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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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I always get warnings when I try to get QSS. 
You Mean 
the website? It's fine FYI.

http://triptohell.info/moodles/qss/ 
Because Spike Injected A Packet Sniffer!! 
j/k i get the same warnings, idk what windows doesn't like about qss, it is annoying. 
 
 
Yeah, getting a virus warning from that. From the zip as well. Wonder why that is exactly. I reckon it is some funky code which gets picked up by heuristics? 
I Was Wondering 
How hard would it be to get temporal dithering, similar to that of Inside, into a quake engine?

The banding that the fog generates, esp in dark areas is pretty harsh. With good temporal dithering, that is limited to the fogged areas, things would look a lot nicer. Obvs this is not important as it is not a gameplay thing at all, but it would be neat. 
 
Also, thanks Kinn for the hud linkage :) 
Cool Idea 
The main roadblock for Quakespasm is the renderer is not fully converted to shaders; mdl and lightmapped faces are, but water, sprites, sky and anything else are still using fixed-function OpenGL.

Dumping some links on dithering I found:
http://loopit.dk/banding_in_games.pdf
https://www.shadertoy.com/view/MslGR8 
 
Ah, I see.

Here's a good talk about what they did in Inside here.

https://www.youtube.com/watch?v=RdN06E6Xn9E

I also think they gave away the plugin, or whatever they wrote for Unity to do this stuff for free. Not that that would help a lot with QS. 
Isn't Fixed Opengl Faster Though? 
 
 
On any hardware from the past 15 or so years, fixed function OpenGL no longer exists: it's emulated with shaders in the driver.

Maybe "fixed function is faster" was true in the GeForce FX era, but time and technology have both seriously moved on since then. 
Classic Settings And Weapon View 
Aside from being unable to get an accurate weapon view like winquake/mark_v I think the features here are almost perfect.

r_scale, cl_sidespeed etc fix any minor gripes I've had.

Any ideas if this will be fixed outside of scr_ofsz -2 would be good. 
@Fifth 
What about r_viewmodel_quake regarding the weapon position. Setting that to 1 does the job pretty good I think.

I personally really would like the oldschool underwater effect in QS, but yeah, shaders, etc.

That and a way to actually have accurate colormap lighting rendition, because a lot of older levels do look a lot better with the harsher lighting, imo at least. 
@Fifth 
Yep r_viewmodel_quake should do the trick.

btw check out the >60Hz monitor support in QSS if you haven't http://triptohell.info/moodles/qss/ - host_maxfps 0 means unlimited, and it keeps physics running at 72fps.

btw thanks for that video ptoing, when I get back into engine coding I'd like to do more with shaders, and the temporal dithering sounds like a cool project. 
@ericw 
Cool :D Would love to see how that looks if properly implemented. I think it would be very nice :) 
 
ptoing, if Vulkan is an option for you vkQuake solves the banding issues by using 10 bit frame buffer precision. 
Bug Report / Replication 
Please note that this bug occured in my IRC fork of 0.93.0

I just got a: "TexMgr_ReloadImage: Invalid source for player_0"

Error occurred in the middle of a game whilst quickloading and quicksaving a lot, also while recording demos.

This bug caused the save file list to disappear, it also caused loading saves from disk to fail.

video of failure: https://www.twitch.tv/videos/280904822 
@Axel 
Just tried vkQuake. That indeed solves most of the banding issues. Also like that it has classic water. Thanks for this tip :) 
 
scratch that last bug report. It occurred again last night without the "TexMgr_ReloadImage: Invalid source for player_0" message. I'm inclined to believe that the bug I'm facing caused that error rather than being caused by it.

either way, with my shoddy coding it could be anything XD 
 
I have a feature request. The following binding doesn't work properly in Quakespasm while it does work in a few other source ports like Qrack:

alias +movejump "+jump;+moveup;"
alias -movejump "-jump;-moveup;"
bind space +movejump

Jump works just fine but when underwater, the player moves up as if holding the jump key rather than the move up key. It makes swimming up slower than it should be. 
 
In Qrack or Mark V, type pq_moveup 1 and you don't need any of that.

Feature originated in original ProQuake and spread to about every engine both of the Quake and Quakeworld variety including FuhQuake/ezQuake/FTE/FodQuake (in QW engines and JoeQuake the cvar is called "cl_smartjump" instead). 
 
Thanks Baker. It turns out that pq_moveup is 1 by default in Qrack, which would explain why the binding seemed to be working when it was really just the cvar. However, setting it to 1 in Mark V causes weird issues - it will stay locked swimming up when I press jump until I press the moveup key. Even pressing movedown won't cancel swimming up and staying at the surface. 
Water And Music 
Is there any way to get the classic software "wavey" water warp when underwater? I don't remember in which engine, but I seem to remember some of them did this. Maybe I am wrong though.

Another thing is, when reloading a game of the same level it restarts the music track, this is probably correct "vanilla" behavior, but is there a way around this? Maybe some CVAR that controls this behavior so there's an option not to restart music track.

