News | Forum | People | FAQ | Links | Search | Register | Log in
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/
First | Previous | Next | Last
Mankrip 
I like the cut of your gib. Sounds like an elegant way of doing it :} 
@Kinn 
I would use this as well. +1 
@Kinn - Noclipping To A Place 
Quakespasm has an setpos command to teleport you to a specific spot in the map, if I recall.

Type viewpos to get an x y z or you could type r_pos.

Those commands happen to work in Mark V. In Mark V, type viewpos and then typing setpos without the x, y, z will teleport where viewpos was last typed.

Short version: I think you can do what you want to do in Quakespasm already. 
Yeah, I Started Out Looking At That Actually. 
Turns out it didn't help too much because it's not really a case of me needing to teleport to the same specific area a lot, it's more to preserve the player's current arbitrary location and view during reloads when doing very rapid design iterations, where my location is jumping around all over the place.

The time it takes me to type r_pos, then note the coordinates, then type setpos X Y Z, means it's something you only want to do occasionally, and probably bind it to a key, which only really makes sense if you're spending a lot of time in that same area. But I zip around rapidly working here there and everywhere like a nutter.

If I just wanted to set up shortcuts to a bunch of fixed locations, it would be better to create a testing hub with teleporters to ten or twenty key areas in the map I reckon.

Without someone looking over my shoulder watching exactly how I work, I'm not sure if I'm really selling this to be honest :{ 
Hold Your Biscuits! 
Sorry I didn't read the critical bit here:

Those commands happen to work in Mark V. In Mark V, type viewpos and then typing setpos without the x, y, z will teleport where viewpos was last typed.

Ok, that's actually pretty useful. 
Custom Gfx Images 
Does the engine support custom images for the player HUD? It's for a mod. 
 
Is the issue with the Probe in Malice and engine side issue? Or something that could be fixed with QC? The probe won't move when activated in quakespasm.

Also wondering about the skin misalignment on the minigun mentioned earlier. 
Sorry I Forgot / Lost Track 
Can you link the post?

Skin misalignment: Not sure if it's this, but there is a half-texel offset in mdl skins in GLQuake relative to winquake, we discussed changing it to match WQ a few years ago but the consensus was to keep it as-is because there's a lot of content designed for the buggy GLQuake standard.

-- here's the current status on bugs in TC's I'm aware of:

1. the Xmen start map has a meditating guy telelporter, the teleport trigger is tiny due to setmodel() using a size based on the mdl rather than a fixed size like winquake. This was a change metl made in Fitzquake that I think he said was inadvertent. Not fixed - my feeling is we should revert to Winquake's behaviour, but there is a risk of breaking mods that were built for FQ's behaviour, so it may need a gameplay fix cvar to get the FQ behaviour back, which are a pain.

2. Malice (I think it was) has blue checkerboards on gibs, this was meant to highlight the mod being buggy since the skin number was invalid, but we changed it back to winquake behaviour and added a developer warning. 
 
Sorry, I don't know how to link to the original post in this thread. I'm pretty new here. Here's the original text though:

"Malice Issues
#3280 posted by [86.131.50.80] on 2018/02/25 19:40:30
why does the minigun skin in malice get messed up in both quakespasm and glquake?

also the probe wont fly about in quakespasm either... "

I know the minigun thing is some sort of vsync/resolution issue. I tried playing with setting and it would eventually work. But would have to set vsync on/off each time I start.

The probe won't move at all when fire key is pressed. I did find something about MarkV engine fixing this or making a work around.

http://quakeone.com/forum/quake-help/quake-clients/5863-proquake-4-43/page8 
 
@kinn - I'm glad that helped, ericw is free to copy the implementation if wants, obv. During testing I often need to go to the same point in a map frequently to examine an area doing engine stuff, obv.

