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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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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 
Plan 9 
If you can install SDL, -> Quakespasm should be easy as anything i would have thought ???
Just edit the Quake/Makefile and disable all the fancy sound stuff.

Otherwise ... TyrQuake ? 
@mfx 
it may be possible to play doom on 9front on the rpi, that was already ported. i'm doing this as an exercise for the 64 bit kernel. 
New Builds (0.85.10-r958) 
What Are The Differences For OS X ? 
 
@Barnak 
Almost all of the changes are cross-platform, no osx-specific changes. Since you asked, here is a summary of changes since r947:
- speedup of tga and pcx external images
- further slight speedup for lightmap loading
- change sv_aim default value to 1 (i.e. turn off autoaim)
- add 'prev' and 'next' keywords to the 'cd' command
- work around a linux cdrom issue (playback might not start for a while after a stop).

You can follow the development history from http://sf.net/p/quakespasm/code/ 
Thanks Szo 
 
More R958 Changelog 
I guess I missed mentioning Eric's sound mixer (lowpass filter) work that went in: http://sf.net/p/quakespasm/code/952/ 
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