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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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Right When 
I'm monkeying with this from QC :D 
 
what's the fullscreen gamma bug you get?

When game runs in fullscreen, after a few seconds, or intermittantly, game goes quite dark. Longstanding and confusing thing.
Since it is seen to our SDL2 build too, maybe it is connected to our launcher ?

I think if i install libSDL.so and Quakespasm like on an ordinary Unix , there is no bug. 
@Spike 
Yeah sure except note the following ...

the code you (baker) linked is contrast, not brightness as you claim

The standard Quake brightness cvar is called "gamma" -- I wasn't about to change a cvar name everyone has used for 15 years ;)

And the function was named SCR_Brightness by MH so I kept the name, besides the slider bar is called "brightness."

Source thread: http://forums.inside3d.com/viewtopic.php?f=3&t=5185

(Looks like Reckless goes by Revelator now. 
@stevenaaus 
Gamma bug.

Is a major reason why I ditched hardware gamma in Mark V. It stupidly affects Windows and OS X.

I wrote tons of code trying to catch the system event that mucks up the brightness in Windows after switching between fullscreen and windowed mode. There isn't one.

Thread has some interesting infos on the topic: http://forums.inside3d.com/viewtopic.php?f=3&t=5185 
SDL-1.2, Rpath And Crash 
The rpath thing is fixed in a later build+package, and there should be no crashes. Here:
http://uhexen2.sourceforge.net/tmp/QuakeSpasm-0.85.10-macosx-TEST2.zip

Not sure about the gamaa issue, though. 
Suggestion 
Something that's always bothered me: hide the crosshair while centerprint text is on screen. Otherwise it just looks awful with the big + jammed in the middle of a word.

I've tried doing this in qc with stuffcmd, and it works okay, except there's no way to remember what the user's original crosshair preference was if the map loads or the player f9's while text is on screen. I default to just assuming everyone wants it on, but I know someone's going to come out of the woodwork and complain if I do that.

It's a tiny bit of polish that should just always happen, and the proper place for it is at the engine level. 
Don't Draw Crosshair If Centerprint 
Don't draw crosshair if centerprint code.

http://forums.inside3d.com/viewtopic.php?f=12&t=5474 
Except!!! 
Spike pointed out some mods actually strategically display console text as a status indicator.

Like Quoth's flashlight indicator bar (example map = Ruined Nation) 
Solution 
Add CSQC support to Quakespasm. 
Newer OSX Builds Using SDL1.2 
Crosshair With Text 
Sounds reasonable to move centerprints up 4 lines if crosshair ?? 
Down 
You probably want to head down in case the text is long... 
Command-Tab, Antialiasing ? 
Guys, please, could you add the FSAA (Antialiasing) option to the OS X version ?

and also the command-Tab feature (as in Quake3) to switch app, without having to quit Quakespasm. 
 
Hmmm - some messages shown with SCR_DrawNotifyString are just too big to mess with positionally. But simple cases such as E1 entryway (SCR_DrawCenterString) have been moved up one line for the crosshair

@Barnak Where is the relevant command-Tab code ? Maybe i'll go look for it.

OS X FSAA has been talked about somewhere else. Maybe SDL2 with OS X makes a simple implementation possible. 
Anti-Aliasing 
Mark V has anti-aliasing (cvar = vid_multisample, set to 2, 4 or 8) --- if you are staring at edges you can tell the difference. But who is doing that during regular game play?

I'm not arguing for or against such a feature, just saying I haven't seen anyone even comment on the availability of the feature and I forgot it myself. 
Native Resolution 
Since quake doesn't use much resources, I play it in the native resolution of my monitor, and aliasing is not such a big problem. I'm sure it looks better with, but aliasing in quake hasn't really bothered me since winquake at 320x200. 
 
Anyone know how to make the engine look like this? shown here 
R_lightmap 1 
 
It's An Unknown Command For Me. 
 
Me Being Idiotic Again 
I had it figured out. 
You Can Bind It 
There are a lot of commands useful for testing maps that you can bind to a key in your autoexec.cfg file.

Examples:

bind "m" "r_lightmap"
bind "f" "r_fullbright"
bind "g" "notarget"
bind "c" "noclip"

When you don't add a value, then it will toggle. Hit the key once and it turns it on, hit it again and it's off. Quick and easy. 
 
some of those you need to add the word "toggle" in there (the ones that are cvars and not commands) 
You're Right Of Course 
I thought that was correct because copied those right out of my autoexec file. I just now thought to check and for some reason I also had the correct commands in my config.cfg, which is why it was working.

bind "m" "toggle r_lightmap"
bind "f" "toggle r_fullbright"

Not sure why I had them mixed up like that, probably from experimenting when I was first trying to get it to work. 
Good Idea... 
 
Continuous Builds 
I set up a Jenkins server that automatically creates win32 builds from Quakespasm SVN:
http://quakespasm.ericwa.com/job/quakespasm/

Assuming this works, it should be the best way to help test QS development. Jenkins should automatically do a new build whenever someone commits a change in SVN (within an hour). There's even an RSS feed that should notify you when a new build is available.

The current build there, r935, has things like bsp2, non-power-of-two textures, part of mh's dynamic light speedup, shifting messages when the crosshair is present, new default keybindings in quakespasm.pak (WASD, mousewheel weapon switching, mouselook on).

Note that I have some patches which haven't been accepted into quakespasm SVN; for example, SDL2 support, improved audio resampler, some loading and rendering speedups. These aren't in the above build, but I'm planning to set up another project in Jenkins to build with these not-yet-accepted patches so you can test them too, if you're interested.

Also, making this produce OS X builds is on my todo list. 
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