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?
#3720 posted by mh on 2020/10/30 18:29:55
That has to be a bug. I've just had a quick look over the Github and the code for calculating lights on brush models is still there. I didn't look over it comprehensively enough to pinpoint what the bug may be, however.
Change Conchars With Quakespasm
#3722 posted by Drugod on 2020/11/05 17:33:28
Hi! i was trying to change console font but i cant find the way, how can i do it? and where can find conchars example to test it?
Thanks alot!
@Drugod
#3723 posted by metlslime on 2020/11/05 19:04:06
Quakespasm uses the standard file format for conchars, here is a guide:
https://www.quakewiki.net/archives/fatty/defaulte128.html?opinion=conchars
Short answer, it's in gfx.wad
@metlslime
#3724 posted by Drugod on 2020/11/05 19:20:39
aaaaa!!!! thanks you so much bro "!!!
@metlslime Another Question
#3725 posted by Drugod on 2020/11/05 21:37:56
And for Quakespasm spike? you how works? same way than quakespasm ?
Drugod
#3726 posted by metlslime on 2020/11/05 21:42:39
The same method will work there.
@metlslime
#3727 posted by Drugod on 2020/11/06 00:52:29
thanks!
#3728 posted by Tasgemah on 2021/07/07 20:43:50
Sensitivity on MOVE stick is too high. I can't strafe properly, my character just launches himself left and right.
You can alter the sensitivity of the LOOK stick but not with the MOVE?
#3729 posted by 7yn1c on 2021/07/12 23:01:07
PARTICLES!
#3730 posted by gila on 2021/07/17 12:07:25
Is there a way to make particles bigger like they are in original DOS Quake or WinQuake?
For example, comparison screenshots: http://gila.deathmask.net/particles/
In DOS or WinQuake, the particles are really big, even in higher screen resolutions. In modern GL/Fitz/QS/vkQ variants the particles are too small compared to that.
I thought that r_quadparticles would affect this, but it's purpose is probably something else.
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