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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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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. 
This Is Kewl.. 
Thanks for your efforts eric, AND all you other guys! 
2 Thumbs Up 
looking forward to the sdl2 stuff, since the secret sdl2 haxx0r build I was given is the only one that runs on my mac. Everything "just works" on my windows box ;) 
Tinkering With The Sound Resampling Again 
if anyone's bored, i'd love help testing this build! http://quakespasm.ericwa.com/job/quakespasm-ericwa/lastSuccessfulBuild/artifact/quakespasm-recf89c033cb2aa771388a92e76be36062d1df81f.zip

does it sound good?

leave "-sndspeed" at the default of 11025; it will actually output at 44100 but it does the filtering to 11025 internally. Mostly I'm interested in whether I have the filter set up right - is sound too soft/muffled, or just right? It is a bit less harsh sounding that windows' resampler, but I can tweak it.

the point of this is, if you use music, it will be mixed in at full quality (44100) :) 
 
I tried it on Win7. Seems like it's working to me:

I compared the test build to v0.85.9, either using "-sndspeed 44100" or not, loading directly into DM4 to hear the Quake theme music.

The test build's music was the same quality as the sndspeed 44100 music for 0.85.9, regardless of whether I specified sndspeed for the test build.

sndspeed did affect other sound effects on the test build. 
 
If there are nuances of the test build's sound I'll probably miss them, but I'll keep using it for a while to see if anything else occurs to me. :-) 
 
Actually (sorry to post-spam) I am noticing something. I turned the music off to check the in-game sounds more carefully for a bit.

I immediately noticed something when doing a sequence of: pick up LG ammo, pick up LG, pick up armor, lava-dive and discharge.

The initial sound attack, some of the high frequencies, and even the hiss noise at the end of some of the sounds is noticeably more muted in the test build compared to 0.85.9. I also checked the original GLQuake and yeah, 0.85.9 is more like the original.

I guess I'm kind of imprinted on the original sounds to the point that even missing the noise hiss is a little odd. 
 
Windows has a fixed output rate anyway, the engine should always match that to avoid any undesired resampling.
iirc its generally set to 48khz by default in vista+, while xp will avoid resampling if there's only one source (read: audio buffer), without saying what rate it'll resample to.

plus there's lots of ac98 chips out there that support only 48khz, so windows resampling is handy. 
Thanks Johnny 
That helps, and matches what I hear too. I'll try tweaking the filter to match the 0.58.9/Windows sound more closely and post another build here.

I understand having the sounds imprinted a certain way, so I do want to be very careful about changing this.

Hope the general idea is good. For me, never having owned quake on CD, it was a revelation to hear the full-quality music and -sndspeed 11025 sounds together. :-) 
Hmm Interesting 
I got the patch. . I never play with CD/music myself. 
Insidious Dynamic Light Bug 
Start Quakepspasm r939 with no gamedir.

In console type: map e1m1.

Then disconnect.

Type game zendar; map zendar.

Crash.

(Quakespasm 0.85.9 + Mark V won't crash, but will say AllocBlock Full. FitzQuake 0.85 will crash. )

What I think is going on, all the cached brush models have been cleared (shells, nail boxes) and is using invalid data to generate lightmaps. 
 
... fix 
RE: Insidious Dynamic Light Bug 
Fixed differently:
http://sourceforge.net/p/quakespasm/code/942/

Eric's build bot at http://quakespasm.ericwa.com/job/quakespasm/ should generate a new build soon. 
New Builds 
Win32build 
Freezes with red screen immediatly after start. No console or nothing. Had to alt+tab out.

Win7 on new Lenovo laptop. 
RE: Win32build 
Just tested both the win32 and win64 builds on win8.1/x64 (took and unzipped the zip, put in my id1 folder and ran). Both ran fine for me.. 
Hmm 
i get just a red screen, but i can hear the sg firing.. which relaxes me a bit:) No clue, seems the onboard gfx cant handle it..

Mac build is fine btw. 
OSX Build 
Played on e3m1 just fine on retina macbook with OSX 10.9.4 
OS X Features ? 
I tested the OS X version with Sock's Jam1 map. Everything looks fine.

But please guys, consider adding antialiasing (FSAA) and the command-Tab feature to switch to other apps without quiting Quakespasm (like Q3). That feature is most wanted ! 
@mfx, Red Screen 
No clue..

iirc, you are running fullscreen? if you do, and if you run it windowed instead of fullscreen, does it work? if it does, does changing to fullscreen from within the game work properly??

also, does an earlier qs, such as 0.85.9, work properly on the same setup? (if it does, we screwed up something...) 
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