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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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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 
 
Weapon Position 
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. 
Intel HD: R_dynamic Lag 
I just tried QuakeSpasm on my bro's cheap notebook (dual-core Celeron with Intel HD Graphics), and there's a good framerate drop whenever dynamic lights are displayed. Strangely, it doesn't happen in generic GLQuake, everything runs fluidly there. Any suggestions, modifying certain cvars perhaps? 
JusticeBadger 
Do you mean the problem where in widescreen video modes, weapons are too positioned too low (you can only see the tip of the double-barrel shotgun above the HUD)?

This was a problem in most engines for a long time, but the QS devs put in a fix somewhat recently; it's fixed in 0.85.9 at least. Maybe you just need to update? 
@THK 
MH's dynamic light speed up would solve that.

I patched up some version of Quakespasm 0.85.x with the speed up and sent it to one of the Quakespasm devs (szo?).

One of the devs said they didn't notice a speed difference. I explained it doesn't affect all hardware.

If the hardware in question runs Windows, you can load up FitzQuake Mark V and you'll see the frame rate doesn't drop in dynamic light situations that you experience in Quakespasm.

[@ericw ... doesn't have anything to do with widescreen -- some video cards/drivers don't multithread so if an engine is both rendering some and then uploads textures and renders more --- slows it down to a crawl --- or so I understand from Spike's wisdom explaining the situation. Either way, MH's solution neutralizes the issue.] 
Thin Gray Borders 
Yes, Fitz MkV solved the dynamic lights lag. However, there are thin (1-2 pixels wide) gray borders along the right and bottom edge of the screen in Fitz MkV, at any resolution. Any way to remove them? Graphics are Intel HD Graphics 2000. Also, is it normal that dynamic lights break through walls? 
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