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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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Are You Sure? 
i don't recall these bugs happening in winquake

particularly the "elevator sinking bug" (and airquake tank turret updating bug) 
Just Tested In UQE 
the "elevator sinking bug" doesn't happen in it... 
 
Stuck on convex angle is 100% reproducible in ID Quake and happens in e1m1; it was fixed in the Kex reissue by altering the map geometry. 
Is There A Command Line Option To Set Start Up Map? 
I'm looking at this page but couldn't find such an option, does it exist? Thanks!

https://manpages.ubuntu.com/manpages/bionic/man1/quakespasm.1.html 
 
just adding “+map mapmame” should do it 
Thanks Metslime! 
 
New Bugs Found 
If you start and quit Quakespasm, multiple times (like 5-6),

the game will suddenly not boot up/be a black screen when you try to run it again 
 
Also sometimes Quakespasm will freeze or not be able to return to the game, after you minimize it 
Graphical Bug For Compound Model 
Compound model monsters, like in Malice, often the upperbody/subordinate part missing), this bug doesn't happen in WinQuake 
@ranger 
You might want to file these bugs or check and see what the status is, if they have already been reported.

https://sourceforge.net/p/quakespasm/bugs/

https://github.com/sezero/quakespasm/issues 
Graphical Bug For Compound Model II 
@ dumptruck_ds I don't see this issue listed there?

also I've narrowed it down

something is wrong with QS's MOVETYPE_PUSH, MOVETYPE_NOCLIP, MOVETYPE_STEP... because when used for body compound mdl monsters, the attached body is either invisible or not updating fast enough - so looks jittery (like I mentioned these bugs don't happen in winquake) 
Re: Graphical Bug For Compound Model 
I don't have malice or whatever, therefore I don't know what it is about. If someone has a well-tested patch, that would be welcome of course. 
Graphical Bug For Compound Model III 
airquake tanks also have a similar problem... try it yourself; look at the enemy tanks' turrets when they drive around

https://www.moddb.com/mods/air-quake/downloads/airquake-103 
Re: Graphical Bug For Compound Model 
Do ironwail and/or vkquake (or any other source ports) have this issue? 
Graphical Bug For Compound Model IV 
Do ironwail and/or vkquake (or any other source ports) have this issue?
yup

I think joequake or some port with the old quake underwater effect didn't have this issue 
Re: Graphical Bug For Compound Model 
OK, created a ticket for this at https://github.com/sezero/quakespasm/issues/118

(For future reference, I don't follow this thread daily, I just happened to notice it by chance: Please use the issue trackers that dumptruck_ds noted above, like everyone else, otherwise bug reports here will easily get forgotten.) 
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