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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.
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Hey guys, thanks for the great work you're doing.

I tried running heavy mods like AD with Quakespasm, experienced not-so-high-fps. Which features can I disable (or use some commands) for any fps boost? 
• Reduce video resolution
• Play on a computer made after the year 2010. 
Be aware that the physics breaks above 72 fps. So if your standard is ultra-smooth 144 fps you're going to be disappointed. 
Can't find the tools thread (I suck) ... didn't want to kill joy in a new release thread.

"Fix MarkV .lit rendering (do the color->greyscale conversion in a way that forces MarkV, FTEQW to render identically to Fitzquake, Quakespasm) "

That's is completely inaccurate description. The external .lit file is just covering up the evidence.

If you would load a map that suffers the issue in GLQuake or WinQuake it would look all wrong too, so there was a majorly serious issue there with the .bsp having lit data that didn't resemble the data in the external .lit file.

I am hoping you already know this and expect you do.

Back a few years ago when Spike explained the rationale behind FTEQW's .lit method, the logical was so sound and impactful that it was clear it was the "right" way to do things.

Posted here so I don't killjoy your release thread.

Pritchard should get beta tester MVP trophy. 
Most Valuable Pritchard 
What, for noticing that the lighting was buggered?

I don't know what the best solution is for .lit compatibility is but it might still be this one - having maps look different in different engines sucks so being able to make everything look the same is very valuable. It would be a lot harder to coordinate this between each individual engine I imagine... 
In AD you can try disabling the custom particle system. QS doesn't sort or batch sprites so this can be still a bottleneck.

IIRC there's an impulse command for it docemented in one of the readmes.

Be aware that at some point in the future a version of QS might exist that does batch sprites, so this bottleneck might go away and "disable particles for higher performance" would no longer be good advice. 
Can't one set vid_refreshrate "144" and host_maxfps "72" for a smooth frame rate without tearing and breaking the games physics? I thought that's what these CVARS were for... I could be wrong, though, as I'm pretty ignorant to most settings for Quake! 
Interesting comparison of model light levels across WinQuake, QS and FTE: 
Possible Bug 
Nice port, I'm really sorry that my first post is gonna be a bug report. Previous Weapon doesn't seem to work, no matter what I assign to it. Next Weapon does work though. Also, when assigning a key to an action (when the equals sign appears) moving the mouse acts as if using it to point (as in moving the camera). Besides that, it's a great port, really faithfull to GLQuake. 
The "Previous Weapon" feature is a function of the gamecode in your pak files, not something that the engine does (normally). It sounds like your pak files are not the final ones that were released for Quake. Sooooo... where did you get them from? Is it from the Quake demo, or an early run of the Quake CD? 
Which Mod? 
True, it could also be from playing an old mod. 
The .paks are from my CD. Someone else told me about the .pak thing today elsewhere. The weird thing is the same using the same .paks in MarkV doesn't give me this problem. 
MarkV can add "previous weapon" (impulse 12) even if the mod doesn't have it / you are not running the latest patch version of the pak0.pak/pak1.pak. 
Replace pak0.pak (the one that's the same in shareware and regular Quake) in your Quake directory with the latest version (1.06, available here) and you should be good.

Pak1.pak shouldn't need to be updated to the best of my knowledge. 
It was indeed the pak0.pak. Man, my CD must be old. 
Collectible! :-) 
0.93 "has stopped working" when trying to load death32c.bsp 
reproduced it. 
Getting Stuck On Buttons 
64-bit builds (tested on windows, probably linux/mac also) have a bug where the player gets stuck on buttons that move at an angle:

I don't have a fix yet, but it's 99% likely the same as past 64-bit bugs (code assuming x87 math with 80-bit temporaries for floats) and should be quick to fix.

We'll do a 0.93.1 bugfix release sometime soon with this, a fog bug fix - , and the death32c.bsp crash (vis data overflow). 
Does That Allow For Alpha Values Below 0.666 On {fence Brushes? 
Do you know if any engines with fence textures implement it?
I'm assuming it would just need to use (0.666 * entity_alpha) as the alpha mask cutoff, instead of always using 0.666? 
Not That I Know Of, Twould Be Great For Ground Fog 
Currently you can have a func_illusionary using a fence texture and set the alpha to any value between 0.666 and 1.0, but below that it just dissappears.

I think it is just an arbitrary hardcoded threshhold. If it is necessary to have a threshhold, having it at 0.09 would be preferable. I haven't done an engine comparison for it.

Could be the thresshold has something to do with support for alpha channels (e.g. on png) instead of just the pink palette value 255, but not really sure on that point. 
My understanding is, the 0.666 threshold only comes into play when you use texture filtering - the actual pixels of the fence texture only have alpha of 0 or 1, the texture filtering interpolates between these, and then the fragment shader converts the interpolated value back to 0 or 1, depending on whether it's less than the threshold or not. So the specific threshold will control how big the fringe is around spites / fences.

The "(0.666 * entity_alpha)" sounds right to me, it's just something that should have a test map + screenshots, maybe with 0.25, 0.5, 0.75, 1.0 entity alpha on a fence texture. 
Lower alpha values will cause edges of fences to become faded, blurry or hazy, which is a very undesirable artefact. If you want to achieve a specific effect it's better to open a discussion about it, rather than trying to overload an existing effect in unintended ways. 
Quakespasm Gamepad Problem With Menu 
I am trying QuakeSpasm with a Dualshock 4v2 connected to Steam Link (so it appears as an xinput device to the game, afaik). The controller works, but there is a very odd problem: there is seeminly no way to "enter" any menu. I can enter/exit the main menu, navigate it, but not actually enter any of the menu options with any gamepad buttons.

And a feature request if I may: would it be possible to add an in-game mod and map browser/launcher?

Suggestion:implement Quakeworld style HUD option from this branch. 
HUD Request 
I enthusiastically second this idea. Even if it's just a console cmd and not in the menu I prefer this HUD to NQ version. 
Transparent {fence Textures 
Please see this:

I had the idea one day to mix alpha and {fence to make ground fog. It looks neat in the editor, but it doesn't work in-game. It would be really cool to mix this type of effect with some non-solid func_train's, func_bob's, etc.

I still don't understand why it doesn't work below 0.666.

Cross Engine Testing:
FTE: Does not support alpha on {fence textured faces. Side note: fence rendering has weird ugly black edges.
Mark V: Same as QS. Side note: the Pixelated/Rough mode looks best for fence edges (not related to the alpha). Not sure if this is just disabling mipmapping or what.
DarkPlaces: The old version I have doesn't support either {fence or alpha.
All other engine versions are the most current. 
I can enter/exit the main menu, navigate it, but not actually enter any of the menu options with any gamepad buttons.

The A and B buttons are hardcoded to select menu items / go back a screen. If A/B are not working, it means something failed at a lower level than Quakespasm (probably SDL2's controller mapping).

Does it help if you download this file and put it in your quake directory?
It should enable more controllers.

re: mod menu and bangstk's changes, both things I have been meaning to get to 
I still don't understand why it doesn't work below 0.666.

Because GLQuake sets this at startup:

<p>glAlphaFunc(GL_GREATER, 0.666);</p>

Meaning that when the alpha test stage is enabled, anything with an alpha of less than 0.666 is discarded.

Fences are drawn with alpha test enabled, so that's why it doesn't work. 
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