RE: OSX 10.10 Report
#886 posted by szo on 2014/08/03 22:47:22
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
#888 posted by AAS on 2014/08/04 04:42:03
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
#889 posted by szo on 2014/08/04 07:47:30
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
#890 posted by AAS on 2014/08/04 09:21:14
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)
#891 posted by szo on 2014/08/04 10:52:18
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?
#892 posted by path0gen on 2014/08/04 12:25:58
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
#893 posted by ericw on 2014/08/05 09:21:45
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.
#894 posted by Spike on 2014/08/06 00:06:01
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). :/
#895 posted by jt_ on 2014/08/06 16:06:48
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.
#897 posted by jt_ on 2014/08/06 16:29:19
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
#898 posted by Barnak on 2014/08/06 18:46:09
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_
#899 posted by ericw on 2014/08/06 20:04:23
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
#900 posted by ericw on 2014/08/06 20:12:44
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.
@ericw
#901 posted by jt_ on 2014/08/06 21:46:58
thanks for the link. yes, i'm attempting to port quake to plan 9 (the 9front fork actually) for fun.
@jt_
#902 posted by mfx on 2014/08/06 21:59:28
so you can run it on a raspberry pi?
I�m exited!
Ericw
#903 posted by Barnak on 2014/08/06 23:34:07
Apparently, it doesn't work well. The hires sounds are sounding low res in QS.
And what about the textures I was talking about ?
Barnak
#904 posted by necros on 2014/08/07 01:41:02
i believe you need to put them into a pak file for the sounds to work. make a pak2.pak and then mirror the folder structure.
Sounds Sucks
#905 posted by Barnak on 2014/08/07 01:42:58
Eww !
And how do I make a pak file on OS X ?
There should be an option in QS to friendly use custom sounds...
#906 posted by necros on 2014/08/07 01:49:51
this is how the quake engine works. in ID1, it will always favour pak files.
The alternative is to put the sounds in a mod folder and run with -game.
@ Necros
#907 posted by Barnak on 2014/08/07 02:32:34
The sounds are now working great (and they're awesome), as a "sounds" mod.
But what if I want to play a normal mod ?
How can I turn the "sounds" mod into a pak (on OS X) ?
A long time ago, there was an application on OS 9 (depacker) to unpack packs on the Mac, but it doesn't work anymore on OS X without the Classic environment (Fuck You, Apple !).
Sounds To Pack File
#908 posted by Barnak on 2014/08/07 02:38:32
Here's a link to the sounds set (about 22.1 MB, zipped), so one of you could turn it into a pack file :
http://fsgregs.startlogic.com/Public_Files/Cham/Pictures/sounds.zip
#909 posted by necros on 2014/08/07 02:40:35
i believe quakespasm allows multiple mod directories, so you can just do -game soundMod -game actualMod.
note that the order that you put the mods in will affect what files are retained. the first mod will have it's files overridden by the second mod and so on.
make a shortcut to always start the game with your sound mod.
@Barnak
#910 posted by Baker on 2014/08/07 02:42:11
Use http://winebottler.kronenberg.org/ (it's easy) and https://www.quaddicted.com/files/tools/pakscape-011.zip
You use Wine Bottler on the .exe and you can run it on your Mac.
It's pretty easy, although you may need to install X11 (I don't think that comes with Mavericks).
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