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Spiked Quakespasm Modding/Coding Help Thread
Thread for figuring out all the new particle and modding features in the "Spiked" version of Quakespasm.
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Actual QSS engine download:
http://triptohell.info/moodles/qss/

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Tutorial on how to enable rain and snow on the Quake start map:

1. Video of snow: https://youtu.be/DvqxsJChXH0
2. Video of rain: https://youtu.be/NRud8T88tDc

Steps:

1. Put this start.ent download in c:/Quake/id1/maps folder. Tells it what textures emit snow and rain.

2. Put this weather.cfg download in c:/Quake/id1/particles folder. Indicates spawn information on particles and how they behave.

3. Enter r_particledesc "weather classic"; map start in the console. I assume "weather" is the name of cfg. Also seems to work with just r_particledesc "weather".

Stuff:

Q: How do you find out the name of textures?

With Quakespasm I don't know that you can, but in Mark V just type "tool_texturepointer 1" in the console and look at a surface and it displays the name of any texture you look at on-screen. screenshot

Q: How is the external ent file made and what does it need?

Open up Mark V and type "map start". Now just type "copy ents" and the entities for the entire map is on the clipboard. Open a text editor and paste. Save it as c:/Quake/id1/maps/start.ent

The first few lines of the file look like this, add the 2 bolded lines that tell the particle system that the texture names are "sky1" for snow and "wizwood1_8" for rain.

{
"sounds" "4"
"classname" "worldspawn"
"wad" "gfx/start.wad"
"_texpart_sky1" "weather.tex_skysnow"
"_texpart_wizwood1_8" "weather.tex_skyrain
"message" "Introduction"
"worldtype" "0"
}


A devkit is also available HERE http://fte.triptohell.info/moodles/qss/QSS_DevKit.zip with source code examples of how to create your own custom HUD using CSQC. The examples show CSQC recreations of the classic HUD as well as variations for the missionpacks and should serve as a good starting point for your own creations. There's a few other goodies in there too (e.g. particle stuff), so check the readme inside the devkit.

Discord
There's now an official Discord for FTE and QSS, find it here: https://discord.gg/E6fTcgB3ev
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Particle Fields Descriptions - FTE Wiki 
Very Important Link:

http://fte.triptohell.info/wiki/index.php/ParticleFields



Spawn Related Fields

. *count (count)*
- count: specifies number of particles to spawn with point effects

. *step (step)*
- step: specifies Quake units per particle to spawn with trails
! Note: step (x) is a synomyn for count 1/(x)

. *die (die)*

- die: specifies time in seconds it takes for the particle to die. A value of 0 means that the particle will be rendered for a duration of 1 frame.

...


/Far more detail and number of fields @ wiki 
Sparks, Lava Effects, Trails 
fte particle examples are rare, but I remembered one from long ago from Haze.

Sparks, Lava effects, trails

1) haze.cfg download in c:/Quake/id1/particles folder
2) Type r_particledesc "haze"; map start

Here is result in video: https://youtu.be/4BTywfBdbRc

The config is not completely recognized and is not entire Quakey --- and Haze never intended it to be.

But the contents of haze.cfg may serve as a reference for modifying/adding effects to models or particles. 
Cl_bobcycle 0 
gives a grayflash 
Cl_bobcycle 0 
Actually causes a floating-point division by zero in most Quake engines; line 113 of Spikespasm view.c:

cycle = cl.time - (int)(cl.time/cl_bobcycle.value)*cl_bobcycle.value;

Just set it to a really really low value instead. 
R4 
http://triptohell.info/moodles/junk/quakespasm-spike-r4.zip

sorry it took so long. I got bored, and distracted. so I might as well give what I have before I forget about it completely.
Anyway, this build should fix various issues with the previous one, as well as making protocol 15 servers more compliant (which makes it a little more limited, but oh well). 
 
Hahah ...

