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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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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. 
Also 
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 
Setting the "gl_clear" cvar to "1" should do that. 
HUD Position 
How to center the HUD in Multiplayer? 
Lightning Shades Effect And Other Glows 
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). 
 
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. 
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 
Then what are the rendering options in Quakespasm, for the lightning gun ? 
Like It Or Lump It 
n/t 
Barnak 
gl_flashblend 1/0 
Flash Effects And Others... 
Thanks Spirit,

but what about other effects ? Is there a list of GL effect commands somewhere, which are working in Quakespasm ? 
For Different Cvars 
try cvarlist (I think)

This will give you a list of all the options to play with. 
Re: Bugreportish. 
Thanks Spirit, fixed at r877. 
Thanks! 
Today Quakespasm stopped recording by itself after I did the "record demoname", "reload" procedure.

]stop
Completed demo
]record m2
recording to /home/hannes/.quakespasm/quoth/m2.dem.
Quickloading...
Loading game from /home/hannes/.quakespasm/quoth/quick.sav...
Completed demo
Client SpiritQuaddict removed
Warning: 37166 marksurfaces exceeds standard limit of 32767.

FITZQUAKE 0.85 SERVER (16646 CRC)



Map Title
Using protocol 666


Exe: 19:57:59 Oct 12 2013

Haven't tried reproducing it. No idea what happened. 
 
'prolly a bad condition if (!sv.active... 
@Spirit 
A quickload is simply a game load and does a CL_Disconnect() which, in turn, stops a demo in recording which has always been that way. Had you died during game play and pressed your mouse button to respawn, that would allow your recording to continue because it doesn't disconnect from the server, which I think is the case you are confusing with. 
 
Ah, I see what the problem is. I forgot to "disconnect" before starting the record. In engines that do not support on the fly recording, this gives an error message. QS does support recording at any point though, so it started recording and then what you said happened.

Playback over deaths requires engine support and my capture engine does not support it so I am forced to make separate demos.

Great that QS lets you record at any time now! 
No Monsters CVar? 
Hello Folks! :o

Haven't been here for a year I think? Due to real life xD

Anyway I wanted to practice some speedrunning and grenade and rocket jumps at certain places in particular but how do I get rid of these infernal monsters! I saw their was a Nomonsters variable, I set it to '1' set Skill to '1' loaded up a map and.. Zee monsters are still there! D: 
 
not in standard quake. if you have the hypnotic mission pack, you can use impulse 205 to kill all the monsters in a level. 
Stolen Feature 
This feature was also stolen for Quoth - if you enter genocide in the console then all spawned monsters will die. 
 
I think quakespasm has a "sv_freezenonclients" that locks all monsters/entities in place, but they're still there in the map, and you can still collide with them. It makes it hard to move around because doors/etc. don't work with it on. 
Notarget 
also stops monsters from attacking (and it's easier to remember) 
Necros 
Will that variable 'Impulse 205' only work in the Scourge of Armagon expansion I take it? Or can you trick Quakespasm into implementing it for native Quake? 
 
scourge (or quoth) only, sorry! 
Impulses Are Handled By Quakec, Not The Engine 
 
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