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Quake Custom Engines
Discuss modified Quake engines here, I guess. What engines do you use? What are the pros/cons of existing engines? What features would you like to see implemented/removed?
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Crashes on Arcane Dimensions tho.

I played AD using mark v and everything was fine. no crashes or any problems. skill 2. 
 
I played and tested AD on MarkV and it worked fine. Not the Winquake version I believe... it identifies as v0.99 on the lower right corner of the console. 
 
Ah, I was using the Winquake version ... the regular just outright crashed and wouldn't even start up. Weird. 
 
Does any of those SW engines support 64-bit Linux? 
 
 
Tried to run on my Ubuntu 64 box, after compiling it, crashed when trying to start a new game. Playing demos works fine, menus work fine as well. 
 
Likely, they haven't fixed QuakeC interpreter to use 64-bit aligned pointers, which Linux 64-bit is rather insistent on.

So the demos run, it should be able to play as a client, but the second single player attempts game logic, it'll explode. 
 
So something you could do ...

Start Quakespasm -dedicated and maxplayers = 1 and deathmatch = 0 and then connect to the Quakespasm server. 
Arcane Dimensions On Qbism Super8 
Anyone get arcane dimesnions to run on qbism super8? I tried running but it crashes on start up. 
 
mark_V_Winquake just crashes for me. Used the link that was included. Sad. Was looking forward to the palleted texture rendering. hehe 
 
If you post your config.cfg, your command line, start up Mark V with "c:\quake\mark_v_winquake.exe -condebug start" and post the contents of "c:\quake\id1\start.log" tell me about your machine specs (version of Windows, anything unusual) ...

I'd be willing to quickly check for anything unusual.

I haven't had anyone say that Mark V WinQuake and 30-40 people have given it a test drive, but obviously it isn't working for you. 
Qbism Super8 Cl_beams_quakepositionhack? 
does qbism super8 have a console command similar to qbism super8 cl_beams_quakepositionhack? for darkplaces? I am trying to adjust the position of the lightening gun beam in QC but no matter what I do, it is always in the center when using qbism super8. I was wondering if it is the result of qbism also having a console variable similar to qbism super8 cl_beams_quakepositionhack? in dark places that I need to disable in order to get it to work.

I've looked for one. but no luck so far. 
#412 
That behavior was implemented by me before qbism forked the code, so he may have not changed it. When I implemented it I didn't add any cvar to restore the original behavior.

Hmm� Yep, no changes were made:
https://github.com/qbism/super8/blob/master/cl_tent.c 
 
@mankrip: So no matter what, there is no way around it unless something is changed in the engine itself? No way around using quakec code? 
 
:/ Yep, no way around, other than using a different kind of beam. 
 
Well not quite... You can spawn a new entity to be the source of the beam at the spot you want. 
 
@ necros:
You mean create an entirely new entity that duplicates that of the lightening bolt but with a different name and just use that as what is called by the lightening gun when fired? and it should appear where I want it to and stay steady? I managed to change the location of where the lightening bolt originates from the gun, but as the player moves, the lightening beams seem to lag to catch up with where the player is standing. 
 
Yeah, it's going to be messy, but what you do us something like this...

Spawn the entity, set its owner to the player. give it a think method to set it's origin relative to the player and make the nextthink 1. This makes it run every frame so the helper resets it's position all the time.
Then you'll want to store a time value 0.1 seconds in the future and include an if condition to remove itself after that time. 
 
could I just add the think method to the original lightening entity? btw, where/which qc file is the code for the lightening bolt entity stored? I'm having trouble finding it. 
Weapons.qc 
 
@necros 
That's basically what the original code in cl_tent.c already does - spawn an entity at the view model origin and update it's position each frame. What you're proposing just seems a more complex way of reproducing the same behaviour as is already there.

Part of the problem is that the view origin for the view entity is actually not the same as the view origin that's used for drawing. I haven't actually traced through this part of the engine code in sufficent detail to say more though. 
 
Sure, I did say it was messy. But it's qc only as opposed to needing engine changes. 
 
qbism has released a super8 with the ability to toggle the beams behavior ...

https://qbism.com/download/file.php?id=30

Presumbly the cvar is cl_truelighting 0/1, the same as JoeQuake/ezQuake/Qrack/etc. where a setting of 0 is Quake normal behavior. 
 
I tried qbism and I really like the look of the engine but ... fullscreen seems broken? My Windows task bar never goes away which is annoying. Am I alone on that? 
 
Cvar name is cl_beams_quakepositionhack 
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