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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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Spirit: 
Yep, dp supports music/ already.

As for a console command, I didn't change "cd play" behavior, however I added the new "music" series of commands:

- music <filename> : Start playing the requested music file.
Example: music mymusic1
Notice that you don't type the file extension: The requested music will be searched with ogg, mp3, and then with a wav extension, automatically. If you do specify the file extension like "music mymusic1.wav", then it will honor your your wish and try only the given type (which is good for testing/comparing the same music in different formats and mappers can even use that feature.)
- music_stop : Stops the playing music.
- music_pause : Pauses the playing music
- music_resume: Resumes playing the music if it was paused
- music_loop 1: Makes the background music to loop (default behavior)
- music_loop 0: Makes the background music to play once and then stop

As for supporting any filename, I am not sure what is required, but the code supports and can handle multiple audio formats concurrently. The map-dictated music, i.e. the cd-music, is always searched by the order of searchpath priority, whereas the a music request from a "music" commond uses the music format preference order unless the file extension is specified.

If you are interested in support for multiple music directories as alternatives to each other, like "music" and "sound/cdtracks" thing of dp, no sir, that's not going to happen :) 
@Spirit 
My perspective on engine development is mostly from the rather tame 2008 perspective.

I am genuinely pleased with how things have evolved since then.

Sure I get a bit excited about it and talk too much, but there is something to seeing a list of challenging problems one by one get knocked off.

Back in 2008, it seemed like too much to hope for.

Since 2008:

1. FitzQuake 666 protocol
2. Quakespasm guys solve problem caused by "disc".
3. Quakespasm guys solve x64 processor problem.
4. Texture dump in FitzQuake 0.85
5. MH writes new colored light tool
6. Willem does the multi-core vis tool.
7. Avirox writes QW version of true rotating brush. LH adds rotating brush support to hmap2.

And on and on and on ..

Yes, I am very pleased. 
 
Add support for mouse buttons 4 and 5

this probably means i'll never be able to use another engine now. well, until they add this too. 
Mouse 4 And 5 
Most actually do. 
 
news to me. 
 
It's very common. ProQuake, Qrack, DirectQ, JoeQuake, DarkPlaces, FTE to name a few all support a minimum of 5 mouse buttons and have done so for years. It's really only Fitz and Aguirre's that still only support 3. 
 
most of those crash on my machine and directq (as we've discussed) has pretty serious performance issues on my machine and darkplaces has performance issues for other reasons.

sor really only fitz and aguirre's that i've used. hence, news to me. :) 
 
I thought it was the DirectFitz port from here http://quakeone.com/mh/ you were talking about. 
 
both, which is why i didn't make a big fuss over directfq. i just figured it was something linked with direct x 8 itself. 
Now I'm Really Confused... 
You're calling it "DirectFQ" but yet you say both? If you mean one of the engines available here: http://quakeone.com/mh/ then yes, they're slow, but their intended audience is people who have trouble with OpenGL (speed was not an objective). If you mean the engine available here: http://directq.codeplex.com/ then no, it's lightning-fast, and something else is making your 3D card perform worse than a low-end integrated Intel, which doesn't make sense. 
... And BTW ... 
The former use DX8, the latter uses DX9 which adds to my confusion... 
The Direct3D8.1 Wrapper ... 
Could produce faster engines than those initial ones in 2009. Which have performance issues for reasons that have been solved since then (flashes using video hardware gamma instead of just drawing an alpha-blended poly).

Case in point, the Direct3D8.1 wrapper version of ProQuake gets 80% of the performance of GL ProQuake (equivalent of stock GLQuake rendering).

And GL ProQuake gets 600 frames per second on some CPU + video card combinations *and* ProQuake's render is NOT as fast as FitzQuake's entirely rewritten renderer.

The DirectQ engine ... MH's main project ... can get 5000 FPS (no kidding) on id1 maps.

I do understand that people who are not active follower's of MH's work don't know how incredibly powerful his DX9 rendering engine is.

But ...

1. FitzQuake modification and experimentation is a bit fragmented right now. You've got a lot of different FitzQuake forks that "matter" including the RMQ Engine/Quakespasm and some things that FitzQuake could do natively in Windows like some of my experiments and mods. This is all good ... several independent laboratories sorting out the "good stuff". Maybe at some future point metlslime will decide on the features for FitzQuake 0.90 or even FitzQuake 1.0 ;)

2. No one is being stopped from single player goodness right now. Even though there may not be a single option, there are plenty of options that are quite similar to each other. So no urgency. 
Right 
both directfq and directq run slowly. since it's clearly not a programming problem, the problem lies with directx or hardware. but since i have no problems with normal opengl fq (or qs in this case), i don't want to invest time into finding out what's up.

i find proquake is a terrible engine. mainly because when it crashes, it screws up the gamma settings in windows and i have to run through colour calibration to get gamma back to normal. it also has that old really annoying bug that glquake has where each time you run it, it moves all the windows down and to the right so that eventually after a few starts, all your windows are cowering in the corner.
also, it doesn't have extra edicts (or i couldn't figure out how to get it working) so it doesn't load any of the maps i make. 
Speaking Of Other Engines 
since you guys seem to know all the 'big names' these days, you should post up a list of them somewhere. finding custom engines (and trying to test them, never knowing if they are abandoned or not) is really hard for me. you engine guys need to work on market penetration! :P 
Derailing Further... 
...but DirectQ currently gets maybe 2000 downloads per month. I reckon it's got market penetration. ;) 
 
ok then. 
@Necros 
I maintain ProQuake but wouldn't recommend it for single player over FitzQuake any day of the week.

Anyway, yes we are in a time of a bit of engine flux due to a great many authentic baseline improvements being littered all over the place.

But as long as someone is able to play single player releases with some preferred and quality engine, there is no emergency ... and in time all this will sort itself out.

I myself would prefer to live in a world with a lot of general interest experimentation that "matters" going on. And regardless of preference or not, it is, in fact, exactly what is happening ;) 
Wait What? 
did you guys really implement fog interpolation? or was that always there and i never knew?

cause it's pretty fucking cool. and also annoying because only a few weeks ago i wrote qc to handle fog interpolation with a complicated system to get ftos to output more than 1 decimal. :P 
Necros: 
it was always there :) 
 
queue "fuuuuuuu" on my part. :D 
Wait...what? 
Fog interpolation? I thought fog just kind of sat there statically. What is this fog interpolation? 
 
I believe it's that if fog changes colour it blends smoothly between the before and after colours over a period of time. 
Usage 
Its only really decent when you control what the player is seeing and how they're moving. For example, sticking them inside a lift and blending it from a lot to none. 
 
little while ago, gb made a speed map and i mentioned being unable to load it in rmqengine. ("The application was unable to start correctly (0xc000007b). Click ok to close the application")
turns out, the SDL.dll included with 64bit quakespasm is what causes the error.

unfortunately, 64bit quakespasm can't run with the (i'm assuming?) 32bit SDL.dll that rmqengine uses.

just fyi, i guess. 
 
you can't mix a 32 bit app with a 64 bit library or vice versa 
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