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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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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 
@ericwa (RE: RE: OSX 10.10 Report) 
Eric: As I understand it, SDL2 already has support for retina. Does your SDL2 port handle this? Is it even remotely possible to handle it in SDL1.2? 
Impulse12 Fix? 
hi all. are there any plans to implement this feature

> jdhack's automatic impulse 12 for non-supporting mods (Requiem sv_imp12hack)

from reQuiem/fitzquake mark v? it would be really nice i think. 
Retina 
as far as I understand, the retina support in SDL2 is to allow you to use the full display resolution when in windowed mode; it's just a nicety for getting extra quality. In theory, I think SDL1.2 should still work fine on retina macbooks. There's some discussion on the support in SDL2 here: https://bugzilla.libsdl.org/show_bug.cgi?id=1934
I didn't try using that retina flag in my SDL2 patch yet.


I also get issue #1 reported by AAS if I don't specify a resolution in the launcher, on OS X 10.9.4 / 15" retina macbook. IIRC, it only happens when I'm using the laptop screen, not an external monitor. It doesn't happen all the time; I never got around to investigating it. 
 
aye, retina mode is just a setting to tell the system to get lost and stop lying. :)
note: also useful in windows, and in fact required to stop fullscreen bugs (at least in non-sdl versions anyway). :/ 
 
without having to scour through the source, could anyone working on quakespasm give a run down of what needs to be changed to compile on a 64 bit machine (i'm working on my own port to a different os, this is completely new to me); like any problems with pointers, etc. I'd really appreciate it. in the meantime i'll check out quakespasm's source though 
Uhm 
I think it already compiles on 64bit; at least the Mac version is universal, i.e., contains both a 32bit and a 64bit build. 
 
i'll have to look again. last time i compiled 'vanilla' quake on linux it built but there was no audio of video. damn x11. 
Sounds In QS 
While cleaning some of my folders, I've found a Quake sound folder containing sub-folders like "ogre", "player", "zombie", "misc", etc.

The sound files are all in .wav format and are of very good resolution. So I was wondering if I could use them in QS. If so, how ?

I guess that the "sound" folder should be placed inside the "id1" directory, but what should be the proper path ? And do QS recognizes such sounds ?

I've also found some high resolution textures ror the arors and other items, like "armor.mdl_0.tga", "s_light.spr_0.tga", "s_bubble.spr_0.tga", s_bubble.spr_1.tga" etc. Where should they be located ? 
@jt_ 
You're porting vanilla glquake to a new 64-bit os? there are some tips here: http://forums.inside3d.com/viewtopic.php?f=3&t=3376 
@Barnak 
Yep, create a "sound" directory in id1 and they will be used (so id1/sound/player/gib.wav, etc); should work on all engines.

The quake mixer runs at 11025Hz by default, your replacement sounds are probably higher, so to avoid having quakespasm downsample them, you may want to try "-sndspeed 44100". This will make the original sounds worse, though. 
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