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 ?
#690 posted by ToMaHaKeR on 2014/03/08 22:56:46
DoE (Rogue) mission pack. Map name is "Blood Sacrifice". There are three buzzsaws in a corridor, which go back and forth. They are the only thing that's not interpolated.
I Havent Played That In Ages.
R2M6
#692 posted by ToMaHaKeR on 2014/03/09 12:32:45
Yes, and any other map where such buzzsaws are present. If they managed to lerp weapons and all the models in general, I believe they can do the same for the buzzsaws.
#693 posted by dwere on 2014/03/09 13:43:06
The animation is probably interopolated. It's hard to tell with all the twitchings. Not that it would be of much use - said animation is not very lerp-friendly.
The movement _should_ be interpolated too, but it isn't. My guess is that the problem lies in the implementation of the buzzsaws, the way they function, but I could be wrong.
Bad Guess
But try r_lerpmodels 2 in case the buzzsaws are on the nolerp list?
#695 posted by ToMaHaKeR on 2014/03/09 14:14:12
Correct, the buzzsaws themselves are interpolated - their movement isn't. When I said "buzzsaws are not interpolated" I actually referred to their movement.
Buzzsaws move on their exact designated routes (lines), they are not like enemies who can roam wherever they want. This is just my guess, as I don't know much about engines and editing.
#696 posted by ToMaHaKeR on 2014/03/09 14:15:11
@onetruepurple
r_lerpmodels is already on 2, and the nolerp list is already empty.
#697 posted by necros on 2014/03/09 15:04:08
The buzzsaw doesn't actually move in the normal way. What it looks like (only from looking at the QC) is you make a func_train or something that the player can't see. Then you target the train with the buzzsaw. Every 0.1 seconds, the QC sets the origin of the buzzsaw to the targetted train. This is why it doesn't interpolate, because it's not supposed to-- the QC call is setorigin.
That Would Make Sense
I think because if it was one big buzz-saw which moved as part of its animation then the bounding box would be this massive impassable thing.
#699 posted by ToMaHaKeR on 2014/03/09 15:48:43
So, no way of making it smooth?
#700 posted by necros on 2014/03/09 17:47:47
The problem lies with QC. The engine is working as intended. Here is a patch:
http://mobile.sheridanc.on.ca/~jonescor/temp/RogueBuzzsawPatch.zip
Just unzip pak1.pak into your .../quake/rogue directory. (next to the pak0.pak file)
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