#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.
Intel HD: R_dynamic Lag
#536 posted by THK on 2013/11/17 01:28:03
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
#537 posted by ericw on 2013/11/17 02:07:25
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
#538 posted by Baker on 2013/11/18 03:45:27
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
#539 posted by THK on 2013/11/30 22:23:48
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?
#540 posted by necros on 2013/11/30 23:23:37
Also, is it normal that dynamic lights break through walls?
Yes, shadows from dynamic lights didn't exist at the time Quake was made. If you want to fix that, you'd need to use an engine that supports real time lights like Darkplaces.
#541 posted by yhe1 on 2013/12/01 01:13:51
Try using nomtex
Heapsize
Is it possible to change the heapsize in Quakespasm?
I want to run the In The Shadows mod with it but it always crashes after a while.
#543 posted by negke on 2013/12/01 10:36:08
As with all engines, you can use the -heapsize command line argument to increase it. For example: quakespasm.exe -heapsize 128000 (by default, QS allocates 64MB).
Oh, okay. There is nothing about this in the documentation about this. (Or I'm pretty much blind...) So I wasn't sure if this works.
Thanks. :)
Quakespasm Demo Problems
Another Question:
The Readme says, Quakespasm supports recording demos after launching a server. How does that work?
I want to record a demo inside the new Nyarlathotep map.
When I try "record demo demoname" (after starting the map) the game gives me some "Couldn't spawn server" message.
Something else: Is it possible to play a recorded demo and fly around in it while watching like with noclip?
Oh Yeah !
#546 posted by Barnak on 2013/12/12 17:24:07
>Something else: Is it possible to play a recorded demo and fly around
>in it while watching like with noclip?
That would be awesome.
Surprise Recording
#547 posted by Mandel on 2013/12/12 19:00:11
Probably you'll just type "record ny_demo" while playing, and it'll start recording your demo. At least that's how it works in other engines.
Re: Surprise Recording
Yeah, this worked. Thanks. :)
#549 posted by mwh on 2013/12/13 01:03:40
Something else: Is it possible to play a recorded demo and fly around in it while watching like with noclip?
The demo files only contain position information for the entities that the engine thinks the player can seem so this doesn't really work as well as you would like. Which is a shame.
Dang It.
Is there another way to record footage (mostly singleplayer) from different perspective, or even better with moving cameras?
And a little side-question:
Could the same thing be possible in Quake 4?
This would be awesome too...
#551 posted by Spike on 2013/12/13 03:54:33
in the quakeworld community, mvd demos allow free-floating cameras, or freely switching perspective mid-demo.
It requires server support.
Kascam
#552 posted by ijed on 2013/12/13 10:22:20
Did something like this, adding a second client that followed the player around, recording from different positions (chase cam and fixed).
This was supported in AguirRe's engines, but also needed qc.
BSP2
#553 posted by ericw on 2013/12/23 18:12:32
I ported Spike's BSP2 patch for Fitzquake mark V to quakespasm. Tronyn's nyar2 and wicked seem to work. Only played a few minutes though.
It's on the patch tracker here:
http://sourceforge.net/p/quakespasm/patches/11/
Awesome!
Now that's an advent calendar entry.
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