#3291 posted by Legend on 2018/03/03 17:59:28
Is the issue with the Probe in Malice and engine side issue? Or something that could be fixed with QC? The probe won't move when activated in quakespasm.
Also wondering about the skin misalignment on the minigun mentioned earlier.
Sorry I Forgot / Lost Track
#3292 posted by ericw on 2018/03/03 18:15:32
Can you link the post?
Skin misalignment: Not sure if it's this, but there is a half-texel offset in mdl skins in GLQuake relative to winquake, we discussed changing it to match WQ a few years ago but the consensus was to keep it as-is because there's a lot of content designed for the buggy GLQuake standard.
-- here's the current status on bugs in TC's I'm aware of:
1. the Xmen start map has a meditating guy telelporter, the teleport trigger is tiny due to setmodel() using a size based on the mdl rather than a fixed size like winquake. This was a change metl made in Fitzquake that I think he said was inadvertent. Not fixed - my feeling is we should revert to Winquake's behaviour, but there is a risk of breaking mods that were built for FQ's behaviour, so it may need a gameplay fix cvar to get the FQ behaviour back, which are a pain.
2. Malice (I think it was) has blue checkerboards on gibs, this was meant to highlight the mod being buggy since the skin number was invalid, but we changed it back to winquake behaviour and added a developer warning.
#3293 posted by Legend on 2018/03/03 18:42:06
Sorry, I don't know how to link to the original post in this thread. I'm pretty new here. Here's the original text though:
"Malice Issues
#3280 posted by [86.131.50.80] on 2018/02/25 19:40:30
why does the minigun skin in malice get messed up in both quakespasm and glquake?
also the probe wont fly about in quakespasm either... "
I know the minigun thing is some sort of vsync/resolution issue. I tried playing with setting and it would eventually work. But would have to set vsync on/off each time I start.
The probe won't move at all when fire key is pressed. I did find something about MarkV engine fixing this or making a work around.
http://quakeone.com/forum/quake-help/quake-clients/5863-proquake-4-43/page8
#3294 posted by Baker on 2018/03/05 06:50:29
@kinn - I'm glad that helped, ericw is free to copy the implementation if wants, obv. During testing I often need to go to the same point in a map frequently to examine an area doing engine stuff, obv.
@legend - Malice should play essentially perfectly in Mark V. NightFright really liked Malice and clubbed me over the head with Malice. If I recall, it is bounding box issue that FitzQuake simply has different behavior than WinQuake and the solution is something like sv_gameplay fix original Quake bounding boxes (I can't remember cvar name off hand but it sv_ something.)
How To Invert Look On Quakespasm.
#3295 posted by pfraktal on 2018/03/11 20:47:16
Please help. All I want to do is invert the y axis for my ps4 controller. everything else works fine. Where is this default.cfg? I do not see it anywhere in my quake folder. I see dosbox_quake and dosbox_quake_single in the root directory. Where do I put joy_invert?
#3296 posted by Legend on 2018/03/12 01:13:26
@pfraktal:
Default.cfg should be in the main folder. If not, try in your ID1 folder. Also, try changing settings inside your config.cfg in the ID1 folder or inside the folder of which ever mod/mapset you are trying to run.
#3297 posted by ericw on 2018/03/12 02:42:10
You can open the console with the `/~ key and type "joy_invert 1". This is an archived cvar so it will be saved to id1/config.cfg.
Please
Restore the vanilla Quake startdemos functionality.
-fitz Commandline Argument
#3299 posted by Esrael on 2018/03/20 08:45:50
You might already know this, but you can get the functionality by adding the commandline argument -fitz when starting QS.
#3300 posted by Joel B on 2018/03/20 20:21:22
That does muck with a few other minor things tho.
#3301 posted by Spud on 2018/03/20 22:01:56
Yup, one of the more noticeable ones is by default QS's tab-menu status bar has kills, secrets, and skill level, while -fitz reverts it to kills, secrets, and time elapsed.
?
#3302 posted by path0gen on 2018/03/20 22:30:13
What are the other effects, exactly?
-fitz
#3303 posted by Qmaster on 2018/03/20 23:08:29
Ooh what other scary effects are there?
-fitz
#3304 posted by Spud on 2018/03/21 00:51:31
Going off memory here, because the readme only includes "o To disable some changes, use "quakespasm -fitz" which is less than helpful for finding exact changes:
-QS by default drops the player straight to the console screen with a new grey background, -fitz enables the old id background and demo reel (vanilla Quake behavior)
-Status bar info changed (mentioned previously)
--fitz re-enables the 'Press Y to quit' prompt, while QS will otherwise let you immediately exit. Note it's just a plain 'QuakeSpasm 0.9.whatever by <author list>' message even with -fitz enabled, not a full credits list with 'press Y to quit' all the way at the bottom like WinQuake, or the various Doom-style insulting quit messages ("Are you gonna quit this game just like everything else?") of DOS Quake.
