#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.
Re: Server
#346 posted by LeopolD on 2012/04/15 19:42:09
Had the same problem. You have to make sure that your router leaves the source port untouched.
Success !
#347 posted by bluntz on 2012/04/20 04:34:12
Got it to connect finally.
Runs great!The only things I do not like is it seems it does not support the chat function switches like location %l and such.
Also the chasecam is very choppy.
#348 posted by necros on 2012/04/28 02:10:06
is there any way to stop entities flickering when there are many being displayed at once? command line switch or something maybe?
Sound Crackle
#349 posted by anon on 2012/05/05 02:18:27
Tried QS for first time today (Win64). Anyone else have sound crackle issues?
Uhm, By The Way
#350 posted by negke on 2012/05/07 23:15:23
The "can't find aaaa.pcx" messages are gone, but the corresponding tga warnings are still spamming the console.
Well, i don't know much about it, but i suppose they're occasionally useful error messages.
Text Overflow Error
#352 posted by Krypto on 2012/05/11 21:39:55
I return once more :D
This time with a conundrum concerning one of my old favourite multiplayer mods - CoCoT's infamous 'Ultimate Quad Capture 1.4'! It can be found at Mod Database as the current new site is being renovated.
When accessing the menu to configure game settings, Quakespasm displays a repeat error message in the top left hand corner and some of the text gets cut off in the menu.
http://i.imgur.com/mCw0G.jpg
In the example screenshot, 10 game modes are meant to be displayed yet only 8 appear. You can still select the 10 with the appropriate key but their isn't any indication at all.
I never had this problem in Fitzquake, could it be a corrupt/odd config file?
Many thanks!
#353 posted by necros on 2012/05/11 22:23:37
that also happens in the menus in my rpg mod. same error message and not all the centerprint text is displayed.
#354 posted by necros on 2012/05/11 22:24:15
it's using the overloaded centerprint builtin, if that's any help.
Well
#355 posted by Preach on 2012/05/12 00:00:52
I suspect that you won't be very happy with the answer, but the problem is that there's been an overflow in the function PF_Varsting.
what?
Oh, fine then. In the regular quake code PF_Varstring uses a standard c function called strcat to combine the list of strings passed to centerprint into a buffer. strcat is a a very classic c function, and so offers no error protection. If you give it strings which are too long then it will happily overflow the buffer with them.
The standard engine code has a buffer which can hold 255 characters, but just blindly assumes that you wouldn't pass it strings that combine to a higher character count. Evidently the menu in CoCoT's mod exceeds this limit. In regular engines this overflows the buffer, which works as far as the menu is concerned but might overwrite something important in memory.
Evidently Quakespasm uses a safer function for combining strings or does some extra manual checks. The upshot is that your string gets truncated, as the error message has told you. It's hard to fault Quakespasm for fixing a bug that could potentially crash the program.
I suppose that Quakespasm could increase the size of the buffer somewhat to accomodate the mod (which has evidently been getting away with breaking the rules in other engines). It does seem best to recommend that you don't pass more than 255 characters total into centerprint, lest one day it causes memory corruption or a general protection fault.
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