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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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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. 
Ericw 
please, add FSAA support for the Mac version.

We also need the command-H feature to put the app to background. 
 
SDL2 implements Cmd-H to hide, which is nice.
Adding FSAA is on my todo list.. I tried adding it a while ago but there were some problems with my patch. Sorry for taking so long :-( 
I Wonder... 
...Will Quakespasm get high quality sound support? 
 
What do you mean by that?

I am hoping for ericw's Sound Interpolator 2000 HD Plus to be merged. 
@spirit 
High Quality music and stuff... 
What Do You Mean By "High Quality"? 
The Quake soundtrack is pretty high quality in my opinion. 
Epiquake? 
AKA "Collect armor and hear a vase break down nearby" 
 
qs already supports 44khz sound playback (as does fq). not sure how much more 'high quality' you can get. 
It's Kinda Subjective.. 
but there are a few things that make quake mixing @ 44100hz sound worse than mixing at 11025.

One is sample cutoff. If you're holding down fire with the nailgun, you can
have the first part of the nail firing sound play, and have it cut off for another to start. The sample value will go from near 1.0 to near 0.0 in one sample, which sounds really nasty, like clipping. But if you're mixing at the deafult of 11025hz, the OS resampling it will literally smooth out the problem so it's not audible.

Another is clipping - it's really easy to get clipping, even at a low quake volume setting of 0.2 or 0.3. Somehow it's more offensive sounding when mixing at 44100. I guess it's another case of resampling smoothing over problems. (or put another way, 11025hz mixing = filtering out sound over around 5.5khz, so any glitches are kept out the more annoying high frequency ranges of our hearing?) So to get good results mixing at 44100, we probably need a compressor/soft clipper or something.

Finally, there's the actual resampler inside quake that uses nearest-neighbour resampling and gives everything that crunchy high-frequency sound if you run at 44100. Initially I was only aware of this problem and thought swapping in a fancy cubic resampler would fix everything, but it's not that simple. 
Some More FQ Mk V Features Maybe? 
Comparing Quakespasm to latest Fitzquake Mk V, here's what I am still missing:

- Sndspeed saved permanently in config.cfg
- .VIS support (saves a lot of disk space)
- HUD weapon rendering like in FQ Mk V
- Non-transparent teleporters on VISed maps

Another idea might be to be able to switch between "gl_nearest_mipmap_linear" and "gl_linear_mipmap_linear" filtering modes on-the-fly via a menu option for convenient on-demand switching.

Other than that, looking forward to the next release! :) 
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