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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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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: 
Thx A Lot! 
Btw, how playable is AD with latest regular QS (v0.94.3)? QSS hasn't been too stable and fully functional lately, so I thought maybe it's time to switch back to something more basic, but at least reliable. 
I Play AD 
with regular QS and it seems fine. 
 
Not sure if this is the proper thread, but given vkQuake is a Quakespasm offspring and doesn't appear to have its own thread...

vkQuake gained support for FTE particles and does have it enabled by default. This can be witnessed e.g. when playing Arcane Dimensions. 
VkQuake 
Just tried vkQuake, the performance is miles above QS/QSS, thanks man! 
Quakespasm 0.94.4 Released 
Version 0.94.4 of QuakeSpasm is released.

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

Changes since the previous version:
https://sourceforge.net/p/quakespasm/news/2022/05/quakespasm-0944/

- Fixed getting stuck with loading plaque upon attempting to load a
bad save from the menu
- Fixed SZ_GetSpace server crashes, e.g. in ad_magna or ad_mountain
- Fixed intermission camera angles during demo playback
- Don't reset onground flag on every new server message
- Re-enabled title demos by default (turn off with cl_startdemos 0)
- Don't autoplay next demo after a timedemo
- Fixed bad parsing of cdtrack in hipdemo1 from Scourge of Armagon
- Fixed serverinfo off-by-one nummodels/numsounds for protocol 15
- Support for Quake 2021 update 3
- Implemented quad/pentagram dlights for Quake 2021 rerelease
- Implemented 2021 rerelease localsound builtin & svc_localsound (56)
- Several other improvements to Quake 2021 rerelease support
- Several other small fixes and improvements all over the code
- Updated third party code (SDL, lodepng, miniz, some of the codecs,
etc.)
- Thanks to Andrei Drexler, 'atsb' and 'temx' for their several
patches. 
Thanks Szo 
- Don't reset onground flag on every new server message

This is a big one for fog triggers and cutscene cameras in progs_dump. No more jittering nonsense, just silky smooth camera moves! 
 
You're welcome (the patch was Andrei's, btw.) 
Fog_ParseServerMessage 
metlslime: In Fog_ParseServerMessage(), there is this suspicious code:

time = max(0.0, MSG_ReadShort() / 100.0);

... and max() is obviously defined as:
#define max(a, b) (((a) > (b)) ? (a) : (b))

Which means MSG_ReadShort() will possibly be called twice: is this really intended? 
Re: Fog_ParseServerMessage 
I ended up applying this patch to quakespasm, which will be included in the upcoming 0.94.5 version:
https://github.com/sezero/quakespasm/commit/284b182a1cf164538d6850fd751c1ed361093a74 
 
I personally prefer using functions rather than macros wherever possible, for this specific reason. Any decent compiler will be inlining small functions such as this anyway. 
Ability To Switch Mod From The App 
I would like to have the ability to switch the mod directly from within QS, as in the Spiked version (there's a menu option for this). This feature is great. Why it isn't implemented in the regular QS? 
#3828 
vkquake now uses a c11 inline solution for it. 
#3229 
You have the 'game' console command 
Szo 
The menu option is much more easy and intuitive than a console command, especially if we don't know the exact name of the mod that we would like to activate. Having that menu option is highly desirable, even if there's a console command. 
@szo: 
That just looks like a dumb mistake, really.

The 3 SVCs svc_fog, svc_bf, svc_skybox were added very early in fitzquake and never fully tested (it was before I really understood that we would need builtins and extension discovery to really make new svcs make sense for modders.) svc_bf especially was borne of a purist idea that "stuffcmd is bad" without recognizing the more important fact of "a bunch of existing engines and mods use this thing, it's not going away just because I add some new svc which offers nothing new to the end user."

Later, when I added all the increased limits and made protocol 666, which I did actually test thoroughly, those untested SVCs just kind of snuck in, I didn't really intend them to be part of the official protocol (they are not included in the documentation I added to the quake wiki, for example.) But clearly they exist and they're in a bunch of forks now. So it's good to fix them? 
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