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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/
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The mouse going over the window instead pf being attached to it only happens in fullscreen, I'm wondering if it's part of the same driver issue. And it's also only a quakespasm problem as far as I can tell... 
 
Intel UHD 620, driver version 24.20.100.6229 (latest), Quakespasm 0.93.1, clean configs, no command-line args, Windows 10 1803 fully-patched.

Tested various windowed modes, as well as fullscreen at both 1920x1080 and 640x480; runs without crashing.

NOTE: the mouse pointer thing does not happen at 1920x1080 but does happen at 640x480. This is caused by Windows, not Quakespasm - specifically the "Optimal resolution notification" warning. To stop it, you need to set your Windows resolution to something lower than native, then click on the warning when you receive it, where you will get an option to disable it. This option is probably also buried somewhere in the Settings app.

Alternatively play at your native resolution - I seem to recall that Quakespasm has a video-scaling feature to emulate lower resolutions but I can't remember the cvars to use.

For completeness, here's the stdout:

Command line: C:\Games\QS\quakespasm-sdl12.exe
Found SDL version 1.2.15
Detected 8 CPUs.
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 0.93.1 (c) Ozkan Sezer, Eric Wasylishen & others
Host_Init
Playing registered version.
Console initialized.
UDP Initialized
WIPX_OpenSocket: Address family not supported by protocol family
WIPX_Init: Unable to open control socket, IPX disabled
Server using protocol 666 (FitzQuake)
Exe: 16:01:39 Jun 6 2018
256.0 megabyte heap
Video mode 640x480x32 60Hz (24-bit z-buffer, 0x FSAA) initialized
GL_VENDOR: Intel
GL_RENDERER: Intel(R) UHD Graphics 620
GL_VERSION: 4.5.0 - Build 24.20.100.6229
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_SWAP_CONTROL
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: dsound, 65536 bytes buffer
Audio: 16 bit, stereo, 44100 Hz
SDL detected 0 CD-ROM drives

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

execing quake.rc
execing default.cfg
execing config.cfg
execing autoexec.cfg
3 demo(s) in loop
]playdemo demo1
Playing demo from demo1.dem.



the Necropolis
Using protocol 15
Couldn't find a cdrip for track 2
You got the shells
You got the Grenade Launcher
You receive 25 health
You get 2 rockets
You got the rockets
You got the nailgun
You got the nails
You got the nails
You receive 15 health
You receive 15 health
You got the rockets
You get 2 rockets
You got the nails
You got the nails
You receive 25 health

You need the gold key

You got the gold key
Shutting down SDL sound 
 
That was me, by the way. 
@mh 
I see, well I wanted to play on a lower resolution than native for performance reasons (never really tried playing at native res but I just wanted to be safe) though I suspect the CPU would be more of a hindrance to fps than the GPU, it's only a dual core @ 2.6ghz :( Also I'll disable the "optimal resolution" bs ASAP, I knew that it popped up every time since I would see it in the notifications after I exited but I didn't know it was causing the focus pro len :o. 
 
Yeah, it seems to be trying to steal the focus and having a good old fight with Quakespasm over it.

I'm sure that there's probably a more general solution to this.

Regarding performance, Quakespasm should be considerably less CPU-limited than other Quake engines (and certainly less so than the original FitzQuake base, which was very CPU-limited and contained a high number of pipeline stalls per frame), but for Quake content you should get decent performance at almost any resolution. 
Thanks Mh 
Good to have confirmation that the latest intel driver doesn't crash for you.
Still at a loss as to why the QS OpenGL 2.0 renderer isn't working for therektafire. Could be we're doing something unusual that triggers a driver bug with his specific hardware (UHD 600 vs your UHD 620).

