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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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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. 
@ericw 
thanks for the link. yes, i'm attempting to port quake to plan 9 (the 9front fork actually) for fun. 
@jt_ 
so you can run it on a raspberry pi?
I�m exited! 
Ericw 
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 
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 
Eww !

And how do I make a pak file on OS X ?

There should be an option in QS to friendly use custom sounds... 
 
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 
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 
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 
 
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 
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). 
@ Baker 
EWW ! Man, such complicated emulation stuff just to use an utility, it isn't for me. I'm trying to make my life simple.

Someone could convert the sound files I gave above to a pack and publish it back here ? 
 
Thanks Mate ! 
It's working great !

Thanks a lot !

I'm now wondering about the textures I talked above. Where should I put them ? 
 
QS doesn't support external model/sprite textures, afaik, just replacement textures for the bsp 
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