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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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... 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...) 
Ok 
previous build were fine, yeah. So i start fullscreen, immediate lockup in red. no change possible, though i can hear and use the menu and console.

windowed looks like this:

http://www.quaketastic.com/files/screen_shots/win7_qs.JPG 
@mfx, Red Screen 
I see. How about Eris's auto-build? from here:
http://quakespasm.ericwa.com/job/quakespasm/ 
They All Worked So Far 
I have some special versions for german kb layouts from him. No problems til now, so i�m a bit confused to be honest. I overwrote all dlls and stuff with todays build, previous test builds still work, just todays not. 
@mfx 
So, to clarify, this particular one does not work:
http://quakespasm.ericwa.com/job/quakespasm/lastSuccessfulBuild/artifact/quakespasm-r944.zip

... but this one does?
http://quakespasm.ericwa.com/job/quakespasm/20/artifact/quakespasm-r940.zip

(RE: DLLS: Please use the dlls from our zips as they are.) 
SZo 
Both don�t work.. 
@mfx 
To test a theory can you please:

- take the win32 build http://quakespasm.sf.net/devel/quakespasm-0.85.10-r944_windows.zip

- and replace quakespasm.exe in it from this: http://quakespasm.sf.net/devel/test1.zip

... and see if it changes things? 
Moment Please 
 
Ok Szo 
all red over here. 
@mfx 
then I'm baffled.. (the test I gave you changed the gamma handling in gl_vidsdl.c to USE_GAMMA_RAMPS 1, hoping it were the culprit.)

Let's see if Eric, Steven or Sander comes up with an idea. 
RE: Win32build 
In the meantime, I'd like to hear others' experiences with win32 and win64 builds.

(FWIW, I re-tested both win32 and win64 builds on my win8.1/x64 laptop with on-board intel graphics and nvidia graphics, both still run ok with both intel and nvidia chosen as the 3d accelerator.) 
Hmm Weird 
couple ideas for mfx:

- just for a sanity check, could you try extracting the zip into an empty directory, and just add id1/pak0,1.pak, to rule out any issues with DLL interference
- try launching with "-notexturenpot"
- does the win64 one szo posted also give a red screen? http://quakespasm.sf.net/devel/quakespasm-0.85.10-r944_win64.zip 
Eric 
tried suggested clean folder setup, won�t work:( stdout.txt says this:

Warning: multitexture not supported (extension not found)
Warning: texture_env_combine not supported
Warning: texture_env_add not supported
Warning: vertical sync not supported (SDL_GL_GetAttribute failed)
Warning: texture_filter_anisotropic not supported
Warning: texture_non_power_of_two not supported 
-notexturenpot 
Won�t change the red output.. 
Also 
Running on 32-bit win7. 64bit build won�t start. 
Thx For Trying. One More 
Try launching with "-bpp 16", this will disable requesting a 24-bit depth buffer which was changed recently.

So in the clean folder setup you still get the red screen, or does it fail to start at all? The messages in stdout.txt suggest it's using software OpenGL :-/

Looks like that build I sent you for trying to fix the console key was from april 30. not much has changed since then besides the depth buffer thing, and the non-power-of-two support. 
Nope 
still red, 16 bit request too. 
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