News | Forum | People | FAQ | Links | Search | Register | Log in
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/
First | Previous | Next | Last
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 
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 
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 
I have an engine to test on, although it's not 100% feature complete. 
Oh, 
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/ 
Cool, Thanks To You Both 
 
Cool, Thanks To You Both 
 
 
Does my cross-compiled soundloop exe work ?
http://quakespasm.sourceforge.net/devel/quakespasm_soundloopfix.exe 
It Does :) 
 
Although 
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. 
Will Give That A Try 
 
 
I enabled wheel mouse to scroll the console, so please document any nasty issues. 
Mouse 
Is still locked in top left corner if I alt-tab out, from the menu, console or otherwise. 
This Is On Windows, Right? 
 
Yeah 
 
Despite 
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. 
Just thought I'd say that again. 
Would You Guys 
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! 
+1 
proper rotating objects 
 
Is anyone seriously going to say no? :) 
It 
requires a custom progs.dat, naturally, like hiprotate does. 
 
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. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2025 John Fitzgibbons. All posts are copyright their respective authors.