And some maps have no music track info or have it set to "0" which results in no music playing. Maybe introduce a CVAR for random music track start (and/or override the map setting)?

Would be so nice

Then again simpler workaround would be having a Quake OST playlist on shuffle in some media player in the background. 
#3454 - Underwater Warp 
FTE does (r_waterwarp 1).
DirectQ does, if I remember right.
And I think vkQuake does too, but it might just be surfaces.
(don't expect them to have the same scale as the software-rendered engines - higher resolutions result in far too many repeats in the vanilla software renderer) 
Mark V 
has water warp as well. 
Quakespasm 0.93.1 Bugs And Suggestions 
bugs
-
>sometimes the player can get stuck going down/up ramps/angled brushes, touching obtuse (convex) corners. See the images for examples
https://ibb.co/mm18p8
https://ibb.co/jVdop8
>sometimes monsters teleport-in without particle effects

suggestions
-
>increase the limit of the number of particles. Sometimes, particles vanish from launched rockets during very chaotic battles 
 
sometimes monsters teleport-in without particle effects
i guess it's a 'spawn silent'/no gfx mode

increase the limit of the number of particles.
there's a command line option -particles 
 
Getting stuck on those corners is not an engine bug. It's an issue in the map, or the compilers to be precise, and occurs during the QBSP stage.

Particles can be increased manually using the commandline option like спы says. 
Sticky Corners 
Its an engine bug in SV_RecursiveHullCheck.
FTE+DP+ezQuake all have fixed(and more efficient) versions, and porting FTE's over to QSS fixes the issue for me.
However there's a potential risk for things to fall out of one of the thousands of possible maps out there. Its probably not a huge risk, but its still there, hence why I was too paranoid to make that change.
Paranoia is a really bad thing. :( 
 
Hi, I think this is my first post...

In this port, is it possible to make the ogre and the zombies take into account your height when they shoot their projectiles?.. 
Nope 
it's not the engine feature, it's QC thingy

i believe it's called z_aware monsters behavior

AD has that feature, some mods too 
 
Port/Engine - runs mods and sometimes has extra features to help with mods.
QC code - allows monsters, weapons, etc. to work properly. All engines already support angles and vectors so adding z-aware enemies for, e.g., ogres, zombies, flak ogres, etc. has been a thing for a while already. AD does the best job in my opinion because it uses a flag on the monster that allows for mappers to choose whether they want particular enemies to be z-aware or not giving mappers the most power. 
I Stand Corrected 
I was under the assumption that the sticky corners (always only 45° it seems) was some QBSP mess-up. Tbh I didn't even know it occured in the stock maps, too. Only ever came across it in custom maps... maybe because the id maps are mostly boxy. 
Textures Are Broken In 0.93.1 
I've been looking around for a while and can't seem to find any info on this. In quakespasm and quakespasm spiked as of 0.93.1 and r10 respectively I can't start a new game and if I launch a map manually the textures all look corrupted and the the lighting seems messed up as well. this only happens in 0.93.1 and r10 but not in 0.93.0. Any help would be appreciated. 
Textures Are Broken In 0.93.1 Screenshots 
https://imgur.com/a/O1ECIKz

The first two are from 0.93.0

The second two are from spiked r10. Its the same in 0.93.1 
Looks Like That Epsilon Mod 
 
@A_COC0NUT 
Weird, not sure why that would happen with 0.93.1.

Can you type "condump" at the console and then upload the id1/condump.txt that is saved?

Does adding "-noglsl" to the command line fix it? 
@ericw 
adding -noglsl to the command line does fix it but it still refuses to start a new game.

here is the condump without the -noglsl thanks for the quick help

IPv4 UDP Initialized
IPv6 UDP Initialized
WIPX_OpenSocket: Address family not
supported by protocol family
WIPX_Init: Unable to open control
socket, IPX disabled
Exe: 11:02:38 Jun 3 2018
256.0 megabyte heap
Video mode 1920x1080x24 60Hz (24-bit
z-buffer, 0x FSAA) initialized
GL_VENDOR: Intel
GL_RENDERER: Intel(R) HD Graphics 530
GL_VERSION: 4.4.0 - Build
20.19.15.4549
FOUND: ARB_vertex_buffer_object
FOUND: ARB_multitexture
GL_MAX_TEXTURE_UNITS: 8
FOUND: ARB_texture_env_combine
FOUND: ARB_texture_env_add
FOUND: SDL_GL_SetSwapInterval
FOUND: EXT_texture_filter_anisotropic
FOUND: ARB_texture_non_power_of_two
FOUND: GLSL
Intel Display Adapter detected,
enabling gl_clear

Sound Initialization
SDL audio spec : 44100 Hz, 1024 samples, 2 channels
SDL audio driver: directsound - Speakers / Headphones +SSE3 (Realtek Audio)
Audio: 16 bit, stereo, 44100 Hz
CDAudio