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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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Heh 
good to hear it's fixed :-)

I wonder why that layoutfix build worked. The only difference I can think of is that I compiled the layoutfix build with mingw32 on windows, and the ones that gave a red screen were all compiled on linux. 
 
what, micro$shaft is detecting our build machines and sabotaging us now? 
 
joke aside, he said that 0.85.9 works too, and looking at it the 0.85.9-win32 version is compiled on the same linux machine using the same toolchain against the same crt and headers. baffled... 
 
Do these new builds include the BSP2 support that ericw added some time ago?

Here is a question about the status bar on multiplayer mode - is it possible to center it like on SP? Why is it on the left side in the first place (if intentional), seems counterproductive. 
New Builds (r947) 
@negke 
Do these new builds include the BSP2 support that ericw added some time ago?

Yes.

Here is a question about the status bar on multiplayer mode - is it possible to center it like on SP? Why is it on the left side in the first place (if intentional), seems counterproductive.

It is the fitzquake code as it was, we didn't change that. 
Music On OS X ? 
The music plays when I type music filename in the console, but it doesn't start automatically when I start a map. Is this normal ?

Also, it doesn't play the whole list. It's only looping the only filename I entered in the console.

How can I play the entire list without having to type the names ?

I WANNA HEAR THE RAMONES WHILE PLAYING QUAKE ! 
 
Be more verbose! Where are your files located. What are their filenames? What maps do you try? 
The Ramones 
The MP3 files are all loose inside the id1/music folder. Their names are like this :

BallsToTheWall.mp3 <--- okay, not the Ramones ! ;-)
BeatOnTheBrat.mp3
BlitzkriegBop.mp3
Commando.mp3
GabbaGabbaHey.mp3
HappyFamily.mp3
HavanaAffair.mp3
Loudmouth.mp3
TodayYourLove.mp3

When I launch QuakeSpasm, and start a map, the music isn't playing at all. I have to type "music Loudmouth" to play that track, and its playing in loop.

I would like to play the whole list automatically at the map launch. 
Barnak 
About Cmd+Tab when in fullscreen: It's simply not possible due to the way how SDL sets up full screen. It captures the entire screen, and there's no sane way to handle Cmd+Tab in this mode. The alternative is to switch to windows by hitting, I think, Alt+Enter. 
Barnak 
Just run a music player in the background. afaik there's no support for playing a playlist like that; you can do "music Loudmouth" to play a single track like you said, or rename them to track02.mp3, track03.mp3, etc., and they'll play based on each map's CD track setting.

SDL2 supports cmd+tab in fullscreen if you use the "fullscreen_desktop" mode. In Mac OS this makes fullscreen as a space (virtual desktop), and cmd+tab switches away from it. So QS should support that at some point. 
Ericw 
Interesting, good to know. 
 
Multiplayer status bar --- this was like that in gal quake and I assume win quake too, to make room for the top 4 players scores to the right. I didn't change it. 
Playlist 
I think a way to create a playlist is to write a text file, in which you put in words like "music Loudmouth", followed by words like "music Commando" in a new line, and so on. Save the text file, name it something like "playlist.txt". While in game, you simply type "exec playlist.txt", and it should be all good to go. 
 
how about following the pattern of the "startdemos" command, and chain the track names in a single command?

startdemos demo1 demo2 demo3 
After Some Testing 
I found that my "playlist.txt" method does not work, as only the beginning first music will be looped over and over, instead of hearing the whole list of music files.

With some scripting I still think it's possible, but I am no expert. 
Console And Hud Suggestion 
It could be great to change the hud icons and the console background to some high resolution, modern-like rendering. I think it's currently impossible with Quakespasm. Could this feature be added ?

Also, the text displayed in the console and in the game (messages) is crude, as in original Quake. Adding the option to change it to a nice highres antialiased version would be great.

Is that possible ? 
No Way 
QS must not turn into Qrack or the like. 
OSX 10.10 Report 
Hello, I just ran build 944 on OSX 10.10 Yosemite and found few glitches (I think I should test them on 10.9 as well):

1) if you start QS without selecting right resolution then game screen will be shifted, so it is impossible to see lower/upper (varies) part of the screen. Tried it with both native system resolution and scaled to 1440x900 and 1680x1050 (on retina 13", intel iris).

2) resolution change from game menu leads sometimes to black screen, sometimes to screen shift, even if you selected "right" (one that equals to the system's scale) resolution.

3) I see 2 vertical black lines on sides of the display when scale to largest possible resolution on my hardware (1680x1050) and start QS with 1650x1050 resolution from launcher's options. Is it possible to add 1680x1050 resolution to the launcher and the game?

Hope you'll understand my gibberish. 
I Can Confirm 2nd Issue 
 
RE: OSX 10.10 Report 
Does using the "-current" argument help? 
 
Metl wrote re Playlist
how about following the pattern of the "startdemos" command, and chain the track names in a single command?

Yah.. A music command like that sounds good. But is it trivial (haha - can i code it !) ?. I think the answer is no.

I implemented 'cd next' 'cd prev' commands, but it's a different thing with our music. Maybe this hack *cough* would work if we have a end-of-track semaphore somehow (see TODO). But Music playback is zeroed by level change anyway, so this needs addressing too.

static void BGM_Play_f (void)
{
- if (Cmd_Argc() == 2)
+ int last, i;
+ i = 1; last = Cmd_Argc();
+
+ if (last < 2)
{
- BGM_Play (Cmd_Argv(1));
- }
- else
- {
Con_Printf ("music <musicfile>n");
return;
}
+
+ // We should probably do this properly by assembling a music_handler_t list
+ // and implementing , 'prev', 'next' commands
+
+ while (i < last)
+ {
+ BGM_Play (Cmd_Argv(i));
+ // TODO wait for track to end !
+ i++;
+ }
RE: RE: OSX 10.10 Report 
On 10.10 it does the trick, but not with 1680x1050 scaled resolution.

Also bugs 1 and 2 doesn't appear to be relevant on 10.9.4 
RE: RE: OSX 10.10 Report 
On 10.10 it does the trick,

Good,

but not with 1680x1050 scaled resolution.

Can you explain this?

Also bugs 1 and 2 doesn't appear to be relevant on 10.9.4

So this is a 10.10 thing. I'll possibly need to report this to SDL. 
RE: RE: OSX 10.10 Report 
I mean when I set display resolution to what OSX display options calls "looks like 1680x1050" then "-current" QS command line have no effect in 10.10 and screen get shifted, but if I choose "looks like 1440x900" or "best (retina)" everything is fine.

I'm not that good at english, so there is more on retina thing, if you're still confused: http://www.anandtech.com/show/5996/how-the-retina-display-macbook-pro-handles-scaling 
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