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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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Relative Path Support 
Would it be very cumbersome to implement starting the engine via relative paths? Right now, the .EXE will return the error message in the screenshot below (I have a faint recollection of seeing the same msg in GLQuake back in the day, not sure tho).

http://i.imgur.com/jZcvxKx.png

I tend to get myself doing lots of stuff in Windows CLI these days, including compiling my never ending stream of "test maps" :D 
Addendum To The Above 
Not sure if relevant, but I'm running the latest SDL2 build from ericw's repository (quakespasm.ericwa.com):

Quake Version 1.09
QuakeSpasm Version 0.91.0
Exe: 10:39:47 Aug 23 2015 
 
Where is the id1 folder relative to the retrojam folder? Pretty sure those have to be at the same depth. 
Ptoing 
They are at the same depth. But your comment prompted me to try and lauch the engine with NO command line parameters (which I haven't tried before), and interestingly enough, this time it returned a different, and a somewhat more creepy, error msg:

http://i.imgur.com/KKCKjM5.png

(sorry for any possible english mistakes) 
 
Check out the -basedir parameter. 
-basedir FTW! 
Holy crap, -basedir is the solution:

http://i.imgur.com/4SV5anL.png

All of the above worked flawlessly!

Thanks a lot Spirit haha, I now remember using|seeing this cmd line parameter *way* back... damn 15yo memories! 
For Reference 
... this screenshot shows the "cmdline" cvar for the above two examples, in order.

http://i.imgur.com/0V6Nxkl.png

Just in case it might be useful for someone in the future. 
IIRC 
-basedir might choke on paths with spaces in them. 
 
If you make sure to quote the path argument, paths-with-spaces works for Quakespasm IIRC.

Last time I checked, basedir support was generally missing in Fodquake, DirectQ, and Qrack. It was broken on paths-containing-spaces for Engoo and Super 8. 
Intedesting... 
From working at a bookshop and often punching in EAN's I can say: Finally an engine where typing from the numpad works!!

Here's hoping more engines follow this example. 
No Spawn Function For Func_dm_only 
I'm trying to set my jam 6 level for deathmatch. Navigation would improve with some teleports. Then I found this entity func_dm_only, a teleporter for deathmatch only. But standard id1 doesn't seem to have it and I get a "no spawn function for" console message.

Any ideas? I believe id1 progs.dat should have this entity... 
Sorry!!! Wrong Thread! 
 
Recolored Texture/skin Bug 
Arghh, QS 0.90.1 has a bug where a random texture or skin gets shifted colors after a video mode change. ("map start", change video mode, "map e1m2" and you will have a gray shotgun).

I'm working on a fix for it 
 
must be on certain gfx cards as it doesn't happen to me. 
 
I had this happen to me as well where sometimes I got a red shotgun. 
 
That's a rare drop.

You can combine it with the red super-shotgun to make a level one tri-barrel. 
Only If 
You have the first and third rune though.

Having any of the others just summons the dopefish. 
Haha 
The bug was running the shirt/pants recoloring code on a random texture. There's a bug report with more details.. I put in a workaround (hopefully) last night.

The latest dev build with the fix is here if anyone wants to try it. 
It's Early And I'm Still A Bit Drunk 
So you can imagine what I misread shirt/pants recoloring code as 
 
It's like Quake 2's damage skins - as scary things transpire, brown patches appear on one's trousers. 
Hahah 
 
That Was 
A RMQ feature, but it got bugger and went to /bed. 
SDL2 Build Issue 
hi again, found an issue with the sdl2 builds, both stable and dev. every time i start the engine in fullscreen mode with resolution lower than native, the screen flickers terribly as if half of the frames are dropped. it goes back to normal if i vid_restart or alt-tab. native resolution works fine, as well as windowed and borderless fullscreen modes. that doesn't affect sdl builds. graphics card is nvidia. 
Thx 
Reproduced that right away on 0.90.1 launching with "-width 1920 -height 1080 -fullscreen" on Windows 10. Will investigate it..
It seems fine if you switch within the video menu. 
Path0gen 
I think I fixed it, there is a dev build here 
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