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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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@oglerau 
Multiplayer 
Woods: Mouse Issue 
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. 
 
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! 
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. 
 
I am on a M2 MBP. What is your config setup? Mouse and Mac? 
Mac Mini M2 Pro 
32GB ram, Ventura 13.3.

BlueTooth Apple Magic Mouse, TouchID keyboard. 
 
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? 
 
but what does QSS-M mean in terms of features? client-side input prediction? interpolation? lag compensation? 
 
This Google sheet outlines by colors the new features of M vs QSS and QSS vs QS and QS vs Fitzquake

https://docs.google.com/spreadsheets/d/1ubOuromaXpZonfL-eJ-KA7q-xSRiBBuSvxahzF-uFOY/edit#gid=0

Currently no movement prediction; no NetQuake MP still best played at 50 or less ping. 
 
Ah, I see. Several CPMA-like features! 
@woods 
Slightly off-topic, if you are interested I would like to chat with you and see if you are interested in assisting me (or joining me) in some engine coding.

You and I have always had the same goals and I always admired your Mac OS mojo. And we could test each other's work.

Let me know. 
 
Baker that would be a privilege; it's nice to hear from you. I spent the last year or so (trying) to learn how to program with the QSS-M project. When I came back to Quake a few months into the pandemic I dove into all the projects and found so many of your amazing contributions and borrowed from many. 
@wood 
Excellent! For the lack of a better plan, I'll send you my email address in a private message at quakeone.com in an hour or so. 
Woods 
I tried with my old mouse (with a cable). It's the same issue. I suspect it's related to the Apple Studio display I use (it's a 5K display). The mouse is way too slow, even when I set its speed to max in QS-M. When I quit the game, my mouse is then reverted to a crawling speed. I need to set it back to my usual speed in the MacOS settings pane. So QS-M is unusable to me.

I also suspect some kind of interaction with the preferences of the regular QS (latest version available for Mac OS). It appears that when I change my prefs settings in QS-M, it may interfere with my settings in regular QS, but I'm not sure. 
VkQuake (Woods) 
I tried vkQuake, which is native on Silicon Macs (it's an universal binary). It works, except that ... sounds totally sucks and apparently there's no option to setup the sound system. Playing vkQuake give me the impression to have a strong hearing problem. WTF is that mono sound system?

Also, vkQuake doesn't give a command line window at the game launch, which sucks! QuakeSpasm is much better (and there's no sound problem with QS!).

The mouse feel is different in vkQuake. It's not as "sensible" as the mouse sensitivity in QS, but it's okay. I can set it to a relatively good feel. But strangely, it affects the mouse sensitivity in QS after I quit vkQuake and I have to set it back in QS! WTF!?

On a side note: vkQuake has a cool control feature that I would like to see in QS: a zoom view using the keyboard. I'm unaware if there's something similar in QS. 
VkQuake (Woods) 
With Windows, you can change the sound settings as for QuakeSpasm in vkQuake by adding :
vkquake.exe -sndspeed 44100

Else, sound sampling is 11025 Hz as for original Quake.

Maybe this works on Mac too? 
#3900 
Macs applications can't do command line parameters.

Like how the Apple mouse that comes with your Mac has 1 button, so you put the Apple mouse in a drawer and plug in a real mouse with 5 mouse buttons and a scroll wheel. 
Baker 
The regular QS on Mac has a command line option at start. vkQuake doesn't.

The Apple Magic mouse is a track pad on a curved surface. It has two buttons and a "scroll wheel". In Quake, I don't need to use these options. I use the mouse exactly like my old one-button mouse (with a cable) and it's enough for me in Quake1 (and even in Quake3). I do all the rest with my left hand on the keyboard. 
Gonna Ask It Here 
Does anybody know whether Ironwail supports checksum-based loading of ent files? IIRC, QSS had that feature and it was quite useful. 
@metlslime 
@metlslime :

Fitzquake had bumped MAXALIASVERTS and MAXALIASTRIS practically to twice
their original values (literally in MAXALIASTRIS case) but corresponding
arrays in gl_mesh.c remained the same -- namely the globals commands[],
stripverts[], striptris[], used[] and vertexorder[], and also the locals
besttris[] and bestverts[] in BuildTris().

