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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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Ah - that's good. I checked and can't reproduce on QS 0.93.0-RC1. Can reproduce on vkQuake, though. Maybe file a bug at: https://github.com/Novum/vkQuake/issues 
 
The Rapture map pack also has the blue gibs issue, it's mentioned several times in the reviews, people must've played it on FitzQuake, and QS inherits the same problem.

https://www.quaddicted.com/reviews/rapture.html 
Thanks 
I plan to implement metl's recommendation in post #3008 
Is There A Way To Load Multiple Mod Folders In Quakespasm? 
E.g. in DarkPlaces you can just use multiple -game commands, like -game ad -game coolmaps. Seems like QS only reads the first -game parameter. 
No 
 
Ericw 
Way to break my SM134! 
Negke 
break how? 
@ericw 
He means this: https://imgur.com/a/JyKbK

It's an improvement to the map IMO. 
 
god that fucking map pack lol 
Qump_vingal Missing Torches Issue 
continuing from: http://celephais.net/board/view_thread.php?id=61523&start=53&end=61

The bug is in vanilla quake (ED_ParseEpair): if an entity has "origin" "", the engine will read from uninitiazlied memory, so the results depend on the OS and compiler. The same thing will happen if there are less than 3 values in the string, e.g. "100 100" will be loaded as "100 100 ???".

Made a fix here:
https://sourceforge.net/p/quakespasm/code/1527/

and added a developer warning that will be printed if the map has any fields that would trigger this bug in unpatched engines. 
Bestweapon? 
Would you consider adding the "bestweapon" command? E.g. "bestweapon 5 4" selects the best nailgun you have, etc. It's supported by all the other engines, so I was wondering why QS still doesn't have it. 
How Do I Set Up Quake Multiplayer? 
Okay so i have 2 copies of quake with quakespasm. one version on my friends computer and mine. we have a router and 2 ethernet cables. he's coming over soon and you guys are like the encyclopedia of quake knowledge and have helped me before so i came to you guys for help. So how exactly do we get a multiplayer game started? if you could post exact details it would help a lot i really want to get my friend into quake and maybe even into level editing (he's a great artist too.) and it'll be his first time playing quake so i'm very excited please help me out guys! 
 
I don't know multiplayer very well but this should get you started:

- first look up your computer's local IP address. this starts with 192.168. e.g. https://lifehacker.com/5833108/how-to-find-your-local-and-external-ip-address
- Use the "Multiplayer" section of the main menu in Quakespasm to start a game on your computer. Your player should be in the game.
- On your friend's computer, start Quake and go to the console. type "connect 192.168.XX.YY" replacing the number with your computer's local IP. It should connect and have both players in game. 
So Er, 0.93.0? 
rc1 came out a couple months ago and there doesn't seem to have been much mentioned about it since. Real life just got in the way or such maybe? I'm just looking forward to only having one version around again, not needing -admod for the one map. 
Thanks For Fixing The Skin 0 Issue, Eric! 
Now I can finally replay Shrak on the best engine!

@Keiya, I think a lot of people in the community just use dev builds of QS that are updated almost daily. You can get them here:

http://quakespasm.ericwa.com/job/quakespasm-sdl2/

These will run ad_sepulcher and have all the other latest fixes. 
@Winkyjuice 
If you are going to play on a LAN (local in the same room or same place) and not online it's very easy. Follow these steps before launching the game:

1. both of you need to turn off your firewall in the Windows Security settings (this is a must) turn it back on when you stop playing.
2. Whomever hosts the map hits Windows+R on their keyboard and type CMD in the box
3. in the the command window that pops up type ipconfig and hit enter.
3.the IPv4 address is your local LAN IP address

Now launch Quake

4.Whomever is hosting the game go to the Multiplayer menu in Quake, follow the steps to host a game (map, game type, etc)
5. when the game is running on the host the other player brings down the console by hitting ~ key. that player types "connect xxx.xxx.xxx.xxx"

the X's are the IP address you discovered earlier. Usually it's like this: 192.168.1.11 or something similar.

that should do it. 
Quakespasm-0.93.0-rc2 
http://quakespasm.sourceforge.net/tmp/93_RC2/

Release candidate #2 for the next QS release 0.93.0. Note that
the above link is temporary and will only be around until we do
the official release, which should happen possibly this week. 
Here's The Changelog... 
from the RC2 readme:

6.1. Changes in 0.93.0

o Raise default "joy_deadzone_trigger" cvar to 0.2.

o Raise console buffer size to 1MB.

o Raise MAX_STATIC_ENTITIES from 512 to 4096.

o Raise MAX_STACK_DEPTH from 32 to 64.

o Raise command buffer size from 8K to 256K to support large configs.

