Yes
#3391 posted by ericw on 2018/05/25 18:59:13
QS has been on the backburner for me, but when I get back to it that is something I want to add.
Great Stuff!
It's kinda surprising that Spike's 'little' breakthrough hasn't caused a bit more excitement. I suppose that's to be expected in such a small community. :)
#3393 posted by Spike on 2018/05/25 21:59:59
that and that anyone who actually cared already had a choice of other engines that already had fixes for it.
#3394 posted by Axel on 2018/05/28 21:24:12
I implemented compute shader water warp (one pass) in vkQuake. Feel free to steal it, can easily be translated to a fragment shader with a triangle over the texture.
#3395 posted by anonymous user on 2018/05/30 12:26:14
I have troubles running "Eargasm" mod for Quakespasm. It seems the engine doesn't accept the new wav files, at least some of them.
For instance :
guncock.wav is played in the engine, but it seems to be filtered/emulated in 11025hz/8bit.
buzz1.wav isn't played at all (I've checked with the command "snd_show 1", the engine doesn't play the sound at all).
I tried x86 and x64 Quakespasm.
I tried to re-encode the files using different wav format settings.
Latest Quakespasm update : 20th Nov 2017.
Eargasm was released on 16th Dec 2017.
Would it be possible to make an update ?
https://www.moddb.com/mods/quake-eargasm/downloads/quake-eargasm
>moddb
#3396 posted by anonymous user on 2018/05/30 12:59:04
says it all.
#3397 posted by Makr0n on 2018/05/30 18:38:52
Suggestion: Add option to disable auto weapon switch on pickup
Makr0n
#3398 posted by Kinn on 2018/05/30 19:15:35
That's the realm of QuakeC, and not something that can be done in engine without the hideousest of hacklets.
#3395
Not sure if this helps but all non-music sounds must be mono in Quakespasm. Maybe there are some stereo files in that pack designed for use with other less compatible Quake engines.
Really?
#3400 posted by Qmaster on 2018/05/30 20:30:36
That explains why some of my sounds from a few mods fail in game.
@qmaster
As far as my tests this is the case with QS. I don't have a PC at work today so I can't confirm. But as I see in the DP docs stereo support is mentioned. "Stereo sound file support (useful for cd tracks)" I'm assuming that this was added, some mods were created with stereo files that break compatibility with Fitz variants. Which mods are messed up? I'd like to pursue this further and if you want I can mix the tracks down to mono for you.
@qmaster
I read a bit further in the docs and I am right -- DP added stereo sound playback for mods.
#3403 posted by Spike on 2018/05/31 03:42:56
stuff like this is why I made QSS convert stereo to mono on load.
also, change sndspeed to anything other than 11025 and that will disable quakespasm's low-quality filter.
I'll Have To Check
#3404 posted by Qmaster on 2018/06/01 00:38:52
To save myself the headache of changing precache file paths in the qc when merging in from mods, I kept the files in the same folders.
This had the drawbacks of not being able to tell which files came from which mods as well has name conflicts.
So...might be a while before I can tidy up and get a comprehensive list to find those again.
@qmaster
Don't sweat it. I can peruse the files and check on my end if they are included in keep.
Quakespasm 0.93.1 Released
#3406 posted by szo on 2018/06/08 21:28:43
What About A Spike Version, For OS X?
#3407 posted by Barnak on 2018/06/09 14:36:14
And what about that old quakespasm.pak that have date 1 march 2016, while the newest version (?) is 27 june 2017?
PNG Screenshot File Sizes
#3408 posted by anonymous user on 2018/06/17 09:58:11
It seems like the PNG screenshots that QS writes are larger than they have to be? If I resave them in Paint or Paint.NET the file size is halved with no apparent difference in quality.
Also, I would greatly appreciate an option to disable the "wrote xxx.png" message.
#3409 posted by maiden on 2018/06/17 18:14:19
Also, I would greatly appreciate an option to disable the "wrote xxx.png" message.
And why does that bother you?
#3410 posted by muk on 2018/06/17 18:34:23
speaking for myself:
When taking multiple screen shots in a row to perhaps catch a monster in a specific position, for example, you have to wait for that message to go away or to use host_timescale to slow down monsters.
When I have r_drawviewmodel 0 and crosshair 0 for screenshots, itd be nice to have some sort of way to avoid all on screen prompts and such.
Freezeall
You can freeze monsters at will. Mark V has the freezeall command and other engines have sv_freezenonclients 1
#3412 posted by ericw on 2018/06/17 19:37:33
The large PNG's are intentional to try to limit hitching. They're compressed in the main thread of the engine, and default settings of png libraries I tried caused unacceptably long freezes in the game (like 0.5 seconds - 1 second depending on the resolution.)
If we moved the PNG compression to a background thread, we could use good but slow compression settings - this is just more work to set up.
Agree with a cvar for hiding the "wrote" message.
#3409
Sometimes I like to take multiple shots at once, but then the best "takes" have the message printed on them which isn't too good aesthetically.
#3414 posted by metlslime on 2018/06/17 20:24:32
There is a cvar called "con_notifytime" or similar which controls how long the console text appears at top of screen. Try setting it to zero, maybe even make a alias that sets it to zero before your screenshot and then back to default after?
#3415 posted by muk on 2018/06/17 20:26:34
Thanks, metl. That works. Doesnt show on screen but still shows in the console so one can confirm screenshots have been taken.
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