In The Meantime
There have been a few updates to QSS. Maybe it got fixed?
#289 posted by 7yn1c on 2021/10/15 00:24:09
> MD3 model support, basic IQM support.
What does "basic IQM" mean?
IQM
Short for "Inter-Quake Model". It is (or was?) intended as a replacement for MD5 and SMD skeletal animation formats. It was used in Cube 2: Sauerbraten.
If you want to read a bit more about it:
http://sauerbraten.org/iqm/
Anyway, I don't think it's a relevant feature for the average Quake player, rather a feature to cover all bases.
100% Crash On QSS Version 0.94.1 And Higher
#291 posted by Andrew on 2021/11/21 15:40:23
Starting from version 0.94.1 and higher the QSS engine constantly crashes when switching between replacing models with MD5 from Quake Release and standard MDL models of Quake ID1 and then loading another map or restarting. Moreover it was tested with upgraded folders (particles/progs/textures, etc.) and with a standard ID1 folder and without MD5 models. All the same, versions 0.94.1-0.94.2 100% crashes when switching and loading another map or restart. On QSS version 0.94.0, everything works fine. Who solved this problem and how?
QSS Error
#292 posted by CV on 2021/12/06 15:59:27
QS already fixed:
Changes in 0.94.3
Allow loading textures not aligned to 16 pixels and warn about them.
QSS 14.10.21:
https://quaketastic.com/files/screen_shots/qss_error.jpg
Re: QSS Error
#293 posted by szo on 2021/12/06 16:46:42
Which mod is this with?
Arcane Dimensions
#294 posted by CV on 2021/12/06 17:17:42
Texture 64x8 pix.
#294
#295 posted by szo on 2021/12/06 17:32:51
I scanned ad-1.8p1, found nothing named 'litebary'. Which map is this?
BTW, the fix in qs-0.94.3 is _not_ meant as a free passport to used non-16-aligned textures: it is an open warning so the modded should fix his thing for compatibility with every other engine.
#296 posted by metlslime on 2021/12/06 17:44:19
That seems more like a bug in AD, since that is not a valid size for a texture in vanilla quake (therefore most engines)
#297 posted by mh on 2021/12/06 17:52:57
Just to be clear - the 16-alignment requirement only applies to BSP textures, and the reason for it is for storing all 4 miplevels for use by the software renderer; so: 16, 8, 4, 1 are the minimum allowed dimensions for each miplevel.
The requirement doesn't apply to other texture types.
#298 posted by szo on 2021/12/06 17:59:33
That seems more like a bug in AD, since that is not a valid size for a texture in vanilla quake (therefore most engines)
Indeed it is a bug (just like the bad sky textures sizes in ad_tears), but, as I said, what I can't find is the specific texture mentioned in #292 in ad1.8, i.e. this particular issue doesn't actually seem to be in pristine ad1.8 release.
#297 - Ignore The Brain Fart
#299 posted by mh on 2021/12/06 18:31:30
This Is Texture From Custom Wad
#300 posted by CV on 2021/12/06 18:45:52
for my wip map. Of course I have already changed the texture size to 64x16 and error gone. But there is few custom wads with such "nonstandard" textures and now in Quake enhanced too. Ericw tools compiled map with this texture as usual.
Same Error Appearing
#301 posted by CV on 2021/12/06 18:48:53
while trying to run horde2 map from 2-nd updated mg1 episode.
#302 posted by szo on 2021/12/06 19:09:22
for my wip map. Of course I have already changed the texture size to 64x16 and error gone. But there is few custom wads with such "nonstandard" textures and now in Quake enhanced too. Ericw tools compiled map with this texture as usual.
The big fat warning is there so that they fix their thing.
Same error appearing while trying to run horde2 map from 2-nd updated mg1 episode.
Their dev said that it was an unintentional mistake. But it still is a mistake, which we worked around and warn in qs and vkquake.
#303 posted by CV on 2021/12/07 08:04:58
I apologize for unwittingly raising a tempest in the glass, forcing you to look for an error that I generated myself. I want to thank you for your constant willingness to correct the mistakes arising from such idiots as me, nevertheless it is not so easy this is your personal time the most precious thing we have. Thanks to people like you, enthusiasts who spend their personal time, this sailing ship named Quake still keeps afloat, and not only keeps, flies in full sail thanks to the efforts of many. Quake Enhanced was released thanks to the efforts of enthusiasts, former enthusiasts and for the same enthusiasts, united by a common idea. Thank you for your hard work!
Last Build Of QSS 14.11.21
#304 posted by CV on 2022/01/20 10:01:39
has issues with proper entities spawning.
Spoike, please bring back to Your site release 14.10.21 wich has no any issues.
Thank You.
QSS 14.10.21
#305 posted by Neobis on 2022/01/20 12:37:36
So It Was Fixed
And then it broke again or it's a different issue? I know some builds had enemies or items appearing in weird places or not at all. Right now I am using Ironwail, anyway.
#307 posted by Joel B on 2022/02/10 20:59:02
I noticed that the latest build now has sv_gameplayfix_setmodelrealbox set to 0 by default. AFAIK this is more like original Winquake behavior but differs from longstanding Quakespasm behavior.
For you guys that are seeing issues, do the issues go away with sv_gameplayfix_setmodelrealbox set to 1 instead?
#308 posted by Joel B on 2022/02/10 22:51:33
If so, it would be good to list some specific examples. I'm not sure why Spike wants to change this default but if it's a real problem, maybe evidence could be compiled toward changing it back.
#309 posted by oglerau on 2022/06/29 16:48:48
#310 posted by Qmaster on 2022/07/23 18:51:57
Can someone please add the FTE / QSS discord link to the top post for those who want to use it? There is a QSS dedicated channel there: https://discord.gg/E6fTcgB3ev
@Qmaster
#311 posted by metlslime on 2022/07/23 20:04:16
added
#312 posted by oglerau on 2022/10/29 17:31:55
is QSS being synced with QuakeSpasm? I mean, is it using the fixes from 0.95?
|