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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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@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? 
Something 
The wad key for that file is

C:\Program Files (x86)\Webteh\New folder\quack\Textures\Repacked\quake.wad;C:\Program Files (x86)\Webteh\New folder\quack\Textures\Repacked\BlueQ.wad;C:\Program Files (x86)\Webteh\New folder\quack\Textures\Repacked\CopperQ.wad;C:\Program Files (x86)\Webteh\New folder\quack\Textures\Repacked\MedievalQ.wad;C:\Program Files (x86)\Webteh\New folder\quack\Textures\Repacked\MetalQ.wad;C:\Program Files (x86)\Webteh\New folder\quack\Textures\Repacked\RockQ.wad;C:\Program Files (x86)\Webteh\New folder\quack\Textures\Repacked\WizardQ.wad;C:\Program Files (x86)\Webteh\New folder\quack\Textures\Repacked\WoodQ.wad;C:\Program Files (x86)\Webteh\New folder\quack\Textures\Repacked\AncientQMP.wad;C:\Program Files (x86)\Webteh\New folder\quack\Textures\Repacked\BaseQ.wad;C:\Program Files (x86)\Webteh\New folder\quack\Textures\rmq_darkmet.wad;C:\Program Files (x86)\Webteh\New folder\quack\Textures\Repacked\ABrutTx.wad;C:\Program Files (x86)\Webteh\New folder\quack\Textures\AB\abEgypt.wad

So it's 983 character long - is it overflowing a buffer somewhere? 
An Additional Thought 
Could it be the combination of a long string and needing to escape loads of backslashes? Perhaps the buffer overflow is in the string escaping part of the code? 
 
That's probably it. Edict writing to a save file goes through PR_UglyValueString which is 512 chars by default but which QS at some point increased to 1024. 
@preach 
I keep receiving a noreply.com on my email, even when using no addons. your email was bounced
You're having quiet a restriction on your box. 
My Bad 
off topic 
Hi Madfox 
I haven't done anything like that myself! I can only think that it's something automated the email service has done, possibly a spam filter malfunctioning? Or if you're emailing with an attachment it could be a false positive on the virus protection. I've added you as a contact now so try again and see if that helps. 
Sorry For My Late Response 
It's interesting that it failed at the "WAD" key in worldspawn - I wonder is that part of it consistent too?

Yes: I checked again by creating a few separate saves and they all fail at "wad".

And after reading #3686 - #3688, I tried a little experiment where I extracted the textures from the bsp into a single wad and then recompiled the map with a short and simple path/to/wad. That solves the problem: saving and loading work as expected now. So I'm guessing that confirms your theory, Preach? 
Xinput Question 
i love xinput support for sp quake, but i have one question. there seems to be no forgiveness on the sticks regarding input on the x axis. what i mean is, whenever i take off forward in game, if i dont hit dead center with the stick i immediately begin strafing left or right. its almost a dealbreaker for being able to use the controller. ive tried adjusting all the variables, deadzones etc. is there any remedy for this? thanks so much in advance. 
 
Hmm kinda weird that changing joy_deadzone doesn't fix that. 
 
@ joel

my impression is that while im within the deadzone there is no input (obviously lol) but as soon as i leave the deadzone and the game registers the y axis input it also begins the x axis input. as it currently is ranger is constantly failing the sobriety test.

the way i visualize it is like a clock and if the stick isnt right at 12 i get sideways motion. it would be a big improvement if there was no x axis input between say 11:58 and 12:02. some type of cvar buffer zone to forgive frantic play. 
Music 
Is there a setting/cvar to control if the music track is restarted when the same level is restarted or a save game is loaded? In DOOM (at least in modern sourceports) the music is not restarted if you restart/load the save with the same level and it's so much better this way.. 
 
why is it better? is it because you want to play your own music and it keeps getting overridden by the engine? 
 
No, when playing tough maps it's often frequently saving-loading or dying-restarting :D and every time that happens, music restarts. I'm talking about the original NIN/Reznor's soundtrack (though I am using OGG/MP3, not CD).

I do realize that's the "proper" behavior like the original game had, though. 
 
In general the problem with this kind of request is that for every one person who wants it one way, there will be another person who wants it another way. Unless it's very obviously broken (I don't see too many defending how GLQuake drew skies) it can even be impossible to get agreement on what the default for a switchable behaviour should be. Sometimes "when in doubt just do what the original engine did" is the only sensible approach. 
 
Understandable. Make the "original engine way" the default one, and introduce a cvar/option to have alternate? There are many such cases in general in sourceports anyway... 
 
I know what you're talking about... a lot of the background tracks evolve over the minutes, and it feels a little weird if you reload to a super-recent savegame and the music resets all the way to the beginning. That's especially true with a lot of the recent custom music we've been getting which is less "ambient" and more melodic.

I dunno what the ideal behavior would be, but this probably isn't it. Anyway yeah there's currently not any way for either the player or the mapper to choose a different behavior. 
I'd Love To See This Behaviour Implemented As Well 
As Joel explained it, quickloads reset music and that is an atmosphere breaker - at least for me. Also, on the maps wherein the author himself does not opt for any (unless the map is heavy on ambient sounds), I cycle through the soundtrack via an alias and find an optimal track to go with it. Similarly, quickloading in such terms means it is back to silence and cycling through it again. A cvar for this behaviour would be nice. 
By The Way 
Is there no other option to track the maptime in the HUD/stats tab instead of skill level than adding -fitz to the shortcut? 
What I Am Still Missing 
What I would still like to see in Quakespasm, either in the original release or the Spiked spinoff:
- Vanilla waterwarp (as seen in Mark V)
- .vis file support (for Mark V lit/vis packs)
- some option for gun-specific fov/repositioning

These are the features I am missing most compared to Mark V. Besides that, the increased limits in this port make it the preferred choice when playing advanced content like Arcane Dimensions. 
 
> - Vanilla waterwarp (as seen in Mark V)
> - .vis file support (for Mark V lit/vis packs)
> - some option for gun-specific fov/repositioning

Oh yes. Also, option to NOT restart the music track that is already playing if loading the save or restarting the same level (like in Doom)! 
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