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 ?
For Different Cvars
try cvarlist (I think)
This will give you a list of all the options to play with.
Re: Bugreportish.
#522 posted by svdijk on 2013/10/18 12:47:11
Thanks Spirit, fixed at r877.
Thanks!
#523 posted by Spirit on 2013/10/20 13:49:38
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.
#524 posted by anonymous user on 2013/11/01 04:31:59
'prolly a bad condition if (!sv.active...
@Spirit
#525 posted by szo on 2013/11/01 08:07:09
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.
#526 posted by Spirit on 2013/11/01 09:15:04
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?
#527 posted by Krypto on 2013/11/03 12:57:48
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:
#528 posted by necros on 2013/11/03 14:59:02
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
#529 posted by Preach on 2013/11/03 15:16:08
This feature was also stolen for Quoth - if you enter genocide in the console then all spawned monsters will die.
#530 posted by ALLCAPS on 2013/11/03 15:20:40
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
#532 posted by Krypto on 2013/11/03 22:14:57
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?
#533 posted by necros on 2013/11/03 22:27:59
scourge (or quoth) only, sorry!
Impulses Are Handled By Quakec, Not The Engine
#534 posted by metlslime on 2013/11/03 22:55:57
Weapon Position
#535 posted by JusticeBadger on 2013/11/16 02:39:32
Any chance the weapon position can be fixed to reflect vanilla Quake? I hate how every weapon is cut off and how their position doesnt shift with y axis.
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