also thanks for the reminder about the "optimal resolution" thing, now that you mention it, I remember seeing that as well. 
Pardon My Noobness But... 
could it be possible that another program like TB messed with something? I know TB's min. OpenGL requirement is 2.1... 
@mugwump 
Well TB runs surprisingly smoothly on it all things considered, at least with the smaller maps I've given it so far. There aren't any errors with it or Wally or any other quake related app tat I've tried so far. Also the hd 600 supports opengl 4.5 so I don't see what the requirement of opengl 2.1 would have to do with anything unless you are implying that it changed some driver setting? Does/can it do that? If so that's kind of problematic since it shouldn't exactly be doing that to begin with... 
I Was Replying To Ericw 
<Q>Still at a loss as to why the QS OpenGL 2.0 renderer isn't working for therektafire. 
Oops, Borked The Quote Tag... 
 
Antialiasing 
Antialiasing is not working for me.I try FSAA command and its not working.What am i doing wrong? 
IPv6 Support 
Little confused about something: does Quakespasm (as of 0.93.1) now have IPv6 support or not? I saw an earlier post (#3469) here of a condump that had it enabled. 
 
No. That was probably a condump from Quakespasm-Spiked which does:
http://triptohell.info/moodles/qss/ 
Feature Request 
Increase MAX_GLTEXTURES from 4096 to 8192. Or have a command line similar to -heapsize, like maybe -texsize to force the larger texture bank alloc.

It seems I found a new hard limit and can't add anything with a new texture, sprite, model, or otherwise. 
Lost Time Calculation 
I Need Some Help... 
What can I do to make Bal's beautiful Xmas map not look like a slideshow on my laptop. Thoughts? 
 
Try disabling the extra particles added by AD. 
Sure Thing. 
How to? 
Readme.txt 
 
@generic 
Besides the readme there should be a quake.rc file included in the mod. If you take a look there you can disable features that affect the framerate there as well. 
 
Hey, I'm having some pretty nasty audio stuttering issues on 0.93.1 on GNU/Linux. I've tried compiling from source with and without SDL2, as well as the amd64 builds on SF, but they all have the same problem. Game runs fine otherwise. I'm on Gentoo. Any ideas?

Command line: quakespasm
Found SDL version 2.0.8
Detected 8 CPUs.
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 0.93.1 (c) Ozkan Sezer, Eric Wasylishen & others
Host_Init
Playing registered version.
Console initialized.
UDP_Init: gethostbyname failed (Unknown host)
UDP Initialized
Server using protocol 666 (FitzQuake)
Exe: 13:41:52 Dec 14 2018
256.0 megabyte heap
Video mode 1920x1080x24 60Hz (24-bit z-buffer, 0x FSAA) initialized
GL_VENDOR: nouveau
GL_RENDERER: NV117
GL_VERSION: 3.1 Mesa 18.2.5
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

Sound Initialization
SDL audio spec : 44100 Hz, 1024 samples, 2 channels
SDL audio driver: alsa - HDA Intel PCH, ALC3239 Analog, 65536 bytes buffer
Audio: 16 bit, stereo, 44100 Hz
CDAudio disabled at compile time

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

execing quake.rc
execing default.cfg
execing config.cfg
couldn't exec autoexec.cfg
3 demo(s) in loop
Shutting down SDL sound 
 
Any luck with increasing the MAX_GLTEXTURES limit? Not sure if anyone's looked yet or if it is pretty embedded. 
 
Alright, explicitly specifying a 'buffer_size' in my /etc/asound.conf seems to have fixed my audio issues. 
 
MAX_GLTEXTURES is just a define, but I find it difficult to believe that you're genuinely using over 4000 textures. There must be a problem somewhere else with your content that's falsely triggering this. 
 
It's in my asset-library/feature-test map. Is it a memory limit on level load? Because if I add more unique stuff, it exits to console on map load. Not sure if there is a workaround where I could reference .mdl's or .spr files with text but only load them when the player enters the room and unload them when exiting...I'd prefer not to use killtarget but that might be my only reliable option to limit the textures loaded in memory. Or am I misunderstanding how that define is used? 
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