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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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It's All Good 
i'm just a grateful fan of the masters who keep quake alive. thank you. 
Is This A Known Issue? 
I noticed a cosmetic visual glitch while playing the Rubicon Rumble Pack's map by Hrimfaxi. In a certain location a lift is not visible from outside a room.

If you are careful, you can catch it a couple of seconds after the timestamp into the VOD by Daz. The lift support pillar is invisible for a small while when he first runs up the steps toward the lift room.

http://www.twitch.tv/tddaz/c/5131707?t=51m10s

I have a save game at this location and a short demo that showcases the glitch. Before packing them up and submitting a bug report, I thought to ask whether this is already a known issue. Should I upload more details for people to look over carefully?

It could be a vis problem instead of an engine issue. It doesn't have any effect on gameplay. The room just looks strange if you happen to backtrack and notice it. 
Just Downloaded The Latest Build 
and was very disappointed to find that it no longer works with my way of launching a mod.

I place my mod files in C:\Quake\Addon\RPP (using Rubicon Rumble Pack as an example), and launch it via a commandline like:
Quakespasm.exe -game addon/rpp

It has worked well for me, as this keeps C:\quake folder tidy without too many mod folders to clutter it.

But it seems that since a few versions back, Quakespasm has introduced some mechanism to prevent using a path as an command line parameter.

Can any one revert its behavior back? Thanks.

Also, is it possible to introduce the capability of using multiple "-game" parameters? In that way, I may even place such folders as quoth into C:\quake\addon, reducing the clutter further. 
Re: Is This A Known Issue? 
I confirm the visual glitch. I noticed before that sometimes, a part could be invisible, then be rendered when the player is close enough.

I firstly noticed this rendering problem on a Cecerello map (jam2). 
Pekka 
Thanks for the report.. I can reproduce it. It's the MAX_ENT_LEAFS limit. I just put in a fix to quakespasm as discussed in this i3d thread: http://forums.inside3d.com/viewtopic.php?f=1&t=5554 
 
Does the Mac version have multisample? If so, how do I enable it? 
 
Does the Mac version have multisample? If so, how do I enable it?

-fsaa x (x == 0, 2, 4, 8) 
 
I had tried that. It doesn't work :(

2011 Macbook Pro running Mavericks - ATI Radeon 6490M

I have GL_ARB_multisample in the list of extensions available. 
 
I had tried that. It doesn't work :(
2011 Macbook Pro running Mavericks - ATI Radeon 6490M
I have GL_ARB_multisample in the list of extensions available.


Might be an SDL issue. Does the SDL2 version behave the same for you?
(See the latest builds at http://quakespasm.sf.net/devel/?C=M;O=D
 
I was using the SDL 2 build, 1068. 
 
I was using the SDL 2 build, 1068.

The latest is 1071, but it won't make a difference wrt FSAA.

FWIW, my situation is similar, both with SDL1.2 and SDL2: It reports that the multisample window creation succeeded but the jaggies are there, so no fsaa for me either.

Eric? Kristian? 
Hmm 
-fsaa works on both SDL and SDL2 builds work on both of my macs (2009 macbook w/ nvidia 9400m, 2012 retina MBP w/ nvidia 650gt).

Try with "-bpp 32" - according to this post, "FSAA only works with a 24 Bit depth buffer on ATI cards" http://www.gamedev.net/topic/382035-sdl-and-multisampling-aa-does-not-work/#entry3526799

What does the "video mode (...) initialized" line in the console look like? 
 
Adding -bpp 32 didn't work ("-bpp 32 -fsaa 8"). Still have the jaggies. I use E1M1 as the test map.

I don't have a "video mode" line in the console when I scroll up. 
 
Ok, thanks for trying that.

Hm, really no "video mode" line? the top of the console should look like:

UDP Initialized
Exe: 21:43:21 Sep 28 2014
250.0 megabyte heap
Video mode 1920x1080x32 (24-bit z-buffer, 0x FSAA) initialized
FOUND: ARB_vertex_buffer_object
FOUND: ARB_multitexture
GL_MAX_TEXTURE_UNITS: 8
...

It should also print it if you do vid_restart. I'm just wondering what the "(24-bit z-buffer, 0x FSAA)" part is for you. I guess we'll have to put in more debugging logging, though it seems like an sdl bug atm. 
 
It doesn't print the 24 buffer 0x FSAA.

Just "Video mode 1440x900x32 initialized" 
Ah 
That must be an old version of QS without FSAA or 24-bit depth-buffer support, then. Try szo's r1071 build from here? http://quakespasm.sourceforge.net/devel/ 
 
It works now. 
Settings For 144hz Monitor? 
I am unsure how to setup QuakeSpasm (or any Quake engine I guess) to run on a 144hz monitor.

Currently I am using vsync off with a host_maxfps of 144. I can't see any setting in Quakespasm to set a refresh rate of 144hz but it appears the monitor defaults to that already. Negke mentioned that changing host_maxfps might do weird things to the Quake physics so I'm wondering if there is another setting I need to change to set the max fps to 144 to get the benefit of the screen and no image tearing or input lag from vsync on. 
 
What monitor if I might ask? I've been wanting to get one of those 144hz 'lightboost' monitors. 
Good Question 
AFAIK the only controls you have in Quakespasm are host_maxfps, and vsync on/off. And negke is right, changing host_maxfps from 72 is probably a bad idea, physics goes nuts (you bounce on lifts, for one). So without messing up physics, currently you're stuck at 72fps.

There is some stuff on inside3d about doing framerate independent physics, IIRC, MH implemented it in RMQEngine and maybe DirectQ. So maybe we could implement that in a future QS release.

How does the default host_maxfps 72 look, with vsync on and off? 
 
vid_refreshrate doesn't exist anymore? Is it because SDL doesn't support it? 
 
There's no vid_refreshrate in QS, it looks like SDL1 didn't support specifying a refresh rate.

SDL2 does support asking for a specific refresh rate, so we could probably add it back in.

I'm not sure what the current behaviour is actually, suppose your desktop resolution is 1920x1080 @ 144Hz, and you launch QS in fullscreen mode at 1920x1080. I'd assume SDL would use the desktop refresh rate and not bother changing it to 60Hz or something.

Maybe you can check that Daz, if there's an info button on your monitor that shows the current refresh rate in the on-screen-display? 
Jumping Up Stairs? 
Was that not an original quake physics behaviour? Why cant i easily jump up stairs like in darkplaces or quake 2/3. It would be very helpful as an option at-least. 
Tests 
Spiney : http://www.amazon.co.uk/gp/product/B00B19T7QC/ref=oh_aui_detailpage_o00_s00?ie=UTF8&psc=1 I am very happy with it!

ericw : The monitor stays in 144hz mode with vsync on/off with host_maxfps 72. There is a very noticeable jump in smoothness when you set host_maxfps to 144 which is why I wanted to ask about this :)

Thanks for the info! 
72 Fps 
Quake's physics and QuakeC expect 72 fps as a server, and single player is both client and server.

Jerky lifts, killer elevators, ... 
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