
New Bugs Found
#3928 posted by
ranger on 2024/10/31 09:03:32
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
#3929 posted by
ranger on 2024/10/31 09:04:36
Also sometimes Quakespasm will freeze or not be able to return to the game, after you minimize it

Graphical Bug For Compound Model
#3930 posted by
ranger on 2024/11/17 06:56:08
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
#3932 posted by
ranger on 2024/12/15 16:12:36
@ 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
#3933 posted by
szo on 2024/12/16 06:53:00
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
#3934 posted by
ranger on 2024/12/17 05:53:20
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
#3935 posted by
szo on 2024/12/17 07:43:55
Do ironwail and/or vkquake (or any other source ports) have this issue?

Graphical Bug For Compound Model IV
#3936 posted by
ranger on 2024/12/17 18:55:21
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
#3937 posted by
szo on 2024/12/18 16:46:37
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.)

Possible A "sv_betterphysics" For Next Version?
#3938 posted by
ranger on 2025/01/03 10:24:19
like MOVETYPE_BOUNCE would properly bounce down slopes... etc?
but be sv cvar so only clinet & server with same value won't mismatch?

Trouble Connecting To Local Dedicated Server
Hey there... long time no see you guys. Anyway, I tried to join to a local dedicated Quakespasm server but even with a clean Quakespasm install it's failing. It keeps sending keepalive messages but the connection never completes.
Am I doing something wrong ? AFAIK there's no blocked ports, but... Here's a screenshot for more details:
https://ibb.co/3NMMZ3Z

Coordinates Of The Effects In The File "effectinfo.txt"
#3940 posted by
Andrew on 2025/01/18 10:07:30
Maybe someone can help me?
In the file "effectinfo.txt" there are lines, for example, "text 62 64" - these are the coordinates of a certain effect. How many X and Y parts is the file "particlefont.tga" divided into so that I can understand which values can be used to change the visual effects?

QoL Features?
#3941 posted by
ranger on 2025/01/18 15:20:52
Like a "delete save" button in the menu?
or a "load map" button? (so I don't have to minimize the game to manually search through the maps folder for the map name to paste into console?)

@ranger
#3942 posted by
metlslime on 2025/01/18 19:44:22
there is a “maps” command that prints a list of available maps.

Can It Be Modified For Next Version?
#3943 posted by
ranger on 2025/01/19 09:19:59
to only shows the maps in the current mod?
currently seems to list all maps, including in the ID1, which might not be mod compatible

Water Effects?
#3944 posted by
ranger on 2025/01/19 09:21:27
Also can the old school quake underwater effect be brought back as a "r_waterwarp 2"?