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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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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. 
Nope! 
But we're capable of improving what is there, the reason I'm asking.

Props go to Gb for writing the original qc frontend.

Easier for the mapper means we'll see more rotating things in maps, and I can't see how that could be bad (disclaimer).

I'll implement the code from RMQ in RRP for now.


If you don't build it, then it's not built. 
Metlslime 
they're solid_bsp. 
 
It causes an intermittent 'pop' when looping sounds wrap around - this has been driving me crazy for years!

omg THANK YOU. I hated that pop! 
 
Ok - Since no-one's reported sound niggles, Eric's sound loop fix is committed.

ijed: [mouse] Is still locked in top left corner if I alt-tab out, from the menu, console or otherwise.

Hmm - i'll have to test it in windows sometime. It works acceptably for me on linux, but if it's broke on OSX/windows it may have to be reverted. My change was just a hack-and-see.

Re other changes - i can't say. I guess if people feel strongly, patches are welcome, but main focus is to fix things, not break them ;> 
Mouse / OSX 
I can't tab out of the engine, but I can put it into windowed (alt+enter) and then hit ESC to show the menu, which will release the mouse pointer. 
Well i guess we'll have to remove the hack.
Maybe there's some other SDL befuddlery to get it going... 
Another Request! 
How about a patch to remove the 4096 +/- limitation? 
4096 
Isn't that limit there to stop floating point hilarity with large world coordinates? 
 
Isn't that limit there to stop floating point hilarity with large world coordinates?

Sort of - the hardest limit on coordinates comes from the standard network protocol, where entity coordinates are sent as a 16 bit integer (so fixed precision at 1/8th of a unit). Even with a less bandwidth efficient netcode, server-side locations are recorded in floating point. Before you could make truly huge maps you'd need to consider upping that to doubles for precision of small movements (and then deal with how QC can't handle doubles). 
Hm 
So it's not just an arbitrary limit then.

Ok, will make stuff fit instead. 
If Warp And Ne_ruins Fit 
Then everything can fit. 
Apart From 
My train line :*( 
 
if it wasn't for the 4096 limit, i'd probably still be making ne_ruins now... -_- 
You Mean You've Stopped?! 
 
RMQ 
still horrendously slow. the above suggestions (608, 609) did not seem to help. further suggestions? 
By RMQ 
I mean Quakespasm. RMQ ran fine, before I deleted it. 
 
There occur no noticeable floating point related problems with 16,000 x 16,000 maps in my experience with RMQ protocol 999 or something equivalent.

The practical limit for map size is more that you have to find something to fill them with and keep it interesting, ie gameplay and details. This imposes a kind of natural limit. 
 
Well, you COULD (potentially) build entire episodes of Quake as one long continuous level. That could be ... interesting. 
:D 
 
This Is What I Mused Over... 
with my new id inspired episode I am doing.
It could easily be a single level with todays limits I think. :) 
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