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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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OK, So It's Not Just Me 
who found latest QSS releases to be quite unstable/unreliable.

In HIP3M3, I even found out what's happening. The two Vores which need to be spawned after the silver key platform rises appear underneath their spawn boxes, outside of player view. You can't kill them there, so the key will never come down. This happens without any progs.dat or ent modificiations. The same map works perfectly in QS 0.94.1, meaning it's 100% QSS fault.

If it already cannot handle vanilla maps properly, I am afraid about general compatibility. This needs to be investigated and fixed before it gets even worse. What does it help if QSS can run even the biggest AD maps if you have to be afraid to run into showstopper bugs at any time? 
E2M1 "fun" 
BTW, classic maps are also affected. In E2M1, there is an explosive box appearing on the way to the gold keycard, just at the end of the path across the large water pool. I thought at first this is a bug coming from the KEX port files I am using, but actually that box isn't there if you use regular QS. It's only f'ed up in QSS 
@Tribal 
Looks like latest QSS build (Oct 6) improved things a little again. HIP3M3 works again, but in E2M1 that misplaced exploding box on the path to the gold keycard is still there.

Can you check if the new build shows any improvements in the maps you mentioned in your post? 
@NightFright 
THANK YOU, SPIKE!!!! \o/
Everything is fine now!!!

And also thank you NightFright to tell me about the new release =D
I checked those custom maps and all the bugs are gone!

Oh, one more thing about the E2M1 explode-box... if you play the original map, the box isn't there. This error only shows up in the E2M1 that came with the "remastered" version of quake :P 
At Least I Know 
which exploding box it is. It's the one that should be close to the silver keycard, but it's falling through the map until it lands one level below. Yeah, I am indeed using the Authentic Models, but strangely enough, this still wouldn't happen in regular Quakespasm. It's a rather minor glitch compared to wrong monster/item spawns, though.

Good that Spike reacted so fast since it was a really annoying problem. 
Quakespasm Spiked For OSX Please! 
We still need a version of QSS for OSX. 
Yet Another QSS Update 
They are coming in fast these days. Can't tell right now what changed, though. 
Quakespasm 0.94.2 Released 
Version 0.94.2 of QuakeSpasm is released.

Downloads:
https://sourceforge.net/projects/quakespasm/files/
http://quakespasm.sourceforge.net/download.htm

Changes since the previous version:
https://sf.net/p/quakespasm/news/2021/10/quakespasm-0942/

- 2021 rerelease: Support for playing the latest update.
- 2021 rerelease: Fix pitch black models in lit areas in DOTM.
- 2021 rerelease: Fix black candles in the DOTM start map.
- 2021 rerelease: Look for QuakeEX.kpf under userdir, too. 
Still With Sdl 2.0.14 
New 2.0.16 version
https://libsdl.org/download-2.0.php
has fix allowing normally minimize QS and QSS full screen mode by Alt+Tab and Win key. 
Re: Still With Sdl 2.0.14 
You can always upgrade to a newer version yourself. 
Replacing The DLL 
Works in Quakespasm/QSS, but not with Yamagi Q2. That one only works with the sdl2.dll from the release package for some reason. 
New QSS Build Available 
Dated Nov 14. Does anybody know what has been changed? 
This Takes Some Getting Used To. 
Spike acts like Santa. Nobody sees how he brings a gift. You just unpack and play. 
Changelogs 
are still a good idea. Especially when suddenly weird things are happening, e.g. wrong monster spawns, and you have no clue why. 
 
Even keeping Github commits up to date would do. 
If He Did That 
it might already be enough to see what's actually going on. I mean, isn't that the point of Github after all? Just popping out new releases with Github staying behind isn't the way to handle this. 
 
I think he's currently working on and releasing from 'qsrebase' branch and not master, that's probably why you think the github repo is behind - it is not as far as I can see. 
 
I think he's currently working on and releasing from 'qsrebase' branch and not master, that's probably why you think the github repo is behind - it is not as far as I can see. 
 
Last release of QSS (14.11.21) has an issue where entities did not spawn or not falling down when a hatch opened under it. That completely destroyed progression. I tried to complete few randomly maps and an issue happened on every of them! Previous release (14.10.21) has no any issues. 
 
Latest QSS crashes if you try to load some AD maps (especially ad_tears) while using replacement models from the Quake 2021 re-release PAK (sometimes even if you use standard models). No problems on 0.93.2 and vanilla ID1 PAKs 
QSS Is Getting Worse 
So what's the best and latest QSS build that can be used safely? The one from Oct 14? 
It Seems To Be So. 
Everything works fine on this build. 
Quakespasm 0.94.3 Released 
Version 0.94.3 of QuakeSpasm is released.

Downloads:
https://sourceforge.net/projects/quakespasm/files/
http://quakespasm.sourceforge.net/download.htm

Changes since the previous version:
https://sf.net/p/quakespasm/news/2021/12/quakespasm-0943/

- Handle sky textures with non-standard sizes and warn about them (e.g. ad_tears)
- Allow loading textures not aligned to 16 pixels and warn about them(eg. the horde2 map of Dimension of the Machine from 2021 rerelease update/2.)
- Updated included SDL2 to latest version 2.0.18. 
Latest Stable QSS Build 
Does anyone still have the QSS build from Oct 14 (x64)? Just have the one from Oct 6 and Nov 14 now. 
Keep It: 
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