News | Forum | People | FAQ | Links | Search | Register | Log in
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/
First | Previous | Next | Last
 
Getting stuck on those corners is not an engine bug. It's an issue in the map, or the compilers to be precise, and occurs during the QBSP stage.

Particles can be increased manually using the commandline option like спы says. 
Sticky Corners 
Its an engine bug in SV_RecursiveHullCheck.
FTE+DP+ezQuake all have fixed(and more efficient) versions, and porting FTE's over to QSS fixes the issue for me.
However there's a potential risk for things to fall out of one of the thousands of possible maps out there. Its probably not a huge risk, but its still there, hence why I was too paranoid to make that change.
Paranoia is a really bad thing. :( 
 
Hi, I think this is my first post...

In this port, is it possible to make the ogre and the zombies take into account your height when they shoot their projectiles?.. 
Nope 
it's not the engine feature, it's QC thingy

i believe it's called z_aware monsters behavior

AD has that feature, some mods too 
 
Port/Engine - runs mods and sometimes has extra features to help with mods.
QC code - allows monsters, weapons, etc. to work properly. All engines already support angles and vectors so adding z-aware enemies for, e.g., ogres, zombies, flak ogres, etc. has been a thing for a while already. AD does the best job in my opinion because it uses a flag on the monster that allows for mappers to choose whether they want particular enemies to be z-aware or not giving mappers the most power. 
I Stand Corrected 
I was under the assumption that the sticky corners (always only 45° it seems) was some QBSP mess-up. Tbh I didn't even know it occured in the stock maps, too. Only ever came across it in custom maps... maybe because the id maps are mostly boxy. 
Textures Are Broken In 0.93.1 
I've been looking around for a while and can't seem to find any info on this. In quakespasm and quakespasm spiked as of 0.93.1 and r10 respectively I can't start a new game and if I launch a map manually the textures all look corrupted and the the lighting seems messed up as well. this only happens in 0.93.1 and r10 but not in 0.93.0. Any help would be appreciated. 
Textures Are Broken In 0.93.1 Screenshots 
https://imgur.com/a/O1ECIKz

The first two are from 0.93.0

The second two are from spiked r10. Its the same in 0.93.1 
Looks Like That Epsilon Mod 
 
@A_COC0NUT 
Weird, not sure why that would happen with 0.93.1.

Can you type "condump" at the console and then upload the id1/condump.txt that is saved?

Does adding "-noglsl" to the command line fix it? 
@ericw 
adding -noglsl to the command line does fix it but it still refuses to start a new game.

here is the condump without the -noglsl thanks for the quick help

IPv4 UDP Initialized
IPv6 UDP Initialized
WIPX_OpenSocket: Address family not
supported by protocol family
WIPX_Init: Unable to open control
socket, IPX disabled
Exe: 11:02:38 Jun 3 2018
256.0 megabyte heap
Video mode 1920x1080x24 60Hz (24-bit
z-buffer, 0x FSAA) initialized
GL_VENDOR: Intel
GL_RENDERER: Intel(R) HD Graphics 530
GL_VERSION: 4.4.0 - Build
20.19.15.4549
FOUND: ARB_vertex_buffer_object
FOUND: ARB_multitexture
GL_MAX_TEXTURE_UNITS: 8
FOUND: ARB_texture_env_combine
FOUND: ARB_texture_env_add
FOUND: SDL_GL_SetSwapInterval
FOUND: EXT_texture_filter_anisotropic
FOUND: ARB_texture_non_power_of_two
FOUND: GLSL
Intel Display Adapter detected,
enabling gl_clear

Sound Initialization
SDL audio spec : 44100 Hz, 1024 samples, 2 channels
SDL audio driver: directsound - Speakers / Headphones +SSE3 (Realtek Audio)
Audio: 16 bit, stereo, 44100 Hz
CDAudio disabled at compile time

========= Quake Initialized =========

execing quake.rc
execing default.cfg
execing config.cfg
execing autoexec.cfg
3 demo(s) in loop
]condump 
@ericw I Think I Fixed It 
Since -noglsl fixed it I decided to test out the uncoupled frame rate that spike offers and noticed in the condump that it was using the intel integrated graphics so I went into the nvidia control panel and forced it to use the 1070 I have and now it looks fine and launches a new game gust fine, even without -noglsl. Thanks for the help and I'll provide any additional info I can to fix the intel graphics if you want. 
Thanks For The Info! 
That helps, I'll see if I can reproduce on a system with Intel graphics 
Quakespasm 0.93.1 Bugs And Suggestions 
What is the particle limit currently set at?

For the "teleport-in without particle effects", Are you certain it's a map issue? For example, sometimes when a group of monsters tele-in, only one or two will have the particle effect, while the rest only play the tele sound

bugs
-
When going up, on an elevator, sometimes the player 'sinks into it' then 'pops out', even multiple times in longer rides. Especially if you look up while the elevator is going up 
Delete Video Modes. Zdooms Doing It 
People Seem Reaaaal Happy About That Change 
 
 
Mark V and FTE you can resize the window on the fly.

FTE has had the ability for a decade.

Note: It is NOT easy to implement at all. Especially with the FitzQuake canvas system for several different reasons.

Plus since FitzQuake never had doesn't have screen-resolution independent settings, it would look exceptionally stupidly trying to do it ... unless you code screen-resolution independent settings in. Which is also a metric ton of work.

And you have to be able to handle unusual FOV situations and unusual aspect ratios (with these, you must pad!). Mark V and FTE can do this only because of screen resizing. Yet even more fun ...

(I enjoying taking concepts that Spike does and trying to take the concept a little further than Spike did, mostly because I think it entertains Spike a little. Plus most of Spike's user interface have been refreshing in a world chalked full of the dull ..) 
 
What is the particle limit currently set at?

There shouldn't be a particle limit at all in 2018.

This made sense in 1996 when Quake had to run on an MS-DOS PC with 8mb of RAM. In 2018 I don't see any reason for it.

So if free_particles runs out engines should just Hunk_Alloc another bunch of them and eventually everything will settle down at the highest number that the map needs without any artificially imposed constraints. 
 
Id love to see screenshots take the "message" field (name) of the map to use for naming rather than spasmXXX.png. 
 
errrrr...

a more reasonable idea would be to use the file name of the currently loaded bsp, but at any rate, ditching the spasmXXX.png naming scheme sounds like a good idea to me. 
Speaking Of Names 
longshot but thought i'd just check first...is there an option to suppress the (filename) display when you press Tab whilst playing?

e.g. so player just sees

"The Mouldy Castle of Mould"

instead of

"The Mouldy Castle of Mould (qmouldy014_final_final_rev03)" 
 
Run QS with the -fitz command line. 
Cool 
What other things does -fitz change from 'spasm? 
 
ok i found i think the only place where this is documented:


#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.


Would be cool to add this info to the QuakeSpasm documentation. 
Bah 
not sure about this because I still kinda want the first 3 things -fitz turns off, but not the 4th thing :/

first world quake problems.txt 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.