FTE-Quake
Tried this. Impressive overall but the audio is super annoying for me compared to QS. It sounds too crisp and artifact-y. I'll have to keep experimenting to get it right. I didn't know it was updated so regularly.
#26
#27 posted by Spike on 2017/08/13 06:34:45
try disabling OpenAL (ie: pick a dsound device in the menus), unfortunately its enabled by default.
FTE-Quake
I loaded up jam9 in a recent build of FTE-Quake (July?) and there were missing skyboxes and other weird issues. Most prominently in Ionous' map but others as well.
I figured out the sound issue. I am so used to 11k audio when the sample rate is raised it sounds too crispy for my taste. There are quite a few things I do like about FTE - I will keep fiddling but shouldn't skyboxes and the like "just work" out of the box?
Can't wait for the "fte is too advanced for your pleb maps" response from Spike.
Shouldnt You Be At Your Nazi Rally Right Now
#30 posted by anonymous user on 2017/08/17 23:46:38
#32 posted by Spike on 2017/08/20 06:07:05
@dumptruck_ds
jam9_ionous's skybox works fine for me - but only if I actually remember to use the -quoth argument/gamedir.
jam9_otp is a pleb map that specifies a skybox which isn't valid. FTE responds by giving a fallback skybox (ask for one, get one - even if the textures arn't installed).
FTE is too advanced for such pleb maps... :P
I'll see what I can do about disabling skybox forcing on missing textures, it'll probably hurt load times though :(
/me ignores otp's intro area on account of its zfighting in other engines also.
So you're saying it's impossible in FTE for the mapper to willingly switch from a static skybox to the default scrolling skybox and FTE will instead impose its own "solution".
Congratulations, I don't think even DarkPlaces is this retarded.
#33
#34 posted by Spike on 2017/08/20 20:45:10
My stance is that if you do something retarded like using a skybox that doesn't exist then you shouldn't be surprised when you get a retarded response.
In other news:
save skybreaker; load skybreaker
and the sky is indeed broken.
Dynamically switching skyboxes is flawed regardless of engine - at least FTE provides the possibility of custom shaders which avoids the whole saved game/closed-source mod issue.
Whereas at best QS gives error messages and saved games with the wrong skies, but for some reason you're okay with those retarded things. :(
Huh?
#35 posted by mh on 2017/08/20 21:29:34
Loathe as I am to agree with OTP, I always thought the expected behaviour was loadsky with an invalid name would drop you back to the old style scrolling sky.
MH
I direct you to post #31.
#37 posted by im gay but quake 2 is fun on 2017/10/21 06:24:08
Well with Quake 2 any decent client nowadays separates physics and rendering framerate since Quakeulf mentioned it. Quakeworld client like EZquake are the same as far as I know and you just need Quakespasm to do the same.