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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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Setting Server Ip On Linux 
is anybody able to use the -ip flag on linux? it works fine on windows, but it seems to be useless on linux. other flags like -game or -dedicated work fine, so i don't think it's an issue with flags in general. it defaults to 127.0.0.1 no matter what ip is specified, which does not seem to be a problem as long as you have a linux client and server, but windows clients can't connect to a linux server in this configuration. i've tried it with regular qs and qss 0.93.2, both have the same problem. using qss the problem can be avoided by launching an automatically configured server from the menu, but running it as dedicated still gets you stuck at 127.0.0.1. 
Can't Play Quake Via QuakeSpasm Engine 
I bought first Quake and its mission packs in Steam. As many people recommend, I installed QuakeSpasm, and even installed soundtrack for all three games, and got Steam Overlay work with QuakeSpasm.
QuakeSpasm menu works OK - options and everything. But I pushed to start a new singleplayer game. Spasm crashes. Then I looked up, that I downloaded x64 version cause i'm using Win10x64. I reinstalled to x32(86) - the same problem.
Also, I tried to enter the game through console - "map e1m1" - the same problem - crash.

Sorry for my bad english, I tried to be correct as possible as it can be for me. 
#3653 
Are you on a laptop? What video card are you using? Can you play with a software rendered engine like Super8? http://super8.qbism.com/

How about a WinQuake?

You can also try Mark V's version of WinQuake: http://quakeone.com/markv/builds/1099_mark_v_windows_revision_4.zip 
#3653 - QuakeSpasm Crashes 
I've been able to reproduce this and fix it (or work around it) on a test machine by running with -noglsl.

The symptoms were broadly the same as you - the engine starts up OK, I can navigate the console and the menus, but as soon as I start a map (in any way) it exits silently and nothing is logged.

That seems to suggest that something's going wrong in the VBO loading code, and I hope to get a debug build going on this device soon-ish. 
#3653 - QuakeSpasm Crashes 
Bit of an overdue update.

It doesn't crash in a debug build, only with the released binary. I guess you need to run with -noglsl then. 
Down With "file Merging"; Up With "basegame" 
I did a quick hack of my own build of Quakespasm so that it supports "-ad" and "-copper" arguments in a similar way to the existing "-quoth" argument. It has made playing AD or Copper map releases so much nicer; just bang them into their own gamedir and away you go. No manual file merging, no mixing of savegames, easy cleanup/uninstall.

I realize this is probably not the right way to do it as a general feature for public consumption. FTE for example has a generalized "-basegame" feature that seems to work for this purpose.

I don't want to relitigate "well then just use FTE" here -- often I do, there are reasons why sometimes I (or others) don't -- that's old ground and in any case Quakespasm will continue to be popular for a long time. I'm posting here just from general curiosity about whether there's a gotcha that has prevented this sort of feature from showing up in Quakespasm. I dimly remember some past arguments/discussions about why or why not to implement this. (Although I don't know why "-quoth" got a free pass.)

Also I'm kind of generally curious about the state of QS development and whether there's a process for contributing to it. I took a look at the Quakespasm repo on Sourceforge and there's activity, but it seems to be pretty buttoned-down as to who can open a ticket or otherwise contribute.

Anyway... if I had to enumerate the stumbling blocks that I see folks running into on reddit or Steam forums or GOG or wherever, the lack of a Mods menu would probably be #1, but this thing about needing to do file-merges to play AD or Copper maps would be somewhere in top 5. 
 
Here's an example of the (clean but hacky) approach of just adding "-ad" and "-copper" support:
https://github.com/neogeographica/Quakespasm/commit/d38492f24deffd765792d117292ddde6c54cc5a4

And here's an example of a feature supporting a generalized "basegame". Gets quite a bit messier because of maintaining backwards compat for other existing messy behaviors, so I'm not sure if this is actually the desirable solution, but it works for me. Described more in the commit comments:

https://github.com/neogeographica/Quakespasm/commit/5b849b3abe32809f7047b24b790b177a0a8dc60c 
Warp It 
Are there any chances to add vanilla-style underwater warp? Right now, Mark V is the only port I know that pulled it off. 
SDL2 Binaries 
Where can I download SDL2 version of QuakeSpasm? The http://quakespasm.ericwa.com/job/quakespasm-sdl2/ link is dead. SDL1 does not allow you to change refresh rate and defaults to 60. 
 
http://quakespasm.sourceforge.net/download.htm

"quakespasm.exe" is what you run from among the files in the downloaded archive (assuming Windows). 
Thanks 
I somehow had managed to find the quakespasm-sdl12.exe binary in both my gamedir and a downloaded archive, but not the "quakespasm.exe" which is the sdl2 binary. 
 
