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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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@ Svdijk: Vsync Bug 
nope, didn't work for me. everything is like before, had to use nv control panel to disable vsync permanently.
new console message appears on startup, however: "Cvar_Set: variable vid_vsync not found" 
Re: Vsync Bug 
That message appeared in r778 because of a sloppy mistake of mine, but it shouldn't be occurring in the updated r779 that I posted; did you try that second link? 
Re: Vsync Bug 
oops, missed the update somehow, my bad. but no, r779 hasn't solve the problem either. 
Re: Vsync Bug 
OK, one more: http://quakespasm.sourceforge.net/tmp/qs_r780_win32.zip

If this doesn't fix it, is there anywhere off-forum where I can contact you so we can stop spamming this thread? 
Re: Vsync Bug 
all the same with this rev(
here, my postbox:
seraph[dot]divine[dot]sd[at sign]gmail[dot]com 
 
Trying to save in its (http://www.celephais.net/board/view_thread.php?id=60875) gives me a segfault: https://pastee.org/s6a23

Built from SVN a while ago:
QuakeSpasm 0.85.9 (c) Ozkan Sezer, Stevenaaus
Exe: 12:41:37 Nov 14 2012
FITZQUAKE 0.85 SERVER (38429 CRC) 
 
Yeah 
same here. Relevant portion of stack trace:


0 libsystem_kernel.dylib 0x00007fff895ad212 __pthread_kill + 10
1 libsystem_c.dylib 0x00007fff91413af4 pthread_kill + 90
2 libsystem_c.dylib 0x00007fff91457e9e __abort + 159
3 libsystem_c.dylib 0x00007fff9141971d __chk_fail + 35
4 libsystem_c.dylib 0x00007fff914198f8 __sprintf_chk + 201
5 net.sf.quakespasm.QuakeSpasm 0x000000010004e9da PR_UglyValueString + 170
6 net.sf.quakespasm.QuakeSpasm 0x000000010004f3e2 ED_WriteGlobals + 194
7 net.sf.quakespasm.QuakeSpasm 0x000000010004a0b9 Host_Savegame_f + 761
8 net.sf.quakespasm.QuakeSpasm 0x00000001000402b4 Cbuf_Execute + 196
9 net.sf.quakespasm.QuakeSpasm 0x0000000100044682 _Host_Frame + 82
10 net.sf.quakespasm.QuakeSpasm 0x000000010005dd85 SDL_main + 549 
@Spirit, @SleepwalkR 
Save crash should now be fixed in the svn as of rev. 791. 
 
What is your command line ?
Can't you save game at all ? I can't reproduce this. 
Ta Oz 
Interesting looking mod :) 
@stevenaaus 
Not dependent on command line, depends on compiler. The crash was due to long global strings from the progs not fitting into an 256 chars long array (a stupid sprintf crash.) Grep your saves for "STORY_??" and see.
http://quakespasm.svn.sourceforge.net/viewvc/quakespasm?view=revision&revision=791 
Re: Traceline Crash When Using Player Lightning Hack 
You said it was a QC error in my dev progs, but it's definitely a bug in the Quakespasm code. I just tested my new map in several other mods (including ID1 1.01) and it's reproducable in all of them, albeit not at every instance of the hack. No other source ports have a problem with it.

I also noticed a slightly teleporter and monsterjump behavior in comparison to Fitz085. Monsters teleported into a monsterjump trigger that worked fine in Fitz would either be kind of pushed out of the teleport destination and miss the trigger, or not be pushed in the same way (speed/height). This may or may not have to do with the fact the jump triggers are point entities using the bounds of another ent. I didn't examine this behavior in detail, though, just adjusted the entities until it worked in both ports. 
Soundtrack Music Sounds Fuzzy/muffled? 
I'm wondering if this is a known issue or if there are some relevant console settings I could tweak.

I've ripped my Quake CD to OGG and MP3 forms. When the soundtrack files are played using DarkPlaces, Fitzquake Mark V, or DirectQ, they sound "right". With QuakeSpasm though they don't.

My usual test track is the first one ("Aftermath") that plays during the intro demo as well as on DM4. In the "DA NA NA - DA NA NA NA" hits, correct playback has some high frequencies in there that give those hits some prickly edges, but in QuakeSpasm they just sound kindy sludgey. 
Re: Soundtrack Music Sounds Fuzzy/muffled? 
That's because the tracks are downsampled to 11025 Hz by default. With "-sndspeed 44100" they'll sound as expected. 
 
Thanks!

I've also run across the sndspeed "controversy" in the Fitzquake Mark V thread now. 
+Some Features For Anyone Interested ... 
(Source only ..)

After making sure I was aware of all the Quakespasm changes, I carefully added a few Mark V features that I really miss when using Quakespasm on my Macs.

10 changed source files which go in Quake folder of Quakespasm source OR ... alternatively changes .diff file

The diff changes the version to "0.85.9" just so I could be certain that I was using the right one during testing.

Dynamic light speedup, record demo at any time, widescreen correction (as far as I know Quakespasm doesn't have this), and making the gun the same size regardless of the fov. 
 
...making the gun the same size regardless of the fov.

This. I guess this feature should be implemented in all engines currently active - at least as a cvar. Nice thought. 
Is That MH's Fix? 
 
Gun Size 
r_gunangle
or
r_viewmodelfov

Usually does the trick... mine is set to this in the autoexec.cfg -

r_gunangle 2
or
r_viewmodelfov 110 
@FifthElephant 
I have just tried the cvars you suggested in the latest QuakeSpasm... to no avail. They are sadly unrecognized. 
I Thought Maybe QS... 
may have been forked from Fitz or something. :-/ 
@Baker 
Please try the svn version: we might be releasing a 0.85.9 soon(ish). Source snapshot and pre-built binaries are temporarily at: http://quakespasm.sourceforge.net/devel/ 
I'll Do That 
I have to say, after reviewing your code changes in detail super-detailed review of Quakespasm changes, I think Quakespasm with all things considered is the best Quake engine ever top to bottom measured by platform interoperability, project structure, debugging and convenience. 
@szo ... 
I just looked over the changes between 8 and 9 and something MH would say goes like this:

You have IN_Activate and IN_Deactivate referenced everywhere, but really you should just check that in one place in the source once per frame.

Not that I've actually conquered this myself ... yet. Spike would recommend a Q3-like message queue (don't handle SDL messages immediately, queue them --- then handle once per frame --- so you have a single point of evaluation per frame and one place it happens).

In Mark V, this is a major goal to be in the late summer release. The way Quake handles input activation/deactivation is not good, case in point often in many engines if I ALT-TAB out and then back in, the brightness corrects and then it for some reason goes back to system normal (not what the Quake brightness option is set to).

If I can get a proper handle on this in the coming months --- after the feature is in a released Mark V for long enough to be considered road-tested -- I see if I can rework Quakespasm to use it. 
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