#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.
#3497 posted by Joel B on 2018/07/28 03:12:27
I play at fullscreen 720p in Quake these days. Just like the way it looks.
#3498 posted by metlslime on 2018/07/28 07:11:44
On CRTs it makes a lot more sense to choose different resolutions. They can actually display them properly unlike LCDs and you might get better frame rate on your video card of the era.
Speaking Of Resolutions,
#3499 posted by Mugwump on 2018/07/28 09:04:20
I currently play Quake on my laptop, which native resolution is 1200*800, but the closest match available in the video options is 1280*800. Would it be within the realm of possibilities to add a 1200*800 mode in a future update?
#3500 posted by Kinn on 2018/07/28 09:11:49
Why on earth would you want to switch to a lower res fullscreen mode
The absolute maximum res I'd play quake on is 720p.
Old games like quake often look better when played at lower resolutions.
The original id levels for example, really don't improve with resolution: after a point, all the higher-res does is look increasingly incongruous with the level art. At 720p, you are already way past that "wall" for old-skool quake maps.
720p is pretty good for AD-style modern maps.
/opinion.
I Have A Problem...
#3501 posted by Mugwump on 2018/07/29 23:23:55
No matter what I do, I can't seem to get non-blurry textures in the latest QS (and QSS, for that matter). I do have gl_texturemode set to GL_NEAREST_MIPMAP_LINEAR in my config and I even duplicated the line in an autoexec to be safe, but to no avail. Thoughts?
Try Disabling Anisotropic Filtering
#3502 posted by ericw on 2018/07/30 00:20:54
gl_texture_anisotropy 1 I think? (can't check easily, on mobile)
Ah, Yes,
#3503 posted by Mugwump on 2018/07/30 00:54:13
it worked. My config was actually saved from a previous install, I suppose one that I used with hi-rez textures and linear_mipmap_linear. Anisotropy was set to 16. Thanks Eric!
I Just Discovered Something Weird...
#3504 posted by Mugwump on 2018/07/30 11:19:17
When you play a demo and press tab to show the stats, the skill displayed is not the one the demo was recorded with but the one selected (or not) by the watcher. Is this normal behavior? It would make a lot more sense to show the actual skill set for the recording.
#3505 posted by Baker on 2018/07/30 15:13:01
Mark V is the only engine that currently can do that it (and has done it for 5 years?). When the skill level changes, it broadcasts a hint. This is stored in the demo because it is part of the network code, so it is displayed during demo playback and cooperative players status bar is updated in real time.
And it is done in a way that non-supporting clients just ignore. (A Spike trick).
Otherwise, it is impossible. A demo does not normally know what skill level is selected. That information is ordinarily lost.
#3506 posted by metlslime on 2018/07/30 18:32:53
good bug though, the scorebar should probably display no skill at all during demo playback, if it is not known.
#3507 posted by R00k on 2018/07/30 23:33:11
one thing i noticed on older engines is that stuffcmd gets sent to clients when playing demos. may have been fixed in newer engines. i supressed it in mine.
@R00k
#3508 posted by Baker on 2018/07/31 04:31:42
one thing i noticed on older engines is that stuffcmd gets sent to clients when playing demos. may have been fixed in newer engines. i supressed it in mine.
"bf" is a stuffcmd.
You sure want stuffcmds in the demos ;-)
That's just one example, but removing stuffcmd from demos isn't a fix. Yet at the same time, stuffcmd can do toxic things in demos too.
I get what you were wanting to address -- especially a demo where server is sending key binds, but removing stuffcmd from demos isn't how to resolve it. FTE has things sandboxed some. Mark V less than FTE, but views keybinds not done by the user as temporary until disconnect (and that includes demos), and stored in different field that never saves to config.
Resolution
#3509 posted by PRITCHARD on 2018/07/31 16:09:20
Though I must admit i don't typically do this for quake, I play a lot of older games 'pillarboxed' on my widescreen monitor with a 4:3 resolution. Letting users choose things like this is important for edge cases likr that.
Maybe i should try some 4:3 Quake, actually...
@Baker, Whoops My Bad
#3510 posted by R00k on 2018/08/01 11:38:23
"Fixed: Alias commands are not stuffed to the client when watching demos."
i dug back through my whatsnew.txt It's where i was watching some old demos and noticed i had these weird alias commands; cant remember what demo (runequake?) but kinda annoying. Stuffcmd isnt specifically blocked.
``
void Cmd_Alias_f (void)
{
cmdalias_t *a;
char cmd[1024];
int i, c;
char *s,*n;
if (cls.demoplayback)//R00k dont stuff alias commands when watching a demo.
return;
``
trivial.
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