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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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You Can Give A Func_wall A Liquid Texture 
and it will do the warp animation, but it'll act like a regular solid - plays the axe hitting stone sound if you hit it, etc. The alpha key still works and lets you override r_wateralpha if you set it.

sometimes func_illusionary is used with a liquid texture for special effects, like to make swirling fog in a void pit, you stack layers of func_illusionary, with a low alpha and a liquid texture. 
 
I see. What I meant was more like have it so that you can set different alphas for different water in the same level. Like you might want to have some swampy water which is less or not transparent at all, and something that is more clear.

It would also be cool to be able to set a water fog amount. I am sure that can be faked somehow already perhaps. Not sure. 
Ptoing 
alpha per brush requires a whole toolchain and bsp format change, probably. There is no concept of "brushes" in the bsp format, everything is converted to bsp leafs that contain polygons, and those polygons are not 1:1 with the original brush faces in the map file (some are split, others are merged.)

There is also no concept of brushes in quakec code, so per-entity alpha works much better with that part of the game as well. 
Func_water 
Could possibly do it... but is also a complete bastard to get working properly. 
 
You can try using a compiler that supports "*waterskip" "*lavaskip" "*slimeskip", and put a func_illusionary with alpha key on top of that. 
Yep 
also, you can actually use any compiler that doesn't support skip, if you also use newskip.exe 
Or 
the compiler has this utility already build in..
Then you don�t even need newskip.exe. 
 
Does QS team have any release plan?
Gap between .9 and .10 is too long :( 
Bug? 
I was just playing the original 100 Brush compo pak and when I got to XeNoN's map (xnq1001)stuff broke a bit. Specifically there is a rune which should trigger a set of teleporters to teleport in a bunch of monster which are needed to open the exit. This did not happen.

Funny enough this map is even more broken in Darkplaces where the monsters which are supposed to teleport in start shooting you from within their cage, which is above the starting area. 
Hm, Weird 
Just gave it a try and was able to finish with no problem
-dl'ed from https://www.quaddicted.com/reviews/100brush.html
-started qs and then "gamedir 100brush", "map xnq1001"
I was lazy and played on godmode, but two vores spawned in after I got the rune, and killing them opened the exit door.

I dunno what could have gone wrong; can you reproduce it? 
 
I'll try to do it later and make a demo or something. 
 
Hm, could not reproduce it. I tried a couple of times, but nada, worked fine now. 
@AAS 
I updated the doco to point to Eric's 'nightly' builds
http://quakespasm.ericwa.com/job/quakespasm/ 
Experimental Random Map Loading... 
I made an interesting experiment today :

I renamed ALL my custom id1/maps to "map1", "map2", "map3", etc (I have about 150 top quality maps in there). Launching them randomly from the QS console is now extremely easy.

Since many (most) maps are ending on another map (which I don't have anymore anyway), I HexEdited the maps so they start another map from my collection.

Playing Quake1 is now totally OUT OF THIS WORLD ! It really feels like I'm lost in the Multiverse. 
😦😮😲😇 
 
WTF Is This, Czg !? 
 
 
open palm
insert face 
 
open ass
insert face 
 
open mind
insert appreciation 
John Plz Allow Emoji Everywhere 
cheerz 
Barnak 
You have to let us know which map map69 is. 
Rpgsp1 Surely 
 
Onetruepurple 
Map69 is the "Castle Of The Bad Die".

And I'm still asking for a map which randomize the map loading from a maps list. This is a Must Have Feature. 
Onetruepurple And Nitin 
 
It is so scriptable!

1) Copy a random map to randommap.bsp.

2) Use whatever MacOS offers to monitor file access to see when the engine accesses the map (might need to look for "Open"). Apparently you would want "fswatch".

3) "map randommap"

4) Sleep for some moments

5) Copy another random map to randommap.bsp so if you do "map randommap" again, there already is a new one there. 
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