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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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R00k 
thanks for the report. I cam't reproduce with "game quoth", so maybe be QS crashes on something in your "custom" dir. 
 
I'm experiencing a very strange behaviour of the mouse. There is a kind of a lag between the movement of the mouse and what I can see on the screen.

I’ve this problem only with the Mac OSX universal app and NOT with Mac OSX (SDL2 version).

Can you image any possible cause?

Thanks 
Burp 
I noticed input lag on some sourceports if I had vsync enabled, though it's never been an issue in Quakespasm. 
 
I think I can reproduce that, at least, for a few seconds after entering fullscreen mode the mouse seems especially laggy (macOS 10.13 / SDL1.2 build).

Use the SDL2 version. I'm not sure specifically what is happening here, but SDL1.2 has a hacky way of doing mouse input where it's constantly teleporting the mouse (afaik). This happened to break on the latest Windows 10 update so I'm not surprised there are macOS issues too. The SDL developers officially say 1.2 is abandoned, although they still apply patches now and then, but there supposedly won't be any more releases. 
Spike FXs Are Dying ? 
I'm wondering about the lack of support for the nice Spike effects. I think they're working great and add alot to the atmosphere in Quake (I'm NOT asking for other "modern" graphics and high res textures stuff).

Should I conclude that all Spike effects are abandoned in QS? 
@Barnak 
I believe the "Spiked" build was standalone for a reason, same goes for the admod build. I'm not sure how Eric and co feel about this, but IMO FitzQuake/QuakeSpasm was always about staying faithful to vanilla as much as possible. I'd wager a guess and say that it's more about historical preservation and accepting Quake as is than trying to remake it. Adding new gfx is a slippery slope. First you add some optional particles, then you add bloom and HDR, then some fancy shadows, and before you know it you've got a huge codebase with many issues out of your control. And besides, why reinvent the wheel when users interested in extra gfx can always use FTE or DarkPlaces which have more focus on this. 
 
This is somewhat of a TB issue rather than a QS issue but... SDL2 versions of the engine simply don't work if you launch them through the TB2 compiler dialog. You get game sound, no window appears and no icon on the taskbar.

Does anyone have a workaround? I'm still using SDL1.2 for the time being but the mouse input bug is pretty awful, even if it is a major step up from "not even displaying anything at all".

I might try raising an issue on the TB github if no one has any ideas. 
Hmm 
my first attempts are failing to reproduce this.
TB2.0.0RC4, QS 0.93.0. Latest windows 10 (fall creators update).

I'm not setting any commandline flags in TB's launch dialog. Tried with both vid_fullscreen 0 and 1 in my config.cfg.
My QS is installed directly in my quake directory, not using -basedir.
Anything that might be different from your configuration? 
 
https://i.imgur.com/f0hSVBj.png That's how I run the engine. If I don't use the -basedir option it complains that my game is unregistered (my .maps directory is the basedir).

Something interesting that I've noted is that when I run the SDL1.2 version, it spawns as its own application under Task Manager. If I run the SDL2 version, it's spawned underneath the TB application, right next to... a lot of instances of qbsp.exe, actually: https://i.imgur.com/2xOE02r.png

I think TB2 might sometimes have trouble cleaning up after itself...

Do you think reworking my compilation recipe to change my working directory away from the map's directory would be a good idea? It's a lot of work, sadly :( 
Cool 
I can reproduce it now - the key is launching the engine through the "Run Tool" feature in TB.

If I launch it through TB's "Launch Engine" feature, it works normally. So that might be the workaround to look at; in the "Launch Engine" dialog it says you can use variables to refer to the map name.

Still weird that SDL1.2 works when launched via "run tool" and SDL2 fails, I will look into why that is the case. 
#3121 
TB fails to close the compilers if you dont hit stop before exiting. 
@ericw 
seems like its not a specific QS bug, but my 'custom' folder has my Qrack config, and trying to exec my autoexec.cfg QS runs into many keys and cvars that it doesnt recognise. Now, thats when things get weird. It will read the whole config, then if i type timedemo demo2 it says it cant find progs/player.mdl even though using the path command it finds id1. then pressing q then tab it fails at Q_strncmp strings not equal. So, my only assumption is that reading a config full of unknown cvars is polluting a string buffer.
again probably not a QS specific bug. Using a clean config i get no errors. 
@r00k 
mind emaling me or uploading the configs from your "custom" folder? 
 
http://quakeone.com/qrack/dev/autoexec.cfg
this isnt the actual cfg (not at home atm) but its still should be close enough 
 
i can upload the **actual** config later tonight if you need 
R00k 
thanks. No luck so far, I tried loading that config and doing a "timedemo demo2" followed by "q", tab.
Could be it needs the combination of config.cfg + autoexec.cfg to reproduce 
 
ok when i get home i can upload the configs
i can even make a video im using the win64 build also
if that makes a difference.
i know its not a big issue but if your like
me i hate when something breaks without knowing why ;) 
:( 
Shame about having to use the Launch Engine feature, since it's many more clicks than just Run Tool... I might just deal with the mouse snapping unless this is never going to be fixed, since I usually just jump into the game to check lighting and entity placement anyway...

Perhaps in the future a Launch Engine operation can be added for the Run Tool recipes... 
 
@pritchard roll back to a version that works?
@ericw quakeone.com/qrack/dev/ config.cfg and autoexec.cfg yet i tried on my laptop winXP no crash so please dont lose sleep over this. :) 
@rook 
if you know how to roll back a Windows 10 update, please let me know :P

I decided to open an issue on the TB2 github, but I'm doing it as a feature request for making an engine launch part of the compilation process options as I get the feeling that running it as a "tool" is not ever going to be properly supported. 
@pritchard 
Necros' compiling GUI requires no clicks.

Leave GUI running in BG
Save map.
Alt+Tab to GUI
Ctrl+C to compile.

https://imgur.com/YgIacZt

If you dive in, it's quite powerful:

https://shoresofnis.wordpress.com/utilities/ne_q1spcompilinggui/ 
Lel 
Do r_scale 4, then gl_texturemode 6. Enjoy your bleeding eyes!

What do I do, so the pixels don't dance around on the further away objects, when using texturemode 1 and r_scale 2,3 or 4? 
 
What do I do, so the pixels don't dance around on the further away objects, when using texturemode 1 and r_scale 2,3 or 4?

gl_texturemode 1 is the equivalent of GL_NEAREST, which disables mipmapping and which therefore causes the pixel dance. You can't do anything because you asked for mipmapping to be disabled, and you got what you asked for.

You can try setting it to 2 or 3 instead. 
 
My problem is that mipmapping makes everything washed out. This is probably the obvious reason for usinge MORE pixels instead of less🙃 Duh, then Winquake look might not be my favorite... 
 
WinQuake used mipmapping too. 
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