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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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#3842, Dumptruck_ds: 
Rebuilt and re-uploaded the v0.94.6 windows x64 version, which should fix the issue:
https://sourceforge.net/projects/quakespasm/files/Windows/quakespasm-0.94.6_win64.zip/download
(Zip file size is 2,223,408 bytes.)

The 32 bit version doesn't seem to have the issue. 
Wow 
This is super helpful thank you. 
#3848 
You're most welcome. 
Map Elements In MP1 Pre-activated 
Hey, having an issue with quakespasm (specifically quakespasm-spiked) where several map elements get activated as soon as the map starts, such as:
-Door at start of start map (not the one at the start of hip1m1)
-The sequence that allows access to gold key, including shooting the rocket into a pipe and shooting another set of pipes.

If there is a better place i should go to try and troubleshoot this issue and/or you need a video to demonstrate, please let me know. 
FTE Discord 
The FTE Discord may be the best place since Spike is there. Not sure how often he checks in here. Especially lately. Sorry I do not have a link.

My advice is to not use QSS if you don't have to. 
FTE / QSS Discord Link 
For those who are interested:
https://discord.gg/E6fTcgB3ev 
Quakespasm 0.94.7 Released 
Version 0.94.7 of QuakeSpasm is released.

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

Changes since the previous version:
- Fix console history buffer wrapping.
- Fix wrong external texture use after vid_restart.
- Update lodepng from mainstream git.
- Miscellaneous source code cleanups. 
Rain Effect 
Is it possible to add the rain effect to the standard QS (from the Spiked version) that is used in The Sepulcher? I'm about to trash the QSSpicked, since it has bugs with some maps, and isn't updated anymore. 
 
QSS Is Updated? WTF!? 
Thanks, but where's the link to download the OSX version (if any)? 
 
You'll have to compile it, probably. Not hard though: https://github.com/Shpoike/Quakespasm/blob/qsrebase/MacOSX/build-macos.sh 
 
Oh, nevermind. I think the GitHub Actions code is working. This should be the Mac build: https://github.com/Shpoike/Quakespasm/actions/runs/2794539502 
Oglerau 
But then, where's the f*** download button? 
Barnak 
Usually under Artifacts the word MacOS would have a link but there seems to be an error on this particular build. 
New Build @2022-August-11 Released 
And it is fine 
OSX: Wrong Version Number 
The latest OS X version has number 0.94.6, while it should be 0.94.7. 
#3862 
Yeah, just an osx packaging oversight. 
Quakespasm 0.95.0 Released 
Version 0.95.0 of QuakeSpasm is released.

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

Changes since the previous version:

- Add support for lit water (patch contributed by Josiah Jack, with
fixes from Eric Wasylishen.)
- Add model scale support -- requires protocol 999. (Original patch
contributed by Josiah Jack with fixes from temx and Andrei Drexler.
Thanks to Eric Wasylishen, MH and Spike for useful discussions.)
- Add sv_cheats cvar for 2021 rerelease (patch from Andrei Drexler).
- Clear the startdemo list on game change (patch by Andrei Drexler).
- Try light trace from entity origin first (patch by Andrei Drexler).
- Backport a few fixes to the bundled SDL2-2.0.22 version. 
Great News 
Wonderful to see new releases coming so fast and adding so much! 
 
Hi

Could you possible include a more dynamic blood system that spits out diff colors to represent the damage you are doing.

say if you shoot a death knight, a mix of grey and red particles come out to indicate the enemy has armor?

It could go one step further and make some weapons stronger or weaker against certain enemey types, for example the shambler could be resistant to the thunderbolt, and nails are better for taking down knights than shotgun shells. This could be represented aswell with the dynamic blood system by making larger blood splats when you are doing more dmg using a specific weapon type.

just a thought to add some more gameplay without turning the game upside down. 
@stabo 
I can't speak for the Quakespasm devs but this would be more of a mod for Quake than a change to the Quakespasm engine. I will say that Arcane Dimensions does have similar features and that is a must play mod. One of the best for sure. https://www.moddb.com/mods/arcane-dimensions 
Quakespasm 0.95.1 Released 
Version 0.95.1 of QuakeSpasm is released.

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

Changes since the previous version:

- Allow mixing lit and unlit textures in the same map.
- Water texture mipmapping support - fixes glistening effect on
distant water.
- Fix screen flashes in some maps with AMD's new drivers.
- Defend against zero-sized textures, e.g. __TB_empty in qbj_grue.bsp
- Fix possible file pointer leak in game load code.
- Minor code cleanups. Updated third party code, e.g. SDL, music
codecs, etc.
- Thanks to 'temx' for his patches. 
"Allow Mixing Lit And Unlit Textures In The Same Map." 
Does this mean that _lightignore will look fullbright in QS and fulldark in everything else? Because if so it seems bad to add that inconsistency when we could already use minlight. 
#3869 
#3869 
Oh, I see. It allows compilers to make some liquids unlit/fullbright as they were originally and others lightmapped, even though no compiler does this currently. That's some good foresight. 
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