#3695 posted by rampancy on 2020/09/22 21:10:36
@ 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
#3696 posted by gila on 2020/10/02 10:02:54
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..
#3697 posted by metlslime on 2020/10/02 18:34:47
why is it better? is it because you want to play your own music and it keeps getting overridden by the engine?
#3698 posted by gila on 2020/10/02 19:57:46
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.
#3699 posted by mh on 2020/10/03 10:18:27
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.
#3700 posted by gila on 2020/10/03 20:02:58
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...
#3701 posted by Joel B on 2020/10/03 21:58:31
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
#3702 posted by erc on 2020/10/04 06:03:49
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
#3703 posted by erc on 2020/10/04 06:07:05
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.
#3705 posted by gila on 2020/10/14 13:01:31
> - 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)!
Just To Be Sure
I know I had already mentioned this a while ago, especially the waterwarp thing. I am trying vkQuake right now which has it, but the missing .vis file support still weighs heavily. Using (kinda) weapon repositioning with scr_ofsx "-2" in autoexec.cfg as a workaround, but a menu option for this would be better.
QSS 0.93.2 For MAC
#3707 posted by Icaro on 2020/10/14 22:42:52
the latest QSS version available for MAC is the "old" 0.92.2-admod.
https://fte.triptohell.info/moodles/qss/
is EricW planning an upgrade to 0.93.2?
Even better if provided with the "MODS" menu like the previous one!
The young generations have problems in understanding the beauty of the console!
;-)
Thanks
QS Needs That Mod Menu From QSS
#3708 posted by Barnak on 2020/10/14 23:37:24
And apparently there's an incompatibility issue with QSS and the latest AD 1.80, on Mac OS.
#3706 : NightFright
#3709 posted by gila on 2020/10/15 15:44:39
> Using (kinda) weapon repositioning with scr_ofsx "-2" in autoexec.cfg as a workaround
Both QS(S) and vkQuake should have a cvar for this:
* New "r_viewmodel_quake" cvar. Set to 1 for WinQuake gun position (from MarkV).
#3709: Gila
Yeah, I am using that (pity there's no menu option for this). For my taste, weapons are still too low with it. But well, it's also because the statusbar is in the way. Maybe it's really time to switch to one of AD's new fancy side panel-HUDs as a new default.
#3711 posted by mh on 2020/10/15 19:33:04
You're running with a status bar alpha less than 1; set it to 1 and it will correct the position, obviously as a trade off for no longer having a translucent status bar.
QuakeWorld has a nice HUD that it would be cool if other engines picked up, and that also works well with gun model positioning. It's about as close to an official alternative as it's possible to get.
Status Of The Bar
Ah well, I will get used to it. I wished there were ways to do things like that Fullscreen Statusbar Mod I made with 3saster for GZDoom.
Consider that statusbar request cancelled, then. Vanilla waterwarp and .vis support should be doable. I saw there are feature requests for it over at the QSS Github already. For vkQuake, I made the tickets by myself.
#3708 - QS 0.93.2 For MAC
#3713 posted by Icaro on 2020/10/15 22:05:23
In QS 0.93.2 For MAC, elevators are definitively an issue, irrespective of the map.
Just try the elevator in the start map of AD 1.8.
QS 0.93.2 For MAC
#3714 posted by Icaro on 2020/10/15 22:19:30
... or the elevators in E1M1. The elevator blocks if you are going up. No problem if you go down.
I didn't have this issue with 0.92.2.
Elevators` Problem Solved!
#3715 posted by Icaro on 2020/10/16 22:26:03
... my fault --> host_maxfps above 72!
I apologise, a warning was even present in the console.
Hey, I'm using the OS X version of Quakespasm with a 16:10 resolution and none of them look right. The screen's either too high or too low, so I get black bars on edges. Any way to fix it?
PS. Sorry for my noob question, this is literally my first post.
@crawlingdead
Adding -width x -height x to your command line will run Quake in a custom resolution of your choosing. Not sure how this would work on a Mac but doesn't a popup appear when you launch on Mac?
More info here
https://steamcommunity.com/app/2310/discussions/0/340412122415607313/
Yeah, that's the obvious thing, right, but doesn't fix the problem. I select the right resolution for my monitor and honestly all of them have the screen either being too high or too low, cutting off parts of the game.
Vkquake And Dynamic Lights
#3719 posted by Orl on 2020/10/30 17:13:40
Since there is no vkQuake thread I figured I would ask this here. In the latest version of vkQuake (1.05.0) any and all brush entities are not affected by dynamic lights, including lights from rockets and weapon flashes, flickering or strobing lights, etc. They always remain the same lit value, note the first secret door in e1m1 is fullbright despite being in an area with a flickering light.
Is this behavior intentional, or is it a bug?
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