Edit
#36 posted by jtarin on 2011/01/18 09:37:00
[Quote]Then you can also use scr_sbaralpha 0.99 (instead of 1) to get it to sit 'in' the view rather than below it, which imo feels nicer.[\Quote]
With scr_sbaralpha I get no postioning. Are you sure that's not related to transparency?
Yeah
#37 posted by rj on 2011/01/19 01:37:27
it is transparency, but any value between 0 & 0.99 shouldn't 'push the screen up' as you put it. only 1 should do that. as far as i remember anyway, can't check atm as i've just reinstalled windows
Idiot
#38 posted by jtarin on 2011/01/19 11:34:37
Wrong client...it's Fitzquake doing it. I'm testing about 4 different ones.Actually Quakespasm has held number one spot so far.
You Should Check Out..
#39 posted by rj on 2011/01/19 19:00:12
the RMQ engine from the latest demo release (in the news on this site still). it's basically a modified quakespasm; i prefer it because of the coloured fx lighting and contrast slider (next to brightness.. really improves the look a la darkplaces)
Travail-rhythmic Clipping Sound
#40 posted by jtarin on 2011/01/20 01:39:02
As the title states I get a rhythmic clipping sound when first starting Travail (only) in Quakespasm. Like...1,2,3,4,5,6 pause 7. It disappears usually after teleporting. It's on both channels and as I turn I can hear it more prevalent from the direction I am turned. Using Linux OSS.
Also this is not using the Travail soundtrack.
It's also not playing demos and the website says there are new demos and my console reads "demos in loop".
Re:RMQ Engine
#41 posted by jtarin on 2011/01/20 10:42:00
Experiencing the same statusbar problem with that engine too.
I'm linking to a screen of the problem. Look to the right and left of the statusbar. I have fullscreen and my full resolution of 1440 x 900 set and also viewsize "100.000000". This appears in Fitzquake and it's derivatives.
http://www.imagebam.com/image/b6bf55115910596
Re: Travail
#42 posted by szo on 2011/01/20 10:55:00
Which quakespasm version? I can't reproduce the clicks using the svn rev. 401. About demos not playing: It's Steven's design not to play demos automatically when the engine starts. Just enter "demos" on the game's console. About travail's soundtrack: You can use it using the latest svn (place them under travail/music/ and rename the tracks properly so they look like trackXX.mp3)
Travail
#43 posted by jtarin on 2011/01/20 11:50:09
quakespasm-0.85.3...the noise first starts stepping off the teleporter and stops when stepping on the stairs. (new game). It usually exhibits itself again on every level at the entry point like this.
Re: Travail
#44 posted by szo on 2011/01/20 12:12:25
Ehmm... You are not referring to the sound from the broken light on your left which is the map's own design, are you???
Record, Vorbis, Upload.
#45 posted by Spirit on 2011/01/20 12:33:27
Re: Record, Vorbis, Upload.
#46 posted by szo on 2011/01/20 12:35:46
???
We already added support for ogg/vorbis, mp3 and wave music playback. Otherwise I can't understand. (this may not be my best day..)
Electric Bill Too High
#47 posted by jtarin on 2011/01/20 13:11:06
@szo...How many broken lights do you figure are in the game? It's a hoot...but it could be possible you solved that mystery.
Re: How Many Broken Lights Do You Figure Are In The Game
#48 posted by szo on 2011/01/20 13:13:25
many...
Szo
#49 posted by Spirit on 2011/01/20 13:22:14
Calm down.
I was trying to suggest that jtarin simply records the audio, encodes it in a suitable format and shares it since that would be the easiest way to hear his problem.
Custodial Duties
#50 posted by jtarin on 2011/01/20 14:09:37
@Spirit...Excellent suggestion! I think we might have an answer now though...with the broken lights. It seems maintenance in Travail is not as as one would think.The Scrags are slackers.
Spirit
#51 posted by szo on 2011/01/20 14:43:08
.. sorry. As I said, not a very good day for me ;)
As for the problem, as far as I can see there is no problem, just the annoying bzztt sound from the broken lamps in the map ;)
Still Problem With Statusbar
#52 posted by jtarin on 2011/01/20 22:51:59
Experiencing the same statusbar problem with that engine too.
I'm linking to a screen of the problem. Look to the right and left of the statusbar. I have fullscreen and my full resolution of 1440 x 900 set and also viewsize "100.000000". This appears in Fitzquake and it's derivatives.
http://www.imagebam.com/image/b6bf...
Link's Broken
#53 posted by jt_ on 2011/01/21 01:11:27
Link Fixed
#54 posted by jtarin on 2011/01/23 08:47:45
Mouse Movement Is Broken With 0.85.3 On X86_64 Debian 5.0
#55 posted by theonekea on 2011/03/03 01:19:00
I compiled quakespasm 0.85.3 from source on my x86_64 Debian Linux 5.0 box. It works great except for the mouse; even with free look enabled and mouse speed set to the minimum possible slider setting, my mouse is unusable - any movement causes the player camera to point straight down and wildly spin in circles. I have to use the keyboard to move the player camera up and down.
My Debian install has libsdl version 1.2.13-2.
#56 posted by Yhe1 on 2011/03/03 01:42:31
I noticed that the RMQ engine has an widescreen fov option, yet Quakespasm does not. Can this be added in the next version?
Quakespasm 0.85.4
#57 posted by szo on 2011/03/30 07:01:34
New version 0.85.4 is out.
Awesome!
#58 posted by Spirit on 2011/03/30 22:15:15
The "replacement" audio track support is incompatible with the existing Darkplaces implementation. It would be nice if you could either adjust to that or get in contact with LordHavoc to make DP support your way.
ericw's branch does this: https://github.com/ericwa/Quakespasm
I've been using it every now and then and it worked well.
Minor nitpick about packaging: I really dislike generic filenames like README.txt. I know many use them. But imagine John Doe extracting straight into his Quake directory. For him, it should be quakespasm.txt or quakespasm.readme or something like that.
Great work!
Awesome And Great Work = Honest, Might Look Ironic, Not Intended
#59 posted by Spirit on 2011/03/30 22:15:59
Spirit: Darkplaces Compatibility
#60 posted by szo on 2011/03/30 22:31:43
I believe what you're interested in is the music file directory which is <gamedir>/music in quakespasm, and darkplaces already supports that, so I'd like to understand your concern. OTOH, I am not interested in supporting multiple-alternative music file directories like dp which adds more complexity than it's actually worth.
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