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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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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. 
Metlslime 
Been playing around with the Rubicon2 entities and all that rotating stuff. Why is the texture alignment on, say a hatch that only opens 90 degrees, totally screwed?
and setting up those func_movewalls for collision is elaborate(to be honest a pain in the ass..)
Sorry for the wrong thread, just had to let it out:) 
Mfx: 
the texture alignment on rotators is a compiler bug, i hope someone fixes that someday.

and yes, func_movewalls are annoying to set up. Though they don't really take that much time, it bothers me more how limited they are in functionality. 
Mfx: 
oh, if you are asking about why the texture alignments are messed up in the .map files for rubicon2, that is to correct for the compiler bug. I had to make them look wrong in the editor so they would look right in the game. 
Ahh 
So this is at offset 0 0 0 i guess?
Confusing.. 
Mfx: 
yes, my technique is to move the model so to 0 0 0, fix all the texture alignment, then (with texture lock disabled in the editor) move the brushes back to the correct location in the world. 
Metlslime: 
Center of model at map origin?
Or the lower left corner of the bbox put at origin? (Like when path_cornering?) 
Mfx: 
lower left corner (i'm pretty sure) 
Metlslime: 
Will try out, thanks!

Is there a chance a compiler(like BJPs Tools)
could be fixed, so that this setup is irrelevant?

Just curious. 
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