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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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Oh Yeah ! 
>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 
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. :) 
 
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... 
 
in the quakeworld community, mvd demos allow free-floating cameras, or freely switching perspective mid-demo.
It requires server support. 
Kascam 
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 
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. 
Great! 
I'll let oz know, hopefully he's fine with integrating this into the mainline. 
Wow 
That is awesome news! :D 
What The Heck Is A .diff File? 
I can execute that! 
 
Having bsp2 support in QuakeSpasm (and in official top-of-tree Fitzquake MV for that matter) would be a true Christmas Miracle. 
5th 
diff points out difference in the written code.
New vs old version. By now, you have to compile it for yourself:(
Binaries anyone? 
 
awesome! sound resampling upgrade patch next please ;) 
 
onetruepurple: oh fucking what
onetruepurple: Host_Error: Mod_LoadLeafs: 34523 leafs exceeds limit of 32767.
ijed: yeah
ijed: thats the crash, if I remember rightly
ijed: it's not enough to just add the format
ijed: all limits need to be raised
ijed: didn't mention it on func
ijed: because wasnt sure
 
So What 
the patch doesn't work? 
Not For My Level 
Although the fix should be relatively simple.

All this engine strife should go away soon, there are a number of engines in the works now. 
And Then The Engine Wars Can Truly Begin... 
 
Updated The Patch 
ijed, your level works now :-)
I had to raise MAX_MAP_LEAFS (now 65535), and change the surface indices from unsigned shorts to unsigned ints in mnode_t.

https://sourceforge.net/p/quakespasm/patches/11/ 
 
nice. 
BSP2 Support Is In 
The patch is applied in teh svn repo as of rev.881. 
 
Cheers for this. Half-way through Something Wicked and it's going fine.

If no-one else puts up a windows binary, i will when i sort out my build environ. 
 
Dont think you beat me Oz... I was just doing some 'testing'. 
 
Now merge ericw's sound resampling! 
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