News | Forum | People | FAQ | Links | Search | Register | Log in
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/
First | Previous | Next | Last
Yes 
Autoaim sucks. 
 
+ CVAR_ARCHIVE 
 
Please, add CVAR_ARCHIVE to gl_cshiftpercent
... and pretty much everything else. 
 
please let us "record demo", "load quick.sav" without stopping the demo record.

Fitz does it, DP does it, reQuiem does it. In fact I think it is possible in stock Quake engines too. 
Fitzquake Does It? 
there are features even i didn't know about :) 
 
Fitzquake does it but on my pc you have to hit the console button to make it work (otherwise it stays stuck) 
CD Tracks 
It seems everyone is doing something slightly different which is a headache for mod makers, because I wanted to switch music tracks during a map.

DP/FTE are using CD command, like for example:
CD PLAY TRACK04
(Music tracks can be several places)

QS is using a MUSIC command, like for example:
MUSIC TRACK04
(Music tracks must exist in ID1/MUSIC)

Is it possible QS could have a CD command to match the other client engines? 
A Work Around For The Moment Could Be 
to use external ent file which I know is supported by DP and am pretty sure is also supported by FTE seeing how versatile an engine FTE is.

And the next step is to use bat files or other means to switch different ent files depending on the choice of engine. 
Rip Em To Wav Or Ogg? 
 
 
requiem uses "cd play X" too. 
 
@sock
cd play not cd loop?
incidentilly, fte has a 'music' command for compat with q3, which needs an extra argument to control/disable looping ("-" to disable).
so take your pick. :P

@dooomer
ent files won't help with music/named faketracks. they're technically limited to numbered tracks only, which are a pain however you look at it.
you need qc for anything else, which at least prevents the need for horrendous user intervention (which you just know would go horribly wrong).

@ijed
I assume he's stuck on the step after that - the great thing about standards is that there are so many to choose from. 
I Meant 
Make another standard!

Play them from Qc... 
 
Yeah it's annoying, I always felt you should be able to use "cd play 4" in quakesapsm and have the track04.ogg play.

But, as ijed says, the right way for a mod to do it is with qc; this should work in DP and QS:

WriteByte (MSG_ALL, SVC_CDTRACK);
WriteByte (MSG_ALL, 2); // 2 is track number
WriteByte (MSG_ALL, 2); // 2 is track number

courtesy of Baker. http://forums.inside3d.com/viewtopic.php?f=2&t=4552&p=41367&hilit=svc_cdtrack#p41367

There's some useful info on how different engines handle soundtracks here: http://neogeographica.com/site/pages/guides/soundtrack_solutions.html

In short, both QS and DP handle music in the form: moddirectory/music/track02.ogg 
Don't Use "cd Play" 
"cd play" doesn't save to a savegame file.

So if you use cd tracks for "mood music" and use "cd play", saving the game and reloading it you will notice it didn't preserve. 
And It Is Bad For Demo Replay Too 
If you start recording a demo AFTER a "cd play" and you play it back, it didn't happen.

In both cases using the SVC_CDTRACK does preserve.

Some QC ace here could easily write a bit of QuakeC to expose the correct method within a map. 
 
no. svc_cdtrack is not preserved in demos. I just checked markv. not preserved.
saved games are server-side. the server doesn't have a clue what the last svc was, and certainly doesn't have a way to update it without potentially bugging out mods.
even if it was saved/recorded, it would still be rewound.
also, sock did seem to explicitly say 'cd play' and not 'cd loop' - and svc_cdtrack doesn't support playing without looping, in which case cutting it short is probably the better choice over rewinding to start and then forcing it to inexplicably loop anyway. 
Quake Just Doesn't Have A Music System 
Even if every engine implemented emulation of the cd audio the same way, it wouldn't be a music system that can be counted on robustly in gameplay/gamecode at all. Trying to use in-world sound entities has even worse limitations.

It'd be nice to be able to just include a .dll in with a quake mod that adds its own locally contained SVCs and builtins. The issue of netcode being rendered permanently incompatible would go away, because id1 would still work like id1 and you have to run Quake with the same mod as other people joining your game or playing back your demo anyway. Then every tin-pot quake modder can gleefully create their own utterly incompatible music systems and particle systems and whatever else without everything immediately reverting to the usual argument about how it doesn't comply with the standards that nobody's upholding. 
Save Game Workaround 
It's possible to use a "nosave" variable to detect when a saved game has been loaded, and thus restore things after a save is loaded. No reason why you couldn't code your CD system into that. Of course, playing CDs always start the track over, but I doubt anyone was expecting the CD method to provide anything but a loop. 
 
Its fine, I have a QC solution already with background tracks and additional ambient stuff triggered on events. The downside is when the console is dropped, QC stops. I was wondering about the idea of looped background ambient tracks and found the console commands were different. Nothing to worry about, doing the QC route. 
Nosave Variable? 
 
Blogpost Coming Tomorrow! 
nt 
Pre-post Checking 
@Lunaran, it is a compiler option that can be useful for checking if a map has just loaded. Check the client.qc in the code I sent you a while ago. There is a good example in the playerprethink, playerpostthink functions. 
 
That's terrific.

https://www.google.com/search?q=qcc+nosave

How does stuff like this get added to literally all new qcc compilers without being documented or written down anywhere? 
QuakeSpasm On Mac 
So, I recently gave in and bought a Macbook Pro, and like any sane person would do, I have installed Quake on it. However, when I try and run Quakespasm, I just get an error with a load of garbage I don't understand.

Here's the crash log for anyone willing to check it out: http://pastebin.com/En6Tw6Fx


Mini rant:
Seriously, this whole Mac thing feels like it was a big mistake. I feel like less software works than either Windows or Linux Mint, and the default behaviour of some parts of the UI is just baffling. Maybe I'll understand the Mac way soon enough, or maybe I'll just figure out how to get Windows 7 installed first. The hardware is nice at least :)

Keyboard layout is driving me crazy too. Non-US layouts seem to have caps lock in an insane position (the Japanese one does at least). Keyboard also seems way laggier and has shorter/no input buffer compared to Windows, or perhaps that's just my imagination. 
You Are Probably Just Holding It Wrong 
grab a latte moccachino soy dry and sit on your fixie before trying again.

maybe SDL needs to be installed? 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.