-Possibly changes updated entities, although this one I'm not sure of; Quakespasm's own .pak file still includes .ent files for five maps, but I don't know what they change offhand and it's not listed in the readme. QS does include an external_ents cvar for loading of external entity files, but it's set to 1 by default with and without -fitz. I also thought one of the changed entities was E1M1 to get rid of the obvious Z-fighting on the lift for the quad secret (by moving the lift down slightly, as original Quake always drew world brushes in front of brush entities so there was no Z-fighting there), but that's not included so maybe I imagined it?
Also of note is that the console background is in the .pak where it should be, but the HUD layout itself (the time/skill switch up) is apparently hard-coded.
Wierd.
#3305 posted by Qmaster on 2018/03/21 03:46:52
Who is the QS curator anyways? I get the impression it's a community effort.
#3306 posted by path0gen on 2018/03/22 20:50:16
Judging by the source code, -fitz prevents loading of the whole quakespasm.pak, which includes alternative default keybinds, conback picture and ent files.
Speaking of features, it would be cool to refactor the menu in such a fashion that menu controls could be anything else than arrows. But damn, this looks like a lot of manual labor. What are the chances of breaking something important in case of menu controls altering, I wonder.
So When I Deleted My Quakespasm.pak...
#3307 posted by Qmaster on 2018/03/22 21:20:30
I basically always run in -fitz mode?
#3307
#3308 posted by mh on 2018/03/22 22:12:37
No, because there are hard-coded behaviours in the engine that don't depend on content.
#3309 posted by mh on 2018/03/23 11:33:29
Going through the source code, the exact and only differences -fitz applies are:
- Don't load the custom quakespasm.pak
- Run the normal demo loop (QS otherwise goes straight to the menus at startup).
- Pop up the Quit prompt (QS otherwise just quits immediately).
- Revert some changes to the solo scoreboard layout.
If you delete the quakespasm.pak you'll get the first of these; you will not get the others so you will not be always running in -fitz mode just by doing this.
It's also the case that future revisions of QS may add more.
Don't let this become one of those stupid items of "Quake lore" where the entire Quake community becomes religiously convinced of something that's actually flat-out wrong.
#3310 posted by mankrip on 2018/03/23 18:17:04
startdemos is called by quake.rc. If QS has its own .pak to overwrite settings, it can ignore startdemos by simply omitting it from quake.rc. Does QS actually ignore startdemos in the engine itself?
@mankrip
#3311 posted by path0gen on 2018/03/23 19:12:18
Hardcoded in the engine
#3312 posted by ericw on 2018/03/23 19:52:32
Does QS actually ignore startdemos in the engine itself?
Yeah, QS disables the "startdemos" command, unless -fitz is used.
MarkV's approach seems better to me; it has an archived host_startdemos cvar default to 1, if you want to disable startdemos for all mods you can add "host_startdemos 0" to your id1/autoexec.cfg or launch with +host_startdemos 0.
QS/Quoth Bugs
#3313 posted by DabbingSquidward on 2018/03/26 11:41:53
Not sure if this is solely related to QuakeSpasm, due to it being the only port I use, but there are some bugs when playing Quoth, such as the Trinity/Reflection flashblends not getting cleared after loading a quicksave or the view offsets and roll being misaligned when quickloading during an earthquake effect until either restarting the engine or letting the effect play out in its entirety. Also, is it intentional that monsters aren't interpolated when they are on a moving platform, or is this not implemented yet? Last thing of note is that the "give a(rmor) x" command is bugged in QS and Mark V when playing with Dissolution of Eternity. The amount entered is properly set, but the armor icon doesn't update and for some reason it makes you able to fire lava nails without having the SNG.
Buggy Mouse Look In 0.93.0
#3314 posted by Poorchop on 2018/03/26 12:05:38
I just downloaded 0.93.0 after using 0.92.1 for a while without any issues and my mouse is skipping around a lot. I'll be looking straight ahead when suddenly I'll do an instant 180 and be looking behind me. Sometimes I end up looking at the floor or any other random direction, and it often leads to blowing myself up when using an explosive weapon.
Apparently I seem to be the only person experiencing this but after doing two fresh installs, I can't seem to get rid of the problem. The only resolution is to continue using 0.92.1, but any help or suggestions would be appreciated.
@Poorchop
#3315 posted by DabbingSquidward on 2018/03/26 12:27:59
Do you experience this on both the SDL 2 and the SDL 1.2 .exe?
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