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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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http://quakespasm.sourceforge.net/download.htm

"quakespasm.exe" is what you run from among the files in the downloaded archive (assuming Windows). 
Thanks 
I somehow had managed to find the quakespasm-sdl12.exe binary in both my gamedir and a downloaded archive, but not the "quakespasm.exe" which is the sdl2 binary. 
 
đź‘Ť onward! 
 
@NightFright, vkQuake has vanilla underwater warp and is based on QuakeSpasm. It uses Vulkan for rendering. It's my main Quake port, partly because of the water. 
R_drawclipbrushes 
Could we have a command like r_drawclipbrushes to show playerclips in a similair fashion to showbboxes? 
Couldn't Spawn Server Error Upon Loading Saved Game 
What could cause this? It's happening with this map, and based on the first comment it got on Quaddicted, I'm not the only one. I'm really trying to understand why this is happening more than anything else.

The map loads and plays fine, but won't reload from a saved game:

Couldn't spawn server maps/_by_humankills:__0/_79____.bsp
Couldn't load map


It kind of looks to me as if the engine is unable to locate the .sav file, but I can locate it in my id1 directory. Besides, I always thought the "Couldn't spawn server" error happened if the engine can't find the .bsp in question, and not the .sav...?

It also looks as if it's trying to find the .sav in /maps instead of in id1. And why is it looking for the third line of the .sav file (as I saw when I opened the file with a text editor), instead of "s[some number].sav"? 
And A Different Error When Trying To Load A Saved Game 
With another map (retrojam6_danzadan), I get this error when trying to load from a saved game:

Host_Error: ED_ParseEntity: EOF without closing brace

I assumed this meant that the .sav file ends without a "}", and when I opened it in a text editor, that was indeed the case. Why would something like this happen?

Out of curiosity, I added a closing curly brace manually to see if that would let me load the saved game, but all that did was to give me a new error message:

Host_Error: ED_ParseEntity: closing brace without data

:D

I should note I can usually load from saved games without any trouble. This weirdness is just happening with two maps (that I've noticed). 
 
Looks like a corrupt save file but I can’t explain why. Is it consistently happening with this map? Or does the save sometimes work? 
 
The two errors I described in #3666 and #3667 both happen consistently with the respective maps: the "Couldn't spawn server" error always happens with autumn_sp and the "Host_Error: ED_ParseEntity: EOF without closing brace" error always happens with retrojam6_danzadan.

Other maps work fine.

Don't know if this is related, but I remember that back when the first retrojam was released, retrojam1_skacky had an issue where saved games wouldn't load. A subsequent Quakespasm update fixed that, though, so I'm guessing these two maps have a different problem... 
 
Have you also been running these maps in Darkplaces, by any chance? Darkplaces has a nasty habit of putting things into save files that are incompatible with other engines. 
 
I do get the same issue with Earlu Autumn, but retrojam6_danzadan loads fine from a save for me. Noticed that the autumn_sp saves don't have any kill counts, which I don't think I've ever seen before. Not much help otherwise. 
 
*Early* 
 
Have you also been running these maps in Darkplaces, by any chance?

Nope, just Quakespasm.

Noticed that the autumn_sp saves don't have any kill counts

You mean in the Save/Load menu? Heh, that's true; I hadn't noticed that before. When I open the .sav files in a text editor, though, they do have kill counts listed right at the beginning (third line from the top). 
 
You seem to have put a newline of some sort in the level name
https://sourceforge.net/p/quakespasm/quakespasm/ci/15a41d21693fca935e41f81d2faf29b493247974/ 
I Am Not The Creator Of The Map 
I guess you mean human[rus] (the author of Early Autumn) put a newline in their level name. :)

Thanks for the response! 
PS 
Any idea what could be causing the "EOF without closing brace" error for me in retrojam6_danzadan?

(I'm not Danzadan either!) 
 
Click on the "download snapshot" button here for the latest code.
https://sourceforge.net/p/quakespasm/quakespasm/ci/master/tree/
Sorry, but i don't know much about it. It's possible in some world editor CR/LFs can get inserted into level names ?? Oz said he's seen this bug/little idiocy before, but wasn't until yesterday he'd tracked it down. 
Other Characters 
I think I've seen embedded " characters in strings cause the same error sometimes, but that's off the top of my head... 
You Mean As Part Of The Map Title? 
Because that seems to be the common theme in the case of retrojam1_skacky and autumn_sp.

Still wouldn't explain what's happening with retrojam6_danzadan on my end; I checked the source and there are no odd characters, hidden or otherwise, in the worldspawn message. Or did you mean something else?

Thanks for the link to the latest build, stevenaaus. 
 
If you could share a copy of your save file somewhere it would help. At this stage it's not something obvious, nor is it easily guessable. 
@mh 
Sure, here you go: https://pastebin.com/Ru2G5SiK 
 
That save file is corrupted and missing most of the save data, so it'll never work. 
@mh 
Yeah, I gathered as much. What I was wondering was why Quakespasm consistently generates corrupted save files when I try to save while playing retrojam6_danzadan (whereas other maps save/load properly).

But never mind; I seem to be the only person experiencing this, so I'll just put it down to some weird anomaly on my system. It's definitely not a serious problem for me. Thank you taking a look and thanks again to everyone else who responded. 
 
Thank you FOR taking a look, I meant to write. 
 
No problem.

It's interesting that it failed at the "WAD" key in worldspawn - I wonder is that part of it consistent too? 
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