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?
Textures
#330 posted by Barnak on 2012/04/10 15:50:35
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 !
#331 posted by Spirit on 2012/04/10 15:53:32
They are handled completely different in the code/engine.
QuakeSpasm Vs Fitzquake Vs DarkPlaces
#332 posted by Barnak on 2012/04/10 16:21:16
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
#333 posted by Barnak on 2012/04/10 16:29:16
I meant :
Fitzquake is almost identical to QuakeSpasm, I don't see much differences.
#334 posted by negke on 2012/04/10 17:15:21
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).
#335 posted by necros on 2012/04/10 17:39:42
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!)
@Spirit Mostly
#336 posted by Baker on 2012/04/10 18:38:22
I wouldn't be negative towards an engine feature like external texture support just because it gets used in a manner you find tasteless.
A lot of single player maps are bad, but that doesn't make mapping bad nor the idea of people learning mapping bad.
Long Live QuakSpasm !
#337 posted by Barnak on 2012/04/10 18:41:42
Ok then, it's all clear to me now.
I'm sticking to QuakeSpasm.
I hope there will be an update to add FSAA and vertical sych support, and the Command-H feature of OS X. Custom textures support for the HUD and menus would be appreciated too ! (I don't care anymore about the weapons texture replacement...)
#338 posted by negke on 2012/04/10 18:48:40
Just force FSAA and v-sync in the nvidia/ati control tab.
Negke
#339 posted by Barnak on 2012/04/10 18:55:39
There is no nvidia/ati control tab on OS X. It's an app thing.
Yeah
On linux you can do it with
nvidia-settings --query=fsaa --verbose
to get FSAA modes, then
__GL_FSAA_MODE=12 quakespasm
But it doesnt seem to work/do anything with OS X.
http://arstechnica.com/civis/viewtopic.php?f=19&t=313756
Gamma
#341 posted by Bluntz on 2012/04/14 00:24:34
Gamma is working now at least it is on Squeeze.
However new bugs have cropped up in the newest build for me.I cant connect to a server ,it says connection accepted but just sits there.
Also if I try starting Single player I get this
.
.
bluntz@debian:~/quake$ export LD_LIBRARY_PATH=.:$LD_LIBRARY_PATH
bluntz@debian:~/quake$ ./quakespasm -fullscreen
Command line: ./quakespasm -fullscreen
Found SDL version 1.2.13
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
Video mode 1280x1024x32 initialized
FOUND: ARB_multitexture
FOUND: ARB_texture_env_combine
FOUND: ARB_texture_env_add
Warning: vertical sync not supported (SDL_GL_GetAttribute failed). 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, 256 samples, 2 channels
SDL audio driver: dsp, 16384 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 =========
execing quake.rc
execing default.cfg
execing config.cfg
execing autoexec.cfg
No spawn function for:
EDICT 18:
classname trigger_voteexit
model *7
spawnflags 1.0
target e2
message E2 The Realm of Black Magic
map e2m1
No spawn function for:
EDICT 18:
classname trigger_voteexit
model *8
spawnflags 1.0
target e3
message E3 The Netherworld
map e3m1
No spawn function for:
EDICT 18:
classname trigger_voteexit
model *9
spawnflags 1.0
target e1
message E1 Dimension of the Doomed
map e1m1
No spawn function for:
EDICT 21:
classname trigger_voteexit
model *17
spawnflags 1.0
target e4
message E4 The Elder World
map e4m1
No spawn function for:
EDICT 40:
classname trigger_voteexit
model *24
spawnflags 1.0
target dm
message The Deathmatch Arenas
map dm1
No spawn function for:
EDICT 47:
classname trigger_voteexit
model *27
spawnflags 1.0
target ctf1
message CTF Episode One
map ctf1
No spawn function for:
EDICT 55:
classname trigger_voteexit
model *34
spawnflags 1.0
target ctf2
message CTF Episode Two
map ctf9
No spawn function for:
EDICT 76:
origin '416.0 2856.0 -144.0'
angles ' 0.0 90.0 0.0'
classname info_vote_destination
targetname e1
No spawn function for:
EDICT 76:
origin '992.0 2856.0 -144.0'
angles ' 0.0 90.0 0.0'
classname info_vote_destination
targetname e2
No spawn function for:
EDICT 76:
origin '416.0 3224.0 -144.0'
angles ' 0.0 270.0 0.0'
classname info_vote_destination
targetname e3
No spawn function for:
EDICT 76:
origin '992.0 3224.0 -144.0'
angles ' 0.0 270.0 0.0'
classname info_vote_destination
targetname e4
No spawn function for:
EDICT 76:
origin '768.0 2880.0 -304.0'
angles ' 0.0 90.0 0.0'
classname info_vote_destination
targetname ctf1
No spawn function for:
EDICT 76:
origin '768.0 3200.0 -304.0'
angles ' 0.0 270.0 0.0'
classname info_vote_destination
targetname ctf2
No spawn function for:
EDICT 76:
origin '1112.0 3040.0 -144.0'
angles ' 0.0 180.0 0.0'
classname info_vote_destination
targetname dm
3 demo(s) in loop
FITZQUAKE 0.85 SERVER (24778 CRC)
Introduction
Using protocol 666
Couldn't find a cdrip for track 4
test entered the game
Client test removed
No spawn function for:
EDICT 6:
origin ' 81.0 1024.0 64.0'
classname place_model
model progs/beam1.mdl
No spawn function for:
EDICT 6:
origin ' 81.0 1024.0 64.0'
angles ' 37.4 -180.0 0.0'
classname item_luz
speed 400.0
Can't find function rain_think
Host_Error: ED_ParseEdict: parse error
Shutting down SDL sound
#342 posted by Spirit on 2012/04/14 00:56:36
you put some shit in your id1...
did that server work earlier?
#343 posted by necros on 2012/04/14 01:19:38
no spawn function for: xxx
means the map has an entity with a classname that the progs.dat doesn't have a function for.
that is to say, you are missing the progs.dat/mod for this map.
Gamma Fixed
#344 posted by bluntz on 2012/04/15 05:43:51
Thanks folks
I have a modified dm2 with ent files in the maps folder.
I was using my maps folder from my SMC modded DP installation.
And yes the Gamma is working now.
Server
#345 posted by bluntz on 2012/04/15 05:47:35
I have not yet been able to connect to a mp game.
It just sits at the console.Saying connection accepted.
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