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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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Got A Duped Post, Please Remove Post 2048 
 
 
All developers have their own interests and own things they are interested in contributing to a free project.

ericw may or may not be interested in this task.

It sounded like he was inviting someone else to step up the plate and pursue this item of interest.

Everyone likes to armchair manage what someone else "needs to do", but really free projects depend on new volunteers.

/One opinion, my opinions are often wrong. 
I Have A Pi 
and I really have no idea how to bloody use it. I'm sure if I struggle hard enough I could offer up some testing... 
 
Seriously, the OS comes with gcc and g++, it's super easy to compile anything.

Yeah, type "make" and you can compile anything.

Riiiiight.

Let's get serious. Compiling stuff is the single most basic part of the build process. It's expected to be easy and it's expected to work. So the part of the toolchain that's supposed to be easy is easy? Big swinging mickey. Gimme decent debug tools and we can start talking. 
F- 
I wish compiling on OS X was easy. My other poject is a pita on El Capitan which i'll have to solve some time soon. They symlink gcc to freaking clang! and have separated the command line tools from Xcode in some mess i have to resolve. Mebee it's not too hard. 
 
Xcode is good. Xcode is your friend. Accept the Xcode. Let it flow through you.</spooky> 
 
You'll get the command-line tools if you install Xcode.

You can also get the command-line tools by running "xcode-select --install". In fact you should do that even if you've installed Xcode, since that command will also set up some default Unix/Linux-y paths for the linker and preprocessor (like paying attention to /usr/local/lib and /usr/local/include by default). 
Mouse Stuttering? 
Since an arm injury a few years ago I've only been able to play with a controller.

Today, feeling good, I thought I'd try a mouse in QS again in anticipation for the new Arcane Dimensions.

Sadly, I found that mouse movement 'jerked' or 'stuttered' every few frames or so. This doesn't happen when I use a controller.

Looking around I found some threads pertaining to other games having the same issue. It seems to be an SDL thing.

Is there a way to set raw mouse input in QS?
Does anyone else have this issue?

I have a Logitech g700s mouse on a Win 7 x64 PC with GTX 780 and i7 4770k.

And, no, it's not lag because my mouse is wireless! The mouse is as smooth as butter in other games. :) 
 
Are you using quakespasm.exe or quakespasm-sdl2.exe? (or the dev builds from http://quakespasm.ericwa.com/job/quakespasm-sdl2/ ?)

Try the -sdl2.exe one, it should use raw mouse input.

Another thing to try is setting "host_maxfps 60".

(I have this problem on OS X, where mouse events only arrive at 60Hz, and there is no raw mouse input in SDL1/2 on OS X.) 
Thanks :) 
I always use the most up to date dev builds (in this case 1308 and 1310).

Setting "host_maxfps 60" seems to have done the trick though. I had host maxfps set to 72. I presumed, having a 144Hz monitor that half the refresh rate would result in a more solid performance than 60Hz. You live and learn, I suppose.

By the way, while looking around for this issue I found that you're using an older version of the SDL2.dll. Is there any reason for that? Just curious. :) 
 
I usually set my host_maxfps to 150. 
 
Problem with variable host_maxfps in single-player Quake is that so much of the engine is FPS-dependent, and often in ways that are gameplay-breaking. 
 
Ok, glad to hear host_maxfps 60 helped. That suggests QS is only getting data from your mouse at 60Hz which is weird :-(. Try host_maxfps 150 as Fifth mentioned too, although I'm not sure how much physics starts to mess up at 150?

I found that you're using an older version of the SDL2.dll
It's a custom build by szo, made from the latest release (2.0.4) + some patches, details here.

MH - yeah, trying your Inside3d tutorial on decoupling the server / client FPS is on my wishlist. 
 
Not noticed physics messing up at 150. I find Quake literally unplayable below my monitor refresh rate of 144. I get headaches and nausea. 
 
I need to get a 144Hz monitor! 
Anything Greater Than 60 
I have a monitor that goes to 100Hz, and even that is a night/day difference. Highly recommended! 
@ericw 
MH - yeah, trying your Inside3d tutorial on decoupling the server / client FPS is on my wishlist.

I've better code since, unreleased but if you're ever looking at this I can give you a code dump. 
@ericw 
In DirectQ, which had client/server decoupling if you turned left or right using the keyboard while moving forward you had jerky movement, like a mild stutter.

DarkPlaces and the QW clients don't, was something I wanted to get to the bottom of.

In 2014, I spent some time trying to implement client/server independence before ultimately moving it to the back of the list because that would have just been a piece of a more ambitious goal like implementing DPP7 or some sort of predictive protocol for better coop.

(Which itself is quite a laundry list -- delta compression, server timestamps, baseline, acks, etc. etc. and of course implementing IPv6 and connectionless connections.)

Merely implementing client/server independence DirectQ style is no small task :( Timing nuances are everywhere, even in a few places they have no reasonable place existing.

Spike takes timing to even more of an extreme by creating a separate thread for the server.

/Pandora's box 
 
But yeah, when I made a run at it, I had all of mh's notes from insideqc I could find on-screen for reference. 
 
I'd say multiple controller support and splitscreen in a decent engine is more important ;) 
@baker 
its DP that can run the server on a different thread. the real issue with running the server on a different thread is that of cvars and commands. cvar_set would require a full-blown sync to ensure the other thread isn't reading cvars that are about to go away, while commands also need some sort of sync - which is not what you want with +forward etc.
on the other hand, running the server in an entirely different process skips over ALL of that, with more understandable behaviour for the user. much fewer mutexes, much less likely to break other stuff, but more annoying to configure.

either way your client needs to be able to properly cope with dropped/delayed packets. 
 
In DirectQ, which had client/server decoupling if you turned left or right using the keyboard while moving forward you had jerky movement, like a mild stutter.

Part of the problem there was that I'd made a huge mess of the timer code well before then. In earlier versions you can timescale down and see how atrociously jerky it really is, and it took me a long time and many revisions to get things back to something that even approached correct. I don't think I was ever 100% successful either, and I didn't really understand the subtleties of the timer code at the time. 
Latest Version Bug? 
prev weapon bind does not seem to work for some reason. Anyone else getting this? 
 
Prev weapon is controlled by QuakeC and QuakeC only. Some mods don't support the prev weapon impulse, one example is Duke of Ontranto and I think another example is Castle of Koohoo.

(Mark V uses the Requiem engine cheat to make prev weapon available in about any mod, but it isn't 100% fullproof and at least one mod --- Neruins --- it doesn't work "right" at all) 
N64 Style Rumble Support? 
I really, really appreciate the Xinput controller support added to recent builds of QS but I was wondering if it would at all be possible to add rumble support?

My first foray into Quake was on the good old N64. Two things I really miss from that version is centred message text (though I don't think you're interested in adding that option) and the other is the Rumble Pak.

It adds some real heft to the weapon fire. 
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