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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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Great To Know! 
Didn't know that DP can support the music folder convention QS is using.

Also great is the ent support. Didn't know it already exists.

Any chance of having multiple game dir support soon? 
 
also /sounds/cdtracks is a gross folder path... 
Like Necros Said Id1/sounds/cdtrack Is Gross 
And I'm glad Quakespasm won't support it.

@Johnny Law

> Baker, you are a good dude but also pretty confusing!

The first rule they teach you in journalism and mass communications is people can't look away from an exciting train wreck. But the important thing is I'm a train wreck for the benefit of Quake.

You may now return to discussing ... uh ... .ent files and cdtrack folders and other really ... erm ... appealing topics.

Quakespasm = the best thing since sliced-bread but I hope it adds some Mark V features tomorrow. Exit stage left; trips on stage prop but makes it look cool ... 
What 
 
Baker 
You can say you do not like it, but you cannot say it is gross: tastes are different in between people... so please... NIN is awesome ! 
@JPL 
I was referring to a specific nonsensical folder naming convention which happens to be gross from any logical engine coder's point of view. Which is an engine feature (i.e. within the scope of things I care about).

I never offered an opinion of the Quake soundtracks. Everyone has their own private gameplay preferences, no right or wrong to be found. 
No Right Or Wrong To Be Found 
junkie pro trent reznor would agree with that, so Do i. 
@Baker 
Quakespasm = the best thing since sliced-bread but I hope it adds some Mark V features...

Had a chance to browse your latest, and nicely surprised to see it was largely rebased on quakespasm with mark5 features added.

Having less and less time to spend on coding these days, it would take some time to pick and add new features... 
@szo 
I believe in a "one-engine" approach to classic single player and was trying to make it easier to work with for you guys to grab features if you chose ;-)

I hear you on the lack of time thing --- me too. 
Linux Movement, Sound Problems 
with rev. 843, i'm noticing problems with movement; mainly jumping plats and getting stuck on inclines (demos of the problems at http://quake.eugenics-research.org/quakespasmbugs.zip), and quakespasm isn't playing ambient sounds. I've only had these problems on 64-bit linux, 64 bit windows binaries worked fine. 
 
Hmmm - i can't reproduce this on my amd64 box, with either r843 or current (852). Is it some cvar issue ? Can you reproduce the problem with a clean install of id1/paks/configs etc. 
Negke 
I don't know about others, but in my view the console and status bar alpha values that QS defaults to are way too transparent. I'd prefer 0.8 and 0.9 respectively - currently it's sometimes unnecessarily harder to read on bright or busy backgrounds. I also wonder why this is forced on by the engine while other things like the slow console speed remain unchanged.
I think you're talking about
scr_conalpha (cvar)
scr_conscale (cvar)
scr_conspeed (cvar) which are adjustable 
I Know. 
What I meant to say is cvars like these are something the user has to decide on, not something an engine should just default to arbitrarily. 
Stevenaaus 
with a clean build (make clean and a clean id1/paks/configs) i now have ambient sounds, but i can still become stuck in slopes as in the demos i posted. 
Very Noob Question 
OK, so I just dloaded and installed QuakeSpasm 0.85.9 on OS X 10.8.4, where does it want the game data to be located? Launching the application fails because it can't find the game data and there is no obvious way to point it to a location. 
@Jago 
Quakespasm on Mac is same as Windows.

(your quake folder)\QUAKESPASM
(your quake folder)\id1\pak0.pak
(your quake folder)\id1\pak1.pak
etc 
I Tried 
I tried having the QuakeSpasm application in the /Quake folder and it didn't pick up the data, I tried moving the folder to /usr/local/games/quake, but still same problem, game client closes upon launch with a "couldn't load gfx,wad" error. 
And Now... 
... I got it to launch the game, but it weirds out in another way: I can launch a new singleplayer game just fine, but if I type "map start" in console, it can't actually find or load the map, same for any others like dm2, dm6, etc. What's going on? 
I Just Have 
my entire Quake folder in /Applications/Quake like so

/Applications/Quake/QuakeSpasm.app
/Applications/Quake/id1/...
/Applications/Quake/quoth/...

etc.

It doesn't care about the case of the pak files. 
... 
Jago:

I tried moving the folder to /usr/local/games

Keep in mind OS X isn't Linux, particularly from an application usage perspective.

1. Right click on the desktop and make a folder called Quake
2. In that Quake folder, put Quakespasm.
3. In that Quake folder, make an id1 folder. Put pak0.pak and pak1.pak in there.
4. Run Quakespasm.

There are many other ways to get the job done, OS X is rather liberal like Windows and applications can live anywhere. Or you can do as SleepWalkR suggests. There isn't any one single way right or wrong here, but I think the /usr/local/games folder isn't going to work because OS X hides those kinds of folder from casual access. 
I Got It 
I got QuakeSpasm working fine now, I had picked up the /usr/local/games/quake idea from fodquake, which is supposedly THE qw client to use on OS X, which specifically expects that path. I guess I could just make a symlink from my current Quake folder location where I have QuakeSpasm working to that path, so that fodquake would work as well. 
Not Sure Why They Would Do That 
as it really goes against how OS X works usually. Applications go to /Applications. 
Fodquake 
Ah, I had paths a bit confused, fodquake wants: /Library/Application Support/fodquake/id1: http://www.youtube.com/watch?v=uMr7BrqCZns&feature=player_embedded 
FOV-independant Viewmodels? 
Is there any chance FOV-locked viewmodels will be added/ported from FitzQuake Mark V?

I'd use just Mark V but it has a few issues (no fov_adapt cvar which bugs me and MP3 music seems to keep playing on level changes) 
Cont. 
By no fov_adapt cvar I mean that you can't seem to disable the effect. Normally the game view just gets shorter if you use a smaller viewsize but in FitzQuake Mark V it also zooms out too, which is something I'd like to prevent. QuakeSpasm lets you turn it off, at least. 
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