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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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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 
Aaargh ! 
Damn ! So no weapons and hud replacements in QuakeSpasm ?

O well, ... 
 
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. 
 
Quakespasm is pure eye candy. and if it means that eye poop is not supported then yay! 
DarkPlaces Standard For MDLs 
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? 
Textures 
Then I'm wondering why textures replacement is supported for all the floors, walls, ceillings, etc, in QuakeSpasm, while the weapons and hud textures aren't.

This is weird ! 
 
They are handled completely different in the code/engine. 
QuakeSpasm Vs Fitzquake Vs DarkPlaces 
I tried Fitzquake and DarkPlaces and I prefer QuickSpasm.

Fitzquake is almost identical to Fitzquake, I don't see much differences.

What are your opinions on Fitzquake ?

DarkPlaces is fat, heavy, and sloooow ! The frame rate is very low for what it does.

I don't like its rendering style. There are three slide bars for the gamma and brightness, and I was unable to get the map looking right.

The weapons textures replacement is working in DarkPlaces, but it isn't that great after all. 
LOL 
I meant :

Fitzquake is almost identical to QuakeSpasm, I don't see much differences. 
 
Quakespasm is based on Fitzquake. The differences are mostly subtle and under the hood. It's now slightly more versatile than Fitz085 and more frequently updated.

Darkplaces is indeed slow and cluttered with features (as well as 'unfeatures'). Unless you're a sucker for over-the-top eye candy or intend to play/create advanced mods, I would not recommend it (for regular Q1SP). 
 
i would use fitzquake, except it exhibits the multicore timing bug for me.
otoh, like neg says, qs is updated often, while fq only has sporadic updates (and that's not a dig at you, metl :))

as for DP, it breaks standard quake functionality in a few spots (tracelines in particular) which is incredibly annoying, almost requiring you to make two seperate progs.
that said, DP isn't horrible. it's all those absurd texture packs and OTT particle packs that make it seem that way. it does require a more powerful machine, but it also has some great stuff in it to. of course, i'm probably the only person who runs with nearest neighbour texture filtering and q3 water shaders. (the reflection/refraction effects are nearest neighbour too!) 
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