#605 posted by gb on 2014/01/04 18:43:29
another major argument against q3bsp, when bsp2 was discussed, was that most quake editors don't support it and mappers are generally unwilling to switch tools (unless it's Trenchbroom apparently.)
q3bsp offers so many improvements it's not even funny, and it can still be made to look just like quake. You'll need to drop in a few hint portals of course because q3 vis isn't as "tight" as q1 vis.
The possibility of baking models into the bsp (and have them lightmapped etc) instead of having them be entities is worth the price of admission alone.
Technology by itself isn't "evil", really, so I doubt q3bsp on its own would "kill quake".
but I guess otp is absolutely correct. :->
Looping Sound Fix
#606 posted by
ericw on 2014/01/07 02:38:35
I tracked down a bug in sound looping last night, which appears to have been in Quake since the source release. It causes an intermittent 'pop' when looping sounds wrap around - this has been driving me crazy for years!
https://sourceforge.net/p/quakespasm/patches/12/
This will have good synergy with my "audiophile resampling" patch when I finally dust that off and finish it
Not Sure If Its Been Mentioned In This Thread
#607 posted by
Drew on 2014/01/07 05:12:40
... I did look through and didn't find anything.
RMQ works wonders for me
Whenever I load maps in Quakespasm, however, they almost invariably slow to a choppy crawly barely playable state.
Thus my apparently ungainly habit of not using Quakespasm, and instead using RMQ engine, to record demos and so forth.
I am a luddite. Keep that in mind.
And yes, I did use a big heap size.
It Could Be A Setting Problem
that RMQ has created that Quakespasm doesn't like.
Try running quakespasm on a clean install with no .cfg files to start with and then build your settings from there.
Drew
Try r_dynamic 0 and if that solves your problem, move to Fitz Mark V which fixes that behavior.
So
#610 posted by
ijed on 2014/01/07 19:39:21
Are the exes compiled to include the ultimate patches? If so are they on the Quakespasm site?
I checked the changelogs but can't see anything mentioned.
Ijed
#611 posted by
ericw on 2014/01/07 20:54:16
Sorry, I don't have an exe with the patch applied. The QS guys haven't had a chance to review the sound loop one yet.
Np
#612 posted by
ijed on 2014/01/07 21:10:06
I have an engine to test on, although it's not 100% feature complete.
Oh,
#613 posted by
ericw on 2014/01/07 21:46:05
but szo made windows and osx builds on dec 25 with my bsp2 patch (runs telefragged.bsp). They're here:
http://quakespasm.sourceforge.net/devel/
Although
#618 posted by
ijed on 2014/01/08 14:05:37
My mouse gets stuck if I alt-tab out of the engine to do a level hotfix.
Hit Escape
to open the menu. That should free the mouse.
I enabled wheel mouse to scroll the console, so please document any nasty issues.
Mouse
#622 posted by
ijed on 2014/01/08 22:24:26
Is still locked in top left corner if I alt-tab out, from the menu, console or otherwise.
This Is On Windows, Right?
Despite
#625 posted by
ijed on 2014/01/09 14:04:40
Having to close the engine to do map fixes, I'm pretty happy with the engine. All features are in and working, everything looks crisp, and it's multi-platform.
Cool.
Engine.
#626 posted by
ijed on 2014/01/09 14:05:00
Just thought I'd say that again.
Would You Guys
#627 posted by
ijed on 2014/01/10 12:54:59
Be interested in implementing support for 'proper' rotatings code?
Essentially it's true collision on rotating objects, without dicking about with multiple entities all over the place.
We had it implemeted in RMQ and it works like a charm. Obviously a way to mark the pivot (info_notnull) is still needed, but the rest is just making the brushes and configuring them.
Basically takes the pain out of making rotating objects.
Haven't got time just now but I can dig out the specs if anyone is interested.
^
Also, consider the dynamic light bottleneck fix!