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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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@dwere 
Maybe if you educated yourself to understand what it is you think you want, you might see why it is unlikely to happen.

But instead, all your bring to the table is
- a lack of knowledge
- can't even be bothered to try it in DarkPlaces
- ignorance of not knowing what you are asking for

I think it is a bit rude to ask the Quakespasm guys for something you don't even know what it is, nor how it should work. 
To Anybody Who Cares To Read This Rant. 
On adding too much to the engine...

"Like reading a certain entity field (if it is defined in QC), for example. "

I'm pretty sure that is the kind of hackiness that baker was talking about. Modding in the engine is counter to what the philosophy of mods is to begin with.

Mods are programmed within the framework of what they're allowed to access / execute. Not only does it add bloat, but it also has the potential to break that mod for other engines. As soon as you bypass the vanilla framework you might as well just hard code the progs into the executable.

These features can be added, but where do you draw the line? I think the QS (and beyound that fitzquake) developers have done a great job at keeping engine bloat to a minimum.

I honestly think that quakespasm is not suited to visual enhancing features like darkplaces and co.

But you know what I did when I wanted IRC support in quakespasm? I learned some C and forked it myself. I wholeheartedly recommend that if you really want a feature added, then this is the way to go, not only do you learn a new skill, but you also get the feature that you want.

/rant over. 
Directq And RMQ 
I think had this and different colour coronas too, I'm sure they looked good because I stuck with those engines for a while 
 
Let me get this straight. Before I request a feature in an engine I'm interested in I need to:

- Be a programmer myself;
- Try the feature in an engine I'm not interested in;
- Understand that the feature is hopeless crap using my programmer knowledge;
- Never ask for it, because it's crap.

Did I miss anything? 
 
Posting in this thread is like playing Dark Souls; at first you'll find it cruel and unforgiving, but after many days, weeks and months of practice you'll intricately understand the attack patterns of the various mobs that lurk here, and be able to parry and counter their posts effectively. 
No 
before you request a feature you need to:

- Prepare yourself for the possibility that the developers don't want to implement it.
- Not get salty when you don't get the answer you want. 
Shamblernaut 
By not getting the answer I want you mean stumbling on an edgelord that I'm not even sure is one of the developers? 
That's One Approach 
 
Dwere 
Baker is weird. But he knows what he's talking about when it comes to Quake engines. 
Baker 
Is certainly more articulate than Madfox, and provides far more polished content (ProQuake, Fitz V, etc) but god damn if their thought processes aren't equal. 
 
I kinda get that he knows things. That's why I said that I trust his opinion. 
No 
I mean rather than arguing with them after they say no.

Perhaps instead saying to yourself:

"Maybe that's fair. That probably is a lot of effort for the developers who do this without any pay"

or

"well I really want this feature, maybe I should teach myself some programming and see if I can implement it myself" 
 
Developers saying no is not a problem. 
Mugwump. 
No, no, your opinion is wrong. Or in your ass, at least. 
Jeez... 
"Hey, you dropped this turd on the carpet, don't think you're getting away without having a good sniff of it." No, I ONLY ASKED A SIMPLE DAMN QUESTION! You guys jumped on my back like a pack of hungry wolves on a pile of bloody meat. I'm not responsible for your behavior and I won't take any of that shit. Learn some manners.

"Mugwump, if you want rtlighting in quake, you need one of FTE, DP, or Tenebrae." You think I don't know that? Like I said earlier, I asked specifically because of those mods among my favorites that have trouble running in DP and whose readme recommends QS or Fitz.

"The artists literally sat in front of Deluxe Paint with the Quake palette loaded and painted stuff precisely at the pixel level." So they chose to add blue to... wooden planks? I remember reading a discussion about it among visibly knowledgeable people saying that the non-standard palette id chose caused weird artifacts like that.

"Anyway, I would love to see weather effects in quakespasm/maps." THIS. Weather effects, like dynamic lights, benefit greatly to immersion.

Dwere, you didn't think that the missing body from the texture was because the body was supposed to be rendered in 3D? Tsk-tsk... 
Shambler 
At least my ass isn't located where my mouth should be. Opinions are subjective, therefore can be neither right nor wrong. 
Nope Your Opinion Is Wrong. 
 
Kinn 
I laughed, thanks. 
Onetruepurple 
Sure, whatever floats your boat, pal... 
Keep Sniffing, Mugchump. 
Bet that hi-res bump-mapped dung smells gooood, man. 
Oh, Grow Up 
Why do you feel the need to act like a jerk? 
Sleepy Was Right 
this is good stuff here. 
 
Learn some manners.

Says the guy who posted #2194 in response to #2191. lolbiscuits.

So they chose to add blue to... wooden planks?

Hehehe, just because you can find a few dodgy counter examples..hell, like another guy said, I'm sure you can find little elements that were photosourced if you dig hard enough...it doesn't change the fact that 95% of this shit was basically pixel pushed. I'm really not sure why this is such a tough thing to believe. 
This Thread Delivers 
 
Func_ Is The School Of Hard Knocks 
when it comes to dealing with trolls... 
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