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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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@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! :) 
Two Mission Pack Related Problems 
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) 
 
1. Did you use the -hipnotic / -rogue switch? 
 
I settled it, only the problem #2 remains. 
 
Which mission pack / episode is this in ? 
 
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 
 
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. 
 
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? 
 
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. 
 
@onetruepurple

r_lerpmodels is already on 2, and the nolerp list is already empty. 
 
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. 
 
So, no way of making it smooth? 
 
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) 
 
Works like a charm, thanks! 
Hmm... 
there is a bug in fitzquake where monsters riding lifts don't interpolate motion correctly. I wonder if this is related to that.

AFAIK, the client-side interpolation doesn't care what method is used to update the entity origin, and it should work correctly, but obviously there are some holes in this based on the buzzsaw problem and the enemies on lifts problem.

So i'm not ruling out that this is an engine bug. 
There's Also A Bug In Fitzquake 
where certain textures look like absolute shit. Namely carch03, the red circle stain glass window seen in E1M5. Looks fine in DirectQ though. I have a feeling it's something to do with resolution of the texture. 
 
Fitz V

You're going to have to elaborate on that. 
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