Nice job Spike! GLQuake could connect to it just fine when running sv_protocol 15. 
./particles 
I tried adding these things into a pak with pakexplorer, but "particles" is an invalid filename apparently. Any way around that? Weather would be a nice addition to my mod for engines that support it. 
 
I have a particlefont.tga inside my darkplaces\id1\particles folder, if that's any indication. 
 
I know, different engines, but it still could be of some use. 
 
Filenames of the 8.3 format is a PakExplorer limitation. AFAIK, the pak format allows for longer names, as long as the whole path is no more than 56 characters.

I haven't tried any other tools yet. 
 
Pakscape is what you need 
R4 
Finally got around to adding more support for this to the latest version of AD and the particle scaling looks really good. Its nice to know that all my time spent creating a DP particle file has not gone to waste! :)

For some reason I cannot get a screen shake entity to work. Its called "misc_shake" and is based on the version from the RRP codebase. It specifically uses punchangle_x on the player to move the screen around and velocity to make the player move around. For some reason this entity is doing nothing to screen or player.

The new function does use findradius to locate the player and that is certainly working, but the parameters on the player are being ignored. Any ideas why? 
A Storm Is Coming 
An example video of the QS-Spike (v4) client running with AD 1.5 showing DP like particles effects and weather (rain) 
 
all these teasers are phenomenal. 
:O 
The amount of atmosphere that adds, holy cow it is gorgeous. So players not using QS-spiked will not have the rain or sound effects correct? 
 
DP users should. Now QSS needs its own Pretty Water mod. 
 
-- and wouldn't have smoke effects coming from the flames. 
 
I'm sure Seven could do something about that.

*thinks about Seven's forthcoming SMC v5.53*

Hmmm... Seveeeeen? 
R4 Feedback 
The QC example in weather.cfg has spelling mistakes
Line 4 - particleeffectnum("weather.te_rain")

In order to check for rain / snow functionality the engine should respond to the following extension checks, I am getting false from these.
checkextension("DP_TE_PARTICLERAIN");
checkextension("DP_TE_PARTICLESNOW");

@Bloughsburgh
not using QS-spiked will not have the rain or sound effects correct?
I plan to only implement this for QS-Spike and DP clients 
@Mugwump 
Prepare PBR materials and real-time GI too. 
"I Plan To Only Implement This For QS-Spike And DP Clients" 
Why not asking ericw to merge Spike�s code into QS for a new release? 
Icaro 
I suspect it will be eventually. It isn't a set of changes that drastically changes the game. I don't even thing fog was a "vanilla" glquake feature and that was added.

The guys are probably just keeping it separate for quarantine while the bugs are sorted out and to see how it is used / abused. 
R4 Feedback 
Get the following console messages
findfile: can't find particles/effectinfo.cfg
findfile: can't find effectinfo.cfg

This is after doing the file registering thing in world.qc. particleeffectnum("effectinfo.txt");
Any reason the engine is still trying to find a config file? You did say in the documentation the engine will not look for particles files by default. (line 73 in qs-spike.txt "no effects will be loaded by default"

Any chance you can move the "Particle effect token stainblah blah" to developer 2? The engine is not going to support stain stuff so why spam the console about it?

When I register my own weather.cfg file I keep getting "fte_weather.te_snow: is not a recognised particle type" There is no type specified in the effect, its default. Why do I get this error?

@Icaro
Why not asking ericw to merge Spike�s code
This is nothing to do with me, totally up to the QS team. I plan to support QS,QS-S and DP egines for AD. Some features are not just present, this is something for the engine coders to add/sort/fix. 
 
It isn't a set of changes that drastically changes the game. I don't even thing fog was a "vanilla" glquake feature and that was added.

Your enthusiasm keeps baffling me, because I vaguely remember you giving me a speech about the need to avoid unnecessary feature creep. Maybe it was someone else? Too many shamblers on this map. 
 
a speech about the need to avoid unnecessary feature creep does sound more like Shambler than Shamblernaut.

@khreathor What are PBR and GI? 
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