Quakespasm 0.93.1 Bugs And Suggestions
#3472 posted by ranger on 2018/07/15 06:29:57
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
#3473 posted by anonymous user on 2018/07/22 23:35:43
People Seem Reaaaal Happy About That Change
#3474 posted by PRITCHARD on 2018/07/23 00:31:12
#3475 posted by Baker on 2018/07/23 06:42:50
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 ..)
#3476 posted by mh on 2018/07/23 10:29:02
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.
#3477 posted by muk on 2018/07/26 05:38:47
Id love to see screenshots take the "message" field (name) of the map to use for naming rather than spasmXXX.png.
#3478 posted by muk on 2018/07/26 05:41:22
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
#3479 posted by Kinn on 2018/07/26 08:34:38
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
#3481 posted by Kinn on 2018/07/26 10:03:17
What other things does -fitz change from 'spasm?
#3482 posted by Kinn on 2018/07/26 10:12:41
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
#3483 posted by Kinn on 2018/07/26 10:17:19
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
Hmm
On second thought, that won't fix it. I saw the linebreak and my mind instantly thought of the difference in the bottom row of the sbar, but that was just func's doing.
Probably Overthinking This
#3485 posted by Kinn on 2018/07/26 10:56:34
but maybe it's time to deprecate -fitz, and just have commands you can throw into a config file to restore old behaviours individually, such as the Quit prompt, the original sbar info etc.
#3486 posted by mh on 2018/07/26 21:11:50
The PAK file is loaded before the configs run (all PAK files are, and if you think about it that makes sense because a PAK file might contain config files). I guess the game-changing code could be tweaked to handle it.
#3487 posted by Poorchop on 2018/07/26 21:47:16
It would be nice to have a separate cvar for the quit prompt just for the classic feel but you can already get the original sbar by setting the sbar alpha to 1 I believe. Isn't there also a startdemo option for enabling the normal demo loop?
#3488 posted by mh on 2018/07/26 23:12:33
What I did years ago was pop up the prompt if you quit from the menus but suppressed it if you quit from the console. That may be default Quake behaviour and I may be misremembering if it was a reversion from a prior change or not.
The intent is that if you quit from the console you almost definitely want to quit, whereas if you quit from the menu it might be a slip of the finger on the keyboard.
Another possibility might be to suppress the quit prompt if you've recently saved, otherwise pop it up. The intent here is that if you've not recently saved you may wish to before quitting.
Of course this all falls down because there will always be someone who will say that they don't want the prompt under any circumstances.
#3489 posted by Qmaster on 2018/07/26 23:33:15
In which case....cvar ftw.
#3490 posted by Poorchop on 2018/07/27 02:19:45
Other ports list the current and default values for cvars when typing them in console. Would it be possible to add this feature to Quakespasm?
#3491 posted by iriyap on 2018/07/27 15:15:48
I've lost count how many times I accidentally quit QuakeSpasm when trying to quick load. F9 and F10 are just so close together.
Unbind F10
#3492 posted by spy on 2018/07/27 16:30:05
Poorchop
#3493 posted by Kinn on 2018/07/27 18:21:15
you can already get the original sbar by setting the sbar alpha to 1 I believe
I'm talking about not showing the map filename (which is basically dev info) in game, which I don't think has anything to do with your suggestion.
@3473
#3494 posted by therektafire on 2018/07/27 22:43:06
Yeah and everyone gave the dev shit about it in that thread. Maybe not the best example to use when trying to ask for a feature request :P I didn't know about this change myself because I haven't updated my GZDoom in a while and now I am reluctant to :/
#3495 posted by mh on 2018/07/28 01:19:40
Yeah, I've long been of the opinion that in the Doom/Quake technology generation, there are only 2 resolution options that make sense: fullscreen at your desktop mode or some kind of lower res windowed mode.
To be more specific, I don't see how any other fullscreen mode makes sense. Why on earth would you want to switch to a lower res fullscreen mode that might not even be the correct aspect ratio? In Quake? And excluding a specialist 1996 retro-kick engine?
Somebody give me a reason, convince me, I'm listening and willing, but it better be a bloody good reason.
@mh
Edge case maybe - but I record video at 720p fullscreen for my videos. My monitor is 1080 native of course. I use a hardware recorder over HDMI and cannot do 1080p at 60p. At 720 60p the videos look pretty good.
I'm glad I have the option of doing this.
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