Gamma
#305 posted by Bluntz on 2012/03/24 00:30:45
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
#307 posted by bluntz on 2012/03/24 17:39:28
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
#308 posted by Barnak on 2012/04/04 05:17:13
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 !
#309 posted by necros on 2012/04/04 20:47:50
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.
#311 posted by necros on 2012/04/05 00:29:34
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
#312 posted by Barnak on 2012/04/05 16:43:39
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
#313 posted by Barnak on 2012/04/05 17:17:26
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
#314 posted by necros on 2012/04/05 20:52:09
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...
#315 posted by ericw on 2012/04/06 01:08:44
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
#317 posted by Barnak on 2012/04/09 16:45:18
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...
#318 posted by necros on 2012/04/09 22:43:19
try /id1/gfx?
FitzQuake Supports Only
#319 posted by Baker on 2012/04/09 23:04:17
Replacement textures for the maps. Nothing else. Not mdl models, charset, HUD, etc.
I don't believe this has changed in Quakespasm.
#320 posted by necros on 2012/04/09 23:29:35
quakespasm does do mdl replacement.
the textures go in /progs/ with the format: modelname.mdl_#framenum#.tga
Cool
#321 posted by Baker on 2012/04/10 03:06:26
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
#322 posted by Barnak on 2012/04/10 05:00:33
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
#323 posted by Baker on 2012/04/10 05:10:24
Typically.
@Necros ...
#324 posted by Baker on 2012/04/10 05:12:44
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.
#325 posted by necros on 2012/04/10 05:24:32
oh my... i had rmqe in my gui loader and not qs.
sorry. :S
Aaargh !
#326 posted by Barnak on 2012/04/10 05:31:10
Damn ! So no weapons and hud replacements in QuakeSpasm ?
O well, ...
#327 posted by necros on 2012/04/10 05:33:01
i still play with all the original textures and i like to disable texture filtering, so fitzquake and quakespasm are perfect for me.
but quakespasm isn't really an eye candy engine. i think you would be better served with another, fancier, one.
#328 posted by Spirit on 2012/04/10 07:50:23
Quakespasm is pure eye candy. and if it means that eye poop is not supported then yay!
DarkPlaces Standard For MDLs
#329 posted by mh on 2012/04/10 08:54:13
Should be picked up universally if you're going to support this at all. Other ways aren't just kludgy, they're flat-out broken. Check out progs/s_light.mdl and progs/s_light.spr in your ID1 pak0.pak - if you have progs/s_light.tga, which of these is the texture for?
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