#1755 posted by Joel B on 2015/12/01 19:20:05
Hahah I didn't know about that.
The fact that there is a page set up as a workaround for the puzzling nature of the main site is, hmmm, well. Nice to know though! That's a good link to share for evangelizing Quakespasm.
#1756 posted by Spirit on 2015/12/26 11:25:34
Quickloading...
Loading game from /home/me/.quakespasm/ad/quick.sav...
ERROR: couldn't open.
I did not pay attention to saving but thought I had saved. The message implies an error reading the file to me but in reality I did not save and the file did not exist. Maybe reword it if the file is not found?
#1757 posted by ericw on 2015/12/26 21:02:18
Hm, "couldn't open" is printed when the fopen() call fails, so it makes programmer sense :P I guess it could check for the specific reason and print a clearer message.
However I'm more concerned about why the saves failed, I guess you are using the patch that adds ~/.quakespasm support.
Is there any way to get fog without banding? nvidia on Linux.
Make sure QS is using a 24/32 bit video mode.
There's a vid_bpp cvar which is archived, but since it gets saved in every mod directory it's safer to launch with "-bpp 32".
(I'm surprised the QS default for that cvar is actually 16bpp, which I never noticed.)
Aside from that, banding will be the least at "gamma 1". There should be the same amount of banding as other engines @ 32bpp.
#1758 posted by Spirit on 2015/12/26 23:12:02
No saves failed, I simply did not make any =)
Still some banding but I guess that might be the low dynamic range of the lightmaps.
Not Urgent
#1759 posted by Orl on 2015/12/28 15:48:48
But the soon to be released map(s) of mine extends beyond Quake's standard -+4096 boundaries. I understand a new protocol will have to be made in order to accommodate this, but I am unaware of how difficult such a change will be.
#1760 posted by JneeraZ on 2015/12/28 15:51:22
I wouldn't rely on that. It's REALLY unlikely to happen anytime soon.
Orl
#1761 posted by Kinn on 2015/12/28 15:53:26
what are you currently running them in?
#1762 posted by Spike on 2015/12/28 16:05:45
larger boundaries is basically the point of rmqe's 999 protocol.
servers can fairly trivially use a specific subset (which is what fte does), while clients can probably get away with just short/float coords and byte/short angles.
Kinn
#1763 posted by Orl on 2015/12/28 16:17:11
RMQ version 0.85.3. It is currently the only publically available engine that plays the map properly without any visual problems.
Loading Mods In Game And Quake.rc
#1764 posted by Kinn on 2015/12/29 02:17:27
Seems when I load a mod using the console (e.g. game x) it doesn't exec that mod's .rc file.
bug?
The Console Says..
#1765 posted by parubaru on 2015/12/29 02:22:14
'Enter 'exec quake.rc' to load new configs
D'oh
#1766 posted by Kinn on 2015/12/29 02:33:41
i never read that
Controller Support?
#1767 posted by Legend on 2015/12/29 11:48:27
Sorry if this has already been discussed, but is there currently or will there be controller support for quakespasm? 360 or otherwise?
I know the majority of players use mouse and keyboard and I agree it is a more proficient way to play. But I currently use a controller for my gaming for various physical reasons.
I wanted to check out quakespasm to play arcane dimensions, but it does not seem to have any controller support that I can figure out. Not even the original quake joystick support. Is there a way to enable controllers or plans to add it in the future?
+1 For Controller Support
#1768 posted by Kinn on 2015/12/29 12:00:53
I also find console-style controllers much more comfortable than mouse & kb.
Would love 360 controller support in QS.
However
#1769 posted by Kinn on 2015/12/29 12:21:11
I appreciate that the number of people who want to use a controller in QS is probably single-digit.
Legend - have you looked into using some sort of scriptable input emulator? A quick google throws up this: http://andersmalmgren.github.io/FreePIE/ looks like it could be cool if you fancy doing a bit of python.
Count Me In
but only because I would also love to see split-screen functionality in the game.
Xbox360 Controller FreePIE Script
#1771 posted by Kinn on 2015/12/29 17:07:29
Legend - If you wanna have a look at FreePIE - I found a script for the 360 controller that looks like it could work well.
Note: I haven't tried any of this stuff out yet - but will do as soon as I can.
Also, you can (and should) edit the .py file to change button mappings to what you want.
script here: http://andreasaronsson.com/projects/xboxwasd-in-freepie/
Controller Support
#1772 posted by ericw on 2015/12/29 19:48:09
There is none currently.. I tried implementing it in QS a while ago; I do have a 360 controller.
What I found frustrating is, the FPS games that have good-feeling controller support (Valve games) are doing some fairly complex easing stuff. Like, if you flick the analog stick all the way to one side, there's a period of time where you turn slowly, then suddenly it accelerates like crazy - so there's some sort of time-based acceleration going on.
I don't actually game with a controller ever, so maybe that stuff is not really desirable, but I'm guessing it is. Anyway I'll try to dust off what I wrote and post a beta here for feedback.
Ericw...
get that 4 player split-screen support coded in while you're at it ;)
#1774 posted by Baker on 2015/12/29 22:24:18
#1775 posted by Kinn on 2015/12/29 22:25:13
why are the players christmas lights
Baker
that's cool as hell!
Does it have Pad support though?!
#1777 posted by Baker on 2015/12/29 22:34:09
Didn't make the pic. ;=)
#1778 posted by Baker on 2015/12/29 22:40:19
@fifth -- don't know. If I recall, Spike said it basically needs 2 USB keyboards plugged in.
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