#3866 posted by stabo on 2022/10/04 03:11:41
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
#3868 posted by szo on 2022/11/04 19:38:32
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."
#3869 posted by h4724 on 2022/11/06 01:31:23
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
#3870 posted by szo on 2022/11/06 03:55:05
#3869
#3871 posted by h4724 on 2022/11/06 05:22:18
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.
Oops, Wrong #
#3872 posted by h4724 on 2022/11/06 05:23:24
Mac Silicon Version?
#3873 posted by Barnak on 2023/03/24 23:32:39
Is there a Mac Silicon native version of Quakespasm?
Re: Mac Silicon Version?
#3874 posted by szo on 2023/03/25 21:06:42
You can build yourself using Xcode. (I don't publish myself because I don't have an Apple certificate for notarization requirement of Silicon version.)
Apple Certificate For Notarization
#3875 posted by Barnak on 2023/03/25 21:12:09
This shouldn't be a problem. I suggest that you publish it anyway with a simple readme file saying that.
Changing The Console Font Size And Style
#3876 posted by Barnak on 2023/03/25 21:24:07
Is it possible to change the console font size and style in Quakespasm?
I'm using a 5k 27" screen, and the text in the console is very hard to read. If I use a smaller non-native resolution, the text becomes blurry. I would like to rise up the font size, and the style if possible.
Size Is Ok, But What About The Console Font Style?
#3877 posted by Barnak on 2023/03/27 00:57:40
Ok, I found that the console font size could be changed with the command screen_conscale 2. But how can we change the font style (if it's even possible)? Currently, the default console font is very jaggy/blocky and it's a pain on the eyes. Is there a way to change it to a better looking font?
#3878 posted by mh on 2023/03/28 12:47:06
You'll need to provide a custom conchars lump, in a custom gfx.wad, stored in either a mod directory or a higher-numbered .pak file so that it overrides the built-in one.
Even so you'll still be restricted to a 128x128 raw-format image with texels only (no header).
Using system fonts instead is something that would be OS-dependent, and would also not allow for certain special characters (such as the scrollbars used in various Options menus) which, for better or worse, come from the console characters.
Thanks Mh
#3879 posted by Barnak on 2023/03/28 14:39:25
So you say that it's difficult to change the console font, and is not really worth it? There isn't already a customized font somewhere?
Fontless
#3880 posted by Preach on 2023/03/30 01:16:19
Barnak, it's probably better to think of it like this: Quake doesn't use fonts, it renders text using 8x8 pixel sprites instead. You can use a custom set of sprites, but they'll still be 8x8 pixels and end up blurry when you scale them up.
Quake does this because
a) it wanted text to look stylized
b) it wanted to draw menu graphics using the same sheet of sprites and text engines
c) it was built for MS DOS in 1996 and didn't have any better options
This decision, though understandable at the time, creates a massive barrier to improvements. Replacing this sprite-text system with proper OS font rendering is most likely something you're committed to, no going back/toggling the setting. Quite a change of look and feel! In addition, you've broken backwards compatibility for a bunch of mods which achieve effects through specifics of sprite-text (e.g. QDQ's on screen grenade timer_). Understandable that any engines that prize compatibility steer clear.
Thanks Preach!
#3881 posted by Barnak on 2023/03/30 02:25:37
Your explanations are pretty clear. Thanks!
Okay, I forget about the font style then. At least, I got the size right.
Apple Silicon
#3882 posted by woods on 2023/04/07 03:16:32
@Barnak in case you didn't get it to compile, you can find a Universal QSS-M (has almost latest QS as part of fork) at https://qssm.quakeone.com
#3883 posted by oglerau on 2023/04/07 15:42:46
What does the -M add to QSS?
@oglerau
#3884 posted by Tribal on 2023/04/07 16:56:01
Multiplayer
Woods: Mouse Issue
#3885 posted by Barnak on 2023/04/07 18:42:05
I tried your game app (QSS-M), and there's a strong mouse issue that makes QSS-M unusable:
The app works, graphics are all okay (AFAIK), but the mouse is way too slow. I adjusted the mouse sensibility to the max in QSS-M options, and the mouse motion is still too slow. But worst: when I quit the app, then my mouse sensibility is turned to the minimum value in the Mac OS. It's painful! I have to go to the OS settings to set back the mouse sensibility to what it was before. I have to redo the same operation each time I quit QSS-M. So there's definitively something wrong with QSS-M.
#3886 posted by woods on 2023/04/08 02:25:53
Does it work properly in the latest QS? I'd like to see where the bug is, I do not see it on my end.
QS Is Okay!
#3887 posted by Barnak on 2023/04/08 03:38:27
Woods, the latest version of regular QS for OSX plays perfectly, there's no problem with the mouse motion and sensitivity. It's an Intel version, so it plays under Rosetta 2 on a Silicon Mac. I'm suprised that your version has an issue with the mouse.
#3888 posted by woods on 2023/04/08 05:11:32
I am on a M2 MBP. What is your config setup? Mouse and Mac?
Mac Mini M2 Pro
#3889 posted by Barnak on 2023/04/08 05:15:28
32GB ram, Ventura 13.3.
BlueTooth Apple Magic Mouse, TouchID keyboard.
#3890 posted by woods on 2023/04/08 05:36:06
just plugged in a logitech mouse, no issues :( wonder what could be causing this, I will investigate further
can you try a wired mouse or diff one?
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