o Remove MAX_EFRAGS and MAX_MAP_LEAFS limits.

o Remove "Loadgame buffer overflow" limit, which could happen when
loading DP or QSS saves.

o Adjust "exceeds standard limit of" debug warnings to include the
actual QS limit.

o Change "game" command to now exec quake.rc.

o Change "games" / "mods" commands to list all subdirectories.

o Restore vid_refreshrate from fitzquake-0.85 for SDL2 builds.

o Alpha-masked model support. (MF_HOLEY: 0x4000).

o Change default screenshot format to png. The 'screenshot' command
now supports optional format (tga, png or jpg) and quality (1-100)
arguments.

o Revert "always run" changes from 0.85.9; move the QuakeSpasm
customizations to a new "cl_alwaysrun" cvar. Set to 1 to scale
forward/side/up speed by "cl_movespeedkey" (usually 2),
and make "speedkey" act as "slowkey".

o Change "always run" menu option to offer
"off" (cl_alwaysrun 0, cl_forwardspeed 200, cl_backspeed 200),
"vanilla" (cl_alwaysrun 0, cl_forwardspeed 400, cl_backspeed 400) and
"quakespasm" (cl_alwaysrun 1, cl_forwardspeed 200, cl_backspeed 200).

o New "r_scale" cvar. Set to 2, 3, or 4 to render the view at 1/2,
1/3, or 1/4 resolution.

o New "r_viewmodel_quake" cvar. Set to 1 for WinQuake gun position
(from MarkV).

o New "find" / "apropos" command, searches for commands/cvar names
for the given substring (from Spike).

o New "randmap" command for loading a random map.

o New "gl_cshiftpercent_contents", "gl_cshiftpercent_damage",
"gl_cshiftpercent_bonus", "gl_cshiftpercent_powerup" cvars for
tuning the strength of specic view blends.

o Fix macOS startup delay (avoid calling gethostbyname() for ".local"
hostnames).

o Fix memory corruption in PF_lightstyle with out of bounds
lightstyles.

o Fix crash in BoundPoly with polygons extending beyond +/-9999.

o Fix QS window to stay on the current monitor when changing video
modes (SDL2 only).

o Fix possible freeze in SV_TouchLinks regardless of what QC does in
the touch function.

o Support for Open Watcom compiler.

o Update the third-party libraries. 
F11 And Mouse Speed 
This is not a big deal, since arguably the zoom function isn't integral to the game, but whenever I press F11 to zoom, it resets my mouse speed -- i.e. when I zoom out, my mouse speed is unbearably slow (default speed, I guess?) and I have to reset it before I can continue playing (I always play with mouse speed set to max). Is this intentional?

It would be nice not to have it happen and to be able to use zoom from time to time... 
F11 
F11 is just using an alias command from default.cfg. This is not an engine issue.

I suggest you set up your own zoom script. E.g. mine is similar to Quake 3's behavior:

alias +zoom "inc fov -10; wait; inc fov -10; wait; inc fov -10; wait; inc fov -10"
alias -zoom "inc fov 10; wait; inc fov 10; wait; inc fov 10; wait; inc fov 10"
bind MOUSE2 +zoom

Just make sure to save it to autoexec.cfg, as config.cfg does not save user aliases. 
 
The changelog was slightly out of date, these are the last few changes in rc2:

- Invalid skin index now draws skin 0 (WinQuake behaviour) instead of blue checkerboard.

- GL2 renderer: use a GLSL shader for world faces. Fixes reports of integrated+discrete GPU laptops having inconsistent fog rendering.

- Fix for maps with empty strings for vector keys (e.g. "origin"); don't read uninitialized memory.


The GLSL shader is mostly a copy+paste of what we were already using for drawing MDL's, so it should be solid, but let me know if you see any issues.

btw I know there were some requests recently I didn't reply to like m_filter and lastweapon etc., will consider them for the following release :) 
FYI 
The .exe naming is changing in this release:
quakepasm.exe is now the SDL2 build
quakepasm-sdl12.exe is the SDL1.2 build (legacy / compatible with windows 9x, supposedly?)

You should use quakespasm.exe; it has advantages like raw mouse input, refresh rate control, "desktop fullscreen".

Also, quakepasm-sdl12.exe has broken mouse input on Windows 10 Fall Creators Update. 
@ericw 
Does this version support AD-Sepulcher? 
Yes (and Orl's Map Pack) 
 
@ericw 
In quakespasm-admod, I`ve founded the "mods" command on the main menu very useful. Do you plan an equivalent menu also for the next release 0.93?

Because of the simplicity of this function, I was able to convince a couple of friends to play Quake and its mods again. 
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