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.
#498 posted by negke on 2013/07/07 08:54:24
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
#499 posted by jt_ on 2013/07/08 23:33:16
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
#500 posted by Jago on 2013/07/10 03:13:25
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
#501 posted by Baker on 2013/07/10 03:30:07
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
#502 posted by Jago on 2013/07/10 03:31:20
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...
#503 posted by Jago on 2013/07/10 03:45:51
... 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.
...
#505 posted by Baker on 2013/07/11 03:03:55
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
#506 posted by Jago on 2013/07/11 15:34:24
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
#508 posted by Jago on 2013/07/11 16:02:59
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?
#509 posted by Tarvis on 2013/08/02 21:39:56
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.
#510 posted by Tarvis on 2013/08/02 21:47:19
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.
Also
#511 posted by Tarvis on 2013/08/02 21:53:07
Also, any chance for a cvar to keep redrawing the HUD border tiles? I'm playing from Steam so that would keep the Steam notifications in the corner from staying on even after they go away.
Otherwise, great work on this port! I've been looking a long time for a simple GL port that lets you do independent HUD scaling for things like messages and the status bar and also generally keeps the software-mode feel. I think this is the one I'll stick with.
Redrawing The Border Tiles Each Frame
#512 posted by svdijk on 2013/08/03 18:09:24
Setting the "gl_clear" cvar to "1" should do that.
HUD Position
#513 posted by wbaw on 2013/10/12 14:14:41
How to center the HUD in Multiplayer?
Lightning Shades Effect And Other Glows
#514 posted by Barnak on 2013/10/12 16:28:33
Using Quakespasm, is there a way to turn ON the nice GL glowing and lightning effects we sometimes see in modern Quake engines, as shown on Youtube ?
I'm especially interested in the ligthning gun rendering, which currently gives me an ugly pixelized effect (default, old lightning rendering).
#515 posted by ALLCAPS on 2013/10/12 18:30:25
If you want super-pretty graphics I think you'll want to use Darkplaces instead of Quakespasm. QS I think strives for authenticity, while Darkplaces is kind of the rebel of the Q1 engines.
Bugreportish.
#516 posted by Spirit on 2013/10/12 19:59:11
Built binaries from SVN right now. On Linux.
Server where I lowercased all filenames:
quakespasm-svn -game atf -dedicated
Client where I forgot to do so (and thus QS wont be able to find the files):
quakespasm-svn -game atf +connect www.example.com
Using protocol 666
Model progs/amr1.mdl not found
Couldn't find a cdrip for track 0
Segmentation fault (core dumped)
Quakespasm GL Options
#517 posted by Barnak on 2013/10/12 20:24:25
Then what are the rendering options in Quakespasm, for the lightning gun ?
Like It Or Lump It
#518 posted by Preach on 2013/10/12 20:42:47
n/t
Barnak
#519 posted by Spirit on 2013/10/12 20:51:19
gl_flashblend 1/0
Flash Effects And Others...
#520 posted by Barnak on 2013/10/13 01:29:14
Thanks Spirit,
but what about other effects ? Is there a list of GL effect commands somewhere, which are working in Quakespasm ?
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