
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!
#630 posted by
JneeraZ on 2014/01/10 19:55:26
Is anyone seriously going to say no? :)

It
#631 posted by gb on 2014/01/10 20:26:53
requires a custom progs.dat, naturally, like hiprotate does.
#632 posted by
metlslime on 2014/01/10 20:51:47
I would point out, i don't think the word "proper" should be used here -- doesn't it just rotate the hulls? (Sure it makes the mapper's life easier but) collision hulls are not equal on all axes -- the player is taller than he is fat, so collision hulls have more height added than they do width. Probably the results are fine as long as you only rotate on the Z axis. But if you tip an object onto its side (like a drawbridge) it will look funny when you try to walk over it.