#665 posted by quaketree on 2014/01/23 01:08:21
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.
#666 posted by gb on 2014/01/23 06:31:52
could use a trigger to change gravity, I guess.
Uhh
#667 posted by ijed on 2014/01/23 11:39:40
Why bother?
Remakes don't work.
And yet we all love doing them :@
#668 posted by JneeraZ on 2014/01/23 13:08:27
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
#670 posted by gb on 2014/01/24 01:33:46
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.
#672 posted by mwh on 2014/01/24 03:14:49
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
#673 posted by ericw on 2014/01/27 20:34:10
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!
#675 posted by ericw on 2014/01/31 03:35:01
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
#676 posted by Barnak on 2014/01/31 15:04:13
please, add FSAA support for the Mac version.
We also need the command-H feature to put the app to background.
#677 posted by ericw on 2014/01/31 22:16:43
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...
#678 posted by Breezeep_ on 2014/02/02 14:50:47
...Will Quakespasm get high quality sound support?
#679 posted by Spirit on 2014/02/02 15:28:34
What do you mean by that?
I am hoping for ericw's Sound Interpolator 2000 HD Plus to be merged.
@spirit
#680 posted by Breezeep_ on 2014/02/02 15:47:34
High Quality music and stuff...
What Do You Mean By "High Quality"?
#681 posted by Spirit on 2014/02/02 16:12:30
The Quake soundtrack is pretty high quality in my opinion.
Epiquake?
AKA "Collect armor and hear a vase break down nearby"
#683 posted by necros on 2014/02/02 19:07:41
qs already supports 44khz sound playback (as does fq). not sure how much more 'high quality' you can get.
It's Kinda Subjective..
#684 posted by ericw on 2014/02/02 20:50:10
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?
#685 posted by NightFright on 2014/02/05 23:19:51
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! :)
Two Mission Pack Related Problems
#686 posted by ToMaHaKeR on 2014/03/08 16:43:25
1. Statusbar shows wrong icons/values for the new Hipnotic/Rogue weapons
2. Buzzsaw traps in one of the mission packs are not interpolated
I use the the latest x64 QuakeSpasm (version 0.85.9)
#687 posted by Spirit on 2014/03/08 19:54:12
1. Did you use the -hipnotic / -rogue switch?
#688 posted by ToMaHaKeR on 2014/03/08 20:31:56
I settled it, only the problem #2 remains.
Which mission pack / episode is this in ?
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