@NightFright Your Link Is 404
There is no file in your dropbox link.
Quakespasm-Spiked works for you, but it breaks demo compatibility (by default anyway). Demos are used often in the mapping community to share feedback. If someone records a demo in Spiked it will only play in Spiked unless specific steps are taken. Those steps BTW make Quakespasm Spiked exactly the same as QS. So what's the point?
There are good reasons people use their source ports of choice. Better to make versions of YOUR content available to others as opposed to forcing a specific version.
My apologies, link must have changed when I reuploaded the file.
"cl_nopext 1" should fix that demo issue.
Are These Sounds Really Better?
I'm alwaysusing QSS. The sounds were already very good with stereo. I don't feel there's much improvements with the previous sounds file. Some are even feeling "low resolution".
"cl_nopext 1" should fix that demo issue. From what I gather, that command basically makes Quakespasm-Spiked into Quakespasm as I mentioned above.
Ooohh boy... Here we go. Did you set snd_speed to 44100? My remastering skills can only do so much.
Yeah, but it still would have pk3 support, unlike regular Quakespasm.
Thank you for your contribution. Haven't I seen you on Quakeone?
Yeah, I Use -sndspeed 44100 In QSS
and yet, the sounds aren't better with your pak file. Some sounds (especially the fiends jumping sounds) feel low resolution or oldish.
I am sorry buddy, I don't know.
Record footage and post a link. I will try to figure out what's going on.
Yeah, but it still would have pk3 support, unlike regular Quakespasm. for those who can't handle dropping folder of sounds into another folder. :P
hehe... you do you Sean
I'm afraid I don't follow this, would you mind explaining the first step (pitchscaling, hi-pass filter) in more detail please? Are you pitching each by +12?
Reply To #39
Yeah, that's about right.
Yeah QSS is great. Better than Quakespasm by a longshot.
that's ga. funny
this qommunity prefer q over q in some weird way
Fun fact: the game I'm currently developing only works properly in QSS, not in QS.
For some reason my QC third-person camera code doesn't work in regular QS. And this is not due to any extra features in QSS, because it also works in vanilla WinQuake. Something in QuakeSpasm is broken, and Spike fixed it in QSS.
and i'm ok with it
i myself prefer mV over qs and
it's a real damn shame that nobody appreciates qss on this board
I don't use MarkV because it doesn't have OpenGL on Windows. Direct3D 9 is slow. It is called MarkV, so why doesn't it have Vulkan?
I only play quake with QSS :)
Because i love to use the effectinfo file to customize some effects (like explosions and bloodsplat) and also i can make rain or snow in some maps (which really helps with the immersion) using the weather.cfg
But i'm not a mapper, i'm just a player. And from a player point of view QSS offers much more than QS.
There's A Sdl_gl Build For Your Pleasure
Direct3D 9 is slow lol, duh
there's the unofficial QS vulkan fork
The "V" is for 5. As it's Fitzquake Mark V.
I know. But it would be genius.
I said Windows. Windows, as far as I know, doesn't have OpenGL for MarkV. If you'd like to prove me wrong, post a link.
QSS Is Awesome
>I only play quake with QSS :)
Same here, but some of the latest community maps don't work properly (won't load at all or crashes on quicksave) on QSS so I still occasionally use regular Quakespasm. I'm hoping they will eventually add the QSS features to the regular Quakespasm release (perhaps a toggle in menu?). I love the enhancements which are tastyfully added to Quake through QSS unlike Darkplaces.