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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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This Is Getting A Little Bit Ridiculous 
any particular reason the

-"elevator sinking bug", (plus airquake tank turret updating bug)
-the "stuck on convex angle bug",

still not fixed after all these years?

...at least you guys fixed the mouse glitch bug 
 
Some bugs are content bugs in the maps, not engine bugs. 
Are You Sure? 
i don't recall these bugs happening in winquake

particularly the "elevator sinking bug" (and airquake tank turret updating bug) 
Just Tested In UQE 
the "elevator sinking bug" doesn't happen in it... 
 
Stuck on convex angle is 100% reproducible in ID Quake and happens in e1m1; it was fixed in the Kex reissue by altering the map geometry. 
Is There A Command Line Option To Set Start Up Map? 
I'm looking at this page but couldn't find such an option, does it exist? Thanks!

https://manpages.ubuntu.com/manpages/bionic/man1/quakespasm.1.html 
 
just adding “+map mapmame” should do it 
Thanks Metslime! 
 
New Bugs Found 
If you start and quit Quakespasm, multiple times (like 5-6),

the game will suddenly not boot up/be a black screen when you try to run it again 
 
Also sometimes Quakespasm will freeze or not be able to return to the game, after you minimize it 
Graphical Bug For Compound Model 
Compound model monsters, like in Malice, often the upperbody/subordinate part missing), this bug doesn't happen in WinQuake 
@ranger 
You might want to file these bugs or check and see what the status is, if they have already been reported.

https://sourceforge.net/p/quakespasm/bugs/

https://github.com/sezero/quakespasm/issues 
Graphical Bug For Compound Model II 
@ dumptruck_ds I don't see this issue listed there?

also I've narrowed it down

something is wrong with QS's MOVETYPE_PUSH, MOVETYPE_NOCLIP, MOVETYPE_STEP... because when used for body compound mdl monsters, the attached body is either invisible or not updating fast enough - so looks jittery (like I mentioned these bugs don't happen in winquake) 
Re: Graphical Bug For Compound Model 
I don't have malice or whatever, therefore I don't know what it is about. If someone has a well-tested patch, that would be welcome of course. 
Graphical Bug For Compound Model III 
airquake tanks also have a similar problem... try it yourself; look at the enemy tanks' turrets when they drive around

https://www.moddb.com/mods/air-quake/downloads/airquake-103 
Re: Graphical Bug For Compound Model 
Do ironwail and/or vkquake (or any other source ports) have this issue? 
Graphical Bug For Compound Model IV 
Do ironwail and/or vkquake (or any other source ports) have this issue?
yup

I think joequake or some port with the old quake underwater effect didn't have this issue 
Re: Graphical Bug For Compound Model 
OK, created a ticket for this at https://github.com/sezero/quakespasm/issues/118

(For future reference, I don't follow this thread daily, I just happened to notice it by chance: Please use the issue trackers that dumptruck_ds noted above, like everyone else, otherwise bug reports here will easily get forgotten.) 
Possible A "sv_betterphysics" For Next Version? 
like MOVETYPE_BOUNCE would properly bounce down slopes... etc?

but be sv cvar so only clinet & server with same value won't mismatch? 
Trouble Connecting To Local Dedicated Server 
Hey there... long time no see you guys. Anyway, I tried to join to a local dedicated Quakespasm server but even with a clean Quakespasm install it's failing. It keeps sending keepalive messages but the connection never completes.

Am I doing something wrong ? AFAIK there's no blocked ports, but... Here's a screenshot for more details: https://ibb.co/3NMMZ3Z 
Coordinates Of The Effects In The File "effectinfo.txt" 
Maybe someone can help me?
In the file "effectinfo.txt" there are lines, for example, "text 62 64" - these are the coordinates of a certain effect. How many X and Y parts is the file "particlefont.tga" divided into so that I can understand which values can be used to change the visual effects? 
QoL Features? 
Like a "delete save" button in the menu?

or a "load map" button? (so I don't have to minimize the game to manually search through the maps folder for the map name to paste into console?) 
@ranger 
there is a “maps” command that prints a list of available maps. 
Can It Be Modified For Next Version? 
to only shows the maps in the current mod?

currently seems to list all maps, including in the ID1, which might not be mod compatible 
Water Effects? 
Also can the old school quake underwater effect be brought back as a "r_waterwarp 2"? 
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