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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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Oh Ok 
i had switched from the video menu. 
R_pos 1 
Dynamic position info, aka r_speeds + viewpos , in svn. Maybe this is useful ? Feel free to modify. 
Issues (0.90.1) 
>cannot see menu after alt-tab out to desktop from the menu (no map loaded)

>R_novis 1: models, doors and sprites are not visible looking into the water, and while submerged looking out

>sometimes can get stuck going down/up ramps/angled brushes, touching obtuse (convex) corners

>committing suicide with a thunderbolt in fluid without gibbing prevents respawning

Requests
--
*Read files directly from the folder, so user can drag & drop models/sounds etc

*r_telealpha, r_lavaalpha, r_slimealpha; those commands dont exist and r_wateralpha affects all fluids 
 
issues:
for 1) not sure what's happening, could you post a screenshot?
2) that needs a new sv_novis feature. agree that would be useful to have.
3) not sure if we can do much. you can try lowering host_maxfps to 60 from 72.
4) not sure.

requests:
1) I think you're noticing that assets in a pak file have higher precedence than loose files. we can't change it at this point, best bet is to put new assets in a mod folder like quake/mymod/progs/xxx.mdl, then they will override id1 assets when you launch with -game mymod
2) lavaalpha etc. are in the nightly builds 
 
Quote "sometimes can get stuck going down/up ramps/angled brushes, touching obtuse (convex) corners"

Actually, this could be a problem in the map. Small invisible walls that stop normal movement over what looks like a smooth surface can be caused by CutNodePortals_r warnings during the bsp process not being fixed. 
 
I thought that was a common hull expansion bug caused by silly old trigonometry 
Yeah 
never mind the comment about host_maxfps, I was thinking about the bug where elevators sometimes hurt you. 
 
Could just be a coincidence, because I've gotten invisible walls without having any errors or warnings during compile and I've had CutNodePortals warnings that didn't cause invisible walls.

But many times I have run into invisible walls exactly where the compiler said there was a CutNodePortals problem.

Either way, I don't think it's a problem specific to Quakespasm. 
 
CutNodePortals sounds more like something to do with visibility. Any engine folks have any info? 
 
It's a QBSP warning, I don't recall ever seeing it during VIS. It's generated during the hull building phase I think.

I got tons of them while working on my Jam 6 map, but I fixed all but one. It was outside the playable area, which didn't make much sense to me, so I figured it wasn't worth worrying about. 
 
Rick - Yes, I've gotten invisible walls and clipping problems in cleanly compiled maps as well. Quake is old and crotchety... 
 
Some collision issues are the result of bugs in the qbsp code that expands brushes for the clipping hulls. I believe Aguirre or tyrann fixed some if those bugs in their versions of the tools a few years ago. Not sure if there are still such bugs in the current tools. 
Metl 
I still get clipping issues like the one described above and I am sure I am running the latest stable release that ericw put out 
Md3 Support? 
Just wondering if this has been considered as an addition to this engine? I'm more looking for the ability to have higher vertex precision than anything else because MDL can be rather brutal if you try to add any subtle details on large meshes. Pointy teeth on a shambler would be an example... I've seen a few other now dead Q1 engine updates that added MD3 support to their builds but those are dead and unsupported developments unlike the lovely Quake Spasm. 
Was Just Talking About This 
in the custom engine thread.

I for one would be over the moon if QS supported md3. Once you start adding long swords and stuff to monsters and big swinging attacks, the .mdl format becomes a real problem. 
But Yeah 
backward compatibility is a real issue. the whole point of .md3 is to do stuff that would look terrible in .mdl, so there's not really a decent option to fall back on.

I'm inclined to start thinking about composite models as a way to workaround the mdl vertex butchery, but I imagine that's another big can of worms. 
Swords Eh 
 
"swords" 
 
Reasons? :) 
I am all for textures with no filtering and even playing at 10fps for the models with or without interpolation... but integer precision is inexcusable in this day and age regardless. Its just unsightly jitters. We support colored lights for that reason. Sure some folks will make a disco map but these features allow for folks that know what their doing the little bit of extra flexibility.

Besides if folks want to keep the oldschool look for their monsters or create them to work with MDL then feel free. I would prefer to not see vertex swimming on my subtle idle animation that has spikes on the back or toothy maw. 
MDL Limits That Suck 
The biggest issue I have is with the vertex precision dropping indeed with bigger models or making animations that take up a bigger volume for limited frames in your models animation frames. Because MDL takes those ranges as the maximum and then scales up the volume of detail that everything else gets. So either you stick to small critters or big creatures with limited range of motion to avoid losing detail. 
 
When it's just certain animations use a large bounds (eg an attack animation) it can be worth outputting those anims as a separate mdl file and swapping as appropriate in qc. That way your model doesn't get totally trashed because of that one time where he swings his weapon around. 
Hacks I Say... 
That sounds like even more annoying hackery than simply supporting a better mesh format... :) 
 
"Simply" means getting all engine authors on board with the same standard. So, good luck with that. 
 
I think it would be nice to have the support for it but I really doubt it will be used by most modders. 
 
Yeah, there are ways to improve the situation a little in the absence of .md3 support, and I think QuakeC "hacks" - such as making a monster from two .mdls stuck to each other (e.g. Armagon), or switching to a different .mdl for certain problematic animation sequences - are less of an undertaking than getting coders to write .md3 support into the engines. 
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