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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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\o/ 
Another release, nice!
Just downloaded it, will play some later 
Windows Performance 
I did a timedemo with the Win64 bit build out of curiosity and it did about 40 fps for demo1.dem.

I wondered if this was a Win64 issue, so I did a timedemo using Win32 Quakespasm. Again 40 fps.

Thinking this might be a sound issue, I started up again with -nosound. timedemo results were the same.

I get about 180 to 200 fps doing timedemo demo1 for other FitzQuake engines. And while SDL might be a factor, I've run DarkPlaces SDL before and it runs normal speed.

Could be compiler used for Windows builds? My Mac runs Quakespasm fine +++ @ 447 fps for timedemo demo1 
If It's Exactly 40fps 
That sounds like the framerate is capped somehow. 
 
I was rounding a bit. I had host_maxfps set to 999 and vsync off. 
Nevermind 
I set gl_flashblend 1 and got 200 fps. 
Making The Gun A Normal Size 
In other engines you can make the gun visible by putting v_gunangle or r_viewmodelfov... any idea what the command is to do this for quakespasm? Right now it's hidden behind the status bar. 
5th 
i�ve no clue, running on QS either, that problem never occured... 
Makefile Origins 
I recently ran make on QuakeSpasm, Yamagi Quake2 and ioq3 and they all have such painless build processes. Literally 'make'

Does anyone know how QuakeSpasms Makefile was crafted? If by tool or by hand? 
Re: Makefile Origins 
It was originally based on/inspired from tyr-quake's makefile with some additional bits from uhexen2, and then updated/improved as needed. 
A Little Problem 
I don't know what causes this but I have noticed that age-old problem of screen tearing (whilst in presence of flickering/styled lights) reappeared under the latest version, 0.85.9. When I revert back to 0.85.8, things are smooth, no more tearing.

I managed to overcome this problem while I was still using FitzQuake two years ago, through these cvars:

host_maxfps "120" (actual refresh rate is 85Hz)
vid_vsync "1"

I am still using the same cvars and the same autoexec. Triple buffering is enabled through NVIDIA control panel, while vsync is left as "application controlled". Tried different rates for host_maxfps to no avail. I am clueless. I guess the two versions handle something differently than each other. Can anyone help me out? 
Tearing. 
tearing is most noticable around dlights on account of them changing every single frame. a 'good' engine will tweak the dlights to only update at most 20 times a second, that'll reduce the hideousness of it.
vsync should kill all occurences of actual tearing, but dlights will still be able to produce epilepsy-inducing flickering...
if changing the maxfps value between different values above 85 actually changes your ingame fps rate (don't use timedemos, go by show_fps instead) then it implies that your driver/engine is completely ignoring your vsync preference for some reason. some engines might possibly need a vid_restart for it to take effect. Or maybe its just broken.
Just force vsync on in your driver control panel. :P 
Quakespasm - IPV6 Support Request 
I suppose this is the place to ask, but can ipv6 support be added to QuakeSpasm?

Other than that, this is a great Quake engine. Keep up the good work! 
Quakespasm Steam Easy Installer 
Download

Untested since I don't have Quake via Steam. 
Save Game Problems 
I've got some problems with save games - missing runes. Is there any solution? 
Re: Quakespasm Steam Easy Installer 
FYI I tried out that installer. The system I tried it on has Steam installed at the default location, so I don't know if it finds non-default Steam installs automatically, but it works fine.

I also tried using it concurrently with the "ProQuake for Steam" and they both work (and uninstall) correctly without interfering with each other. 
 
One more bit of info about that:

There's a popular installer used by Steam-ers that dumps the DarkPlaces engine and libraries into the Steam folder. That has at least one DLL file that overlaps with QuakeSpasm's libraries (SDL.dll) and one with ProQuake's libraries (zlib1.dll).

I don't know if there's any mismatch in those DLLs between the different installers that would cause functional issues running any of the engines. But certainly using the QuakeSpasm or ProQuake uninstaller will remove a library that is used by DarkPlaces.

I don't know if you want to try anything cleverer to deal with that (like sticking engine+libraries in a subfolder and using -basedir to get at the data files). Maybe a warning in the README though. 
 
Thanks for the feedback on that and it gives me some insight on future improvement (see if the installer can be made to rollback a file overwritten). My main goal was to provide a method for the "barely computer literate" (and those people are not rare) to install Quakespasm. 
Add: 
Enthusiasts like you --- yes I do know -- are the reason this game forges ahead. Credits to you and your diverse mindset. You may not think it matters -- and whether or not you think it does: it does. Sure, maybe others don't notice, but natural born winners have a spider-sense that notice others of our kind. 
 
Maybe Windows has something like LD_PRELOAD? Then you could just rename the DLL and load it specifically for each engine. 
Apologies 
I have sort of a self-deprecating arrogant sense of humor and I shouldn't be exercising that stupidity in someone's elses thread but rather limiting this bad taste humor to my own little corners.

@spirit: Windows has the "/DELAYLOAD:<blah.dll>" compile option at least with sources compiled in Visual Studio (the Quakespasm guys cross-compile on Linux so I don't know if that exists in their compiles) ... and ... unfortunately, as far as I know, the way Quakespasm and many engines are linked (the linker) the name of the .dll cannot be changed at run-time without a great deal of a code rewrite (although I think DarkPlaces goes full dynamic since it doesn't actually require any of the .dlls to run). DarkPlaces used to come with "non-standard" dlls, like the zlib1.dll wasn't the official zlib1.dll but some other one although I think that has been rectified in more recent times. Unsure about the other DLLs. 
Music Folder 
Dear developers of Quakespasm,
Is it possible to switch the music folder path to the convention used by darkplaces? i.e., from id1\music\track01.ogg to id1\sound\cdtracks\track001.ogg ?

Using unified conventions for replacement stuff will greatly improve daily playing life of those that like to keep more than one engine handy in the quake folder.

Thanks in advance.
Cheers 
Well, As I Am Already Here To Make Requests, Why Not? 
I would also like to ask for external ent support, as well as multiple game dir support, if they are not too hard to implement. Thanks. 
 
Unified conventions are indeed cool, but I think that the "music" folder pretty much is the convention now. DarkPlaces, QuakeSpasm, Fitzquake Mark V, and DirectQ will all play music files that are placed there.

(DarkPlaces will _also_ find music tracks if they are in sound/cdtracks ... that's fine, but probably you won't get all the other engines to adopt that behavior.) 
 
In other news: Baker, you are a good dude but also pretty confusing! 
 
Is it possible to switch the music folder path to the convention used by darkplaces? i.e., from id1\music\track01.ogg to id1\sound\cdtracks\track001.ogg ?
No, we won't do that. The 'music' directory is already supported by darkplaces and is a standart in later id games as well.

I would also like to ask for external ent support,
Quakespasm already supports external ent files for quite some time. 
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