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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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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. :) 
 
ep1 easily fits in one map even if the map has a lot of extra areas.

the other episodes seem to have more detailed maps(?) and I found myself hitting limits trying to fit them into single maps.

I might revisit them at some point now that bsp2 is finally getting some traction in other engines. 
Takes Me Back To The 64 Player 
Quake 2 maps that id released.

Remember those? :) 
 
Now I'm thinking a coop run of quake where each player takes a different episode... 
What's The Point? 
Seriously... 
 
ep1 easily fits in one map even if the map has a lot of extra areas.

The stumbling block would be Ziggurat Vertigo. E1M8 is hard coded in the game engine for reduced gravity. Otherwise I would think that it would be possible to do. I'm not sure why someone would want to do it though. 
 
could use a trigger to change gravity, I guess. 
Uhh 
Why bother?

Remakes don't work.

And yet we all love doing them :@ 
 
Fifth - What's the point of any of this? Quake is 18 years old. Anything that anyone does in it is purely for personal fun and enjoyment. 
Willem 
Yeah but that doesn't sound fun :p 
 
Different strokes for different people. Why try and discourage discussion only because something isn't up your alley? That's lame. You don't need to "protect Quake" because no matter what anyone does, the content of that original CD will never change. There is nothing to lose by experimentation.

Let others have their idea of fun, you don't need to play it.

Why bother?

Because for some, overcoming technical problems and breaking new ground is fun. 
Yeah 
I wasn't trying to be mean spirited, though in hindsight maybe that's how it seems. I was just trying to understand how it would be fun. I thought the whole idea of co-op was working side-by-side to overcome each encounter. 
 
Ah, well, if you were talking about what I said, there is no real point. It was just a funny idea :-) 
Visedict Bump For BSP2 
I was beta-testing a BSP2 map that went over the 1024 MAX_VISEDICTS limit (just caused disappearing torches). Checking RMQEngine, they use 65536.

given that BSP2 maps can be so huge, could we bump MAX_VISEDICTS? I'd increase it at least 4x to be safe. 
 
Ok, in subversion.
Pls test your changes :) 
Thanks, That Did The Trick! 
on an unrelated note, I'm working on SDL2 support in Quakespasm (with #ifdef's, so you can build for SDL1.2 or SDL2). I have it basically working on my mac, just need to clean up a few things. I'll post it on the sf.net patch tracker when it's ready!

@FifthElephant, were you were saying Quakespasm doesn't work at all on your windows tablet? I wonder if SDL2 might help... I assume it uses some more up to date Windows API's than SDL1.2. 
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