đź‘Ť onward! 
 
@NightFright, vkQuake has vanilla underwater warp and is based on QuakeSpasm. It uses Vulkan for rendering. It's my main Quake port, partly because of the water. 
R_drawclipbrushes 
Could we have a command like r_drawclipbrushes to show playerclips in a similair fashion to showbboxes? 
Couldn't Spawn Server Error Upon Loading Saved Game 
What could cause this? It's happening with this map, and based on the first comment it got on Quaddicted, I'm not the only one. I'm really trying to understand why this is happening more than anything else.

The map loads and plays fine, but won't reload from a saved game:

Couldn't spawn server maps/_by_humankills:__0/_79____.bsp
Couldn't load map


It kind of looks to me as if the engine is unable to locate the .sav file, but I can locate it in my id1 directory. Besides, I always thought the "Couldn't spawn server" error happened if the engine can't find the .bsp in question, and not the .sav...?

It also looks as if it's trying to find the .sav in /maps instead of in id1. And why is it looking for the third line of the .sav file (as I saw when I opened the file with a text editor), instead of "s[some number].sav"? 
And A Different Error When Trying To Load A Saved Game 
With another map (retrojam6_danzadan), I get this error when trying to load from a saved game:

Host_Error: ED_ParseEntity: EOF without closing brace

I assumed this meant that the .sav file ends without a "}", and when I opened it in a text editor, that was indeed the case. Why would something like this happen?

Out of curiosity, I added a closing curly brace manually to see if that would let me load the saved game, but all that did was to give me a new error message:

Host_Error: ED_ParseEntity: closing brace without data

:D

I should note I can usually load from saved games without any trouble. This weirdness is just happening with two maps (that I've noticed). 
 
Looks like a corrupt save file but I can’t explain why. Is it consistently happening with this map? Or does the save sometimes work? 
 
The two errors I described in #3666 and #3667 both happen consistently with the respective maps: the "Couldn't spawn server" error always happens with autumn_sp and the "Host_Error: ED_ParseEntity: EOF without closing brace" error always happens with retrojam6_danzadan.

Other maps work fine.

Don't know if this is related, but I remember that back when the first retrojam was released, retrojam1_skacky had an issue where saved games wouldn't load. A subsequent Quakespasm update fixed that, though, so I'm guessing these two maps have a different problem... 
 
Have you also been running these maps in Darkplaces, by any chance? Darkplaces has a nasty habit of putting things into save files that are incompatible with other engines. 
 
I do get the same issue with Earlu Autumn, but retrojam6_danzadan loads fine from a save for me. Noticed that the autumn_sp saves don't have any kill counts, which I don't think I've ever seen before. Not much help otherwise. 
 
*Early* 
 
Have you also been running these maps in Darkplaces, by any chance?

Nope, just Quakespasm.

Noticed that the autumn_sp saves don't have any kill counts

You mean in the Save/Load menu? Heh, that's true; I hadn't noticed that before. When I open the .sav files in a text editor, though, they do have kill counts listed right at the beginning (third line from the top). 
 
You seem to have put a newline of some sort in the level name
https://sourceforge.net/p/quakespasm/quakespasm/ci/15a41d21693fca935e41f81d2faf29b493247974/ 
I Am Not The Creator Of The Map 
I guess you mean human[rus] (the author of Early Autumn) put a newline in their level name. :)

Thanks for the response! 
PS 
Any idea what could be causing the "EOF without closing brace" error for me in retrojam6_danzadan?

(I'm not Danzadan either!) 
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