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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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yes, taking one screenshot wont display the message in the screenshot.

spam the screenshot key and youll get the message in the screenshot.

some people implement real world photography concepts into screenshots and one of those concepts is to take a quick series of images to then pull the best one from.

Think of skateboarding where they use shutter speeds to capture the whole trick then pick one of the pictures to use on the cover. 
 
heres a GIF with this in action:

https://i.imgur.com/Xe2Jd1U.gifv 
Here Is Another One 
 
Uuuhhhh 
are these last few posts just one big troll?

you know the "clear" command is a thing yeah? clears the console?

bind F12 "screenshot;clear"

does what you want I think? 
 
metlslimes suggestion of "con_notifytime" is better than using clear, imo. 
Sorry For The Tone 
reading that back again sounds a bit patronising, but I think it's a valid solution for now.

Maybe the fact it clears the console history doesn't make it a perfect solution. 
Con_notifytime 
lol, I skimmed past that.

Yeah that's even better. 
Lol 
yeah, i changed the binding now too.
no trolling intended. 
And Btw 
that rrp gif is 5 yrs old now, i just remembered making it was such a chore not knowing how to disable the message. 
 
It would be neat if QS allowed for changing the actual layout and functionality of the hud. I think stuff like that would be very cool esp for big mods like AD. 
Huddage 
That requires support for CSQC hud code - I think QSS has this supported, but I haven't had time to check it out yet. 
 
I always get warnings when I try to get QSS. 
You Mean 
the website? It's fine FYI.

http://triptohell.info/moodles/qss/ 
Because Spike Injected A Packet Sniffer!! 
j/k i get the same warnings, idk what windows doesn't like about qss, it is annoying. 
 
 
Yeah, getting a virus warning from that. From the zip as well. Wonder why that is exactly. I reckon it is some funky code which gets picked up by heuristics? 
I Was Wondering 
How hard would it be to get temporal dithering, similar to that of Inside, into a quake engine?

The banding that the fog generates, esp in dark areas is pretty harsh. With good temporal dithering, that is limited to the fogged areas, things would look a lot nicer. Obvs this is not important as it is not a gameplay thing at all, but it would be neat. 
 
Also, thanks Kinn for the hud linkage :) 
Cool Idea 
The main roadblock for Quakespasm is the renderer is not fully converted to shaders; mdl and lightmapped faces are, but water, sprites, sky and anything else are still using fixed-function OpenGL.

Dumping some links on dithering I found:
http://loopit.dk/banding_in_games.pdf
https://www.shadertoy.com/view/MslGR8 
 
Ah, I see.

Here's a good talk about what they did in Inside here.

https://www.youtube.com/watch?v=RdN06E6Xn9E

I also think they gave away the plugin, or whatever they wrote for Unity to do this stuff for free. Not that that would help a lot with QS. 
Isn't Fixed Opengl Faster Though? 
 
 
On any hardware from the past 15 or so years, fixed function OpenGL no longer exists: it's emulated with shaders in the driver.

Maybe "fixed function is faster" was true in the GeForce FX era, but time and technology have both seriously moved on since then. 
Classic Settings And Weapon View 
Aside from being unable to get an accurate weapon view like winquake/mark_v I think the features here are almost perfect.

r_scale, cl_sidespeed etc fix any minor gripes I've had.

Any ideas if this will be fixed outside of scr_ofsz -2 would be good. 
@Fifth 
What about r_viewmodel_quake regarding the weapon position. Setting that to 1 does the job pretty good I think.

I personally really would like the oldschool underwater effect in QS, but yeah, shaders, etc.

That and a way to actually have accurate colormap lighting rendition, because a lot of older levels do look a lot better with the harsher lighting, imo at least. 
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