUD and console textures ?

Of course, I'm using QuakeSpasm... 
 
try /id1/gfx? 
FitzQuake Supports Only 
Replacement textures for the maps. Nothing else. Not mdl models, charset, HUD, etc.

I don't believe this has changed in Quakespasm. 
 
quakespasm does do mdl replacement.
the textures go in /progs/ with the format: modelname.mdl_#framenum#.tga 
Cool 
Glad to see they are using the DarkPlaces replacement texture naming convention. I'd like to see that as the "standard" naming convention because the other way of doing it is very kludgy.

(Engine wise, adding external texture support for sbar pics and menu items is a bit of a pain.) 
Necros 
The menus and the weapons textures replacements don't work.

I've created a "progs" and a "gfx" folder inside the "id1" directory, and added the textures (from pk3 packages found on the Quake Retexturing Project web site). It doesn't show while in the game.

For example, there's a texture called "nail.mdl_0.tga" to change the nail gun. I also tried "nail.mdl_#0#.tga". Doesn't show in QuakeSpasm.

What am I doing wrong ? 
Model Textures Go In Id1/progs Folder 
Typically. 
@Necros ... 
Are you sure about external model texture support? I'm not seeing that in the Quakespasm change log.

/Too lazy to actually check myself but eventually I will. 
 
oh my... i had rmqe in my gui loader and not qs.
sorry. :S 
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