@legend - Malice should play essentially perfectly in Mark V. NightFright really liked Malice and clubbed me over the head with Malice. If I recall, it is bounding box issue that FitzQuake simply has different behavior than WinQuake and the solution is something like sv_gameplay fix original Quake bounding boxes (I can't remember cvar name off hand but it sv_ something.) 
How To Invert Look On Quakespasm. 
Please help. All I want to do is invert the y axis for my ps4 controller. everything else works fine. Where is this default.cfg? I do not see it anywhere in my quake folder. I see dosbox_quake and dosbox_quake_single in the root directory. Where do I put joy_invert? 
 
@pfraktal:
Default.cfg should be in the main folder. If not, try in your ID1 folder. Also, try changing settings inside your config.cfg in the ID1 folder or inside the folder of which ever mod/mapset you are trying to run. 
 
You can open the console with the `/~ key and type "joy_invert 1". This is an archived cvar so it will be saved to id1/config.cfg. 
Please 
Restore the vanilla Quake startdemos functionality. 
-fitz Commandline Argument 
You might already know this, but you can get the functionality by adding the commandline argument -fitz when starting QS. 
 
That does muck with a few other minor things tho. 
 
Yup, one of the more noticeable ones is by default QS's tab-menu status bar has kills, secrets, and skill level, while -fitz reverts it to kills, secrets, and time elapsed. 
What are the other effects, exactly? 
-fitz 
Ooh what other scary effects are there? 
-fitz 
Going off memory here, because the readme only includes "o To disable some changes, use "quakespasm -fitz" which is less than helpful for finding exact changes:

-QS by default drops the player straight to the console screen with a new grey background, -fitz enables the old id background and demo reel (vanilla Quake behavior)
-Status bar info changed (mentioned previously)
--fitz re-enables the 'Press Y to quit' prompt, while QS will otherwise let you immediately exit. Note it's just a plain 'QuakeSpasm 0.9.whatever by <author list>' message even with -fitz enabled, not a full credits list with 'press Y to quit' all the way at the bottom like WinQuake, or the various Doom-style insulting quit messages ("Are you gonna quit this game just like everything else?") of DOS Quake.
-Possibly changes updated entities, although this one I'm not sure of; Quakespasm's own .pak file still includes .ent files for five maps, but I don't know what they change offhand and it's not listed in the readme. QS does include an external_ents cvar for loading of external entity files, but it's set to 1 by default with and without -fitz. I also thought one of the changed entities was E1M1 to get rid of the obvious Z-fighting on the lift for the quad secret (by moving the lift down slightly, as original Quake always drew world brushes in front of brush entities so there was no Z-fighting there), but that's not included so maybe I imagined it?

Also of note is that the console background is in the .pak where it should be, but the HUD layout itself (the time/skill switch up) is apparently hard-coded. 
Wierd. 
Who is the QS curator anyways? I get the impression it's a community effort. 
 
Judging by the source code, -fitz prevents loading of the whole quakespasm.pak, which includes alternative default keybinds, conback picture and ent files.

Speaking of features, it would be cool to refactor the menu in such a fashion that menu controls could be anything else than arrows. But damn, this looks like a lot of manual labor. What are the chances of breaking something important in case of menu controls altering, I wonder. 
So When I Deleted My Quakespasm.pak... 
I basically always run in -fitz mode? 
#3307 
No, because there are hard-coded behaviours in the engine that don't depend on content. 
 
Going through the source code, the exact and only differences -fitz applies are:

- Don't load the custom quakespasm.pak
- Run the normal demo loop (QS otherwise goes straight to the menus at startup).
- Pop up the Quit prompt (QS otherwise just quits immediately).
- Revert some changes to the solo scoreboard layout.

If you delete the quakespasm.pak you'll get the first of these; you will not get the others so you will not be always running in -fitz mode just by doing this.

It's also the case that future revisions of QS may add more.

Don't let this become one of those stupid items of "Quake lore" where the entire Quake community becomes religiously convinced of something that's actually flat-out wrong. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.