Is that an oversight?

With current array sizes we get a segmentation fault in mj4m4 and mj4m5
maps of the mjolnir mod but not if we double sizes of those arrays (the
commands[] array in particular.) 
Szo: 
I guess it was an oversight. I did a search and found this message:

https://www.celephais.net/board/view_thread.php?id=1&start=3894&end=3894#3894

Which indicates my motivation to bump MAXALIASVERTS to match software quake's max (which was higher than glquake.) 
Quakespasm 0.96.0 Released 
Version 0.96.0 of QuakeSpasm is released.

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

Changes since the previous version:

- Adjustments to joystick defaults and behaviour. (See the
"Controller support / Cvars" section in the README.)
- Fix for a mouse grabbing issue on macOS.
- Add missing support for -ip command line option on unix / macOS.
- Backport angled sprites code from FTEQW (spriteframetype: 2, must
have 8 frames per group.)
- Bump the progs execution runaway loop limit to 16M.
- Add signon buffer fragmentation to fix SZ_GetSpace errors on
certain maps when using protocol 999.
- Increased MAX_DATAGRAM to 64000 to overcome packet overflows.
- Bump the MAXALIASFRAMES limit to 1024.
- Fix arrays to have proper sizes in gl mesh code, reflecting
MAXALIASTRIS and MAXALIASVERTS correctly. (fixes SIGSEGV in
mj4m4/mj4m5.)
- Increased default value of gl_farclip to 65536.
- Increase chase cam target trace distance to allow for chasecam to
function in large open maps (useful e.g. for the func_vehicle mod.)
- Raised default maximum number of particles to 16384 (can be set
up to 32768 with -particles on the command line.)
- Fix on-screen keyboard showing up suddenly on Steam Deck when
starting a map.
- Fix viewmodel interpolation with >10Hz animations.
- Fix a memory leak when exiting game in SDL2 builds.
- Fix a possible crash when handling clipboard data on macOS.
- Fix a potential crash after loading of saved game.
- Fix possible out-of-bound reads when handling progs type sizes.
- Fix Dutch angle VP_PARALLEL_UPRIGHT sprites.
- Fix an issue with lights blending by using 10 bit color depth for
lightmaps. (For GLSL mode only.) Disable with "-nopackedpixels",
if necessary.
- No relative motions when the window is not focused.
- Status bar and intermission screen tweaks.
- Properly display monster counts > 3 digits.
- Fix console animation with scr_conspeed <= 0.
- Fix mouselook not working upon game quickload during a demo play.
- Haiku operating system support.
- Fix console when server is run noninteractively with stdin
redirected from /dev/null.
- Updated Visual Studio project files.
- Minor code cleanups. Updated third party code, e.g. SDL, music
codecs, etc.
- Thanks to Andrei Drexler, Alexey Lysiuk, Andrey Budko, Boris I.
Bendovsky, Chris Cowan, Maciej Olędzki, Simon McVittie, OscarL,
Eric Wasylishen, Jaycie Ewald and Spike for patches. 
Still Mac Intel? No Silicon Version Yet? 
While the app works great in emulation mode with Rosetta 2, I'm wondering if a native Silicon version will come one day. 
@Barnak 
M1 requires Apple 'notorization' and I don't have an Apple certificate to sign my builds (the unsigned M1 versions will refuse to run..) The Xcode project file included in the source supports targeting M1, so you can build yourself (or keep using the x64 version.) 
Szo 
While I don't know much about M1 compilations, I believe there's a way to build native apps for Mac Silicon without the pesky Apple notarization. I may be wrong, though.

Anyway, multi-thanks a lot for keeping Quake alive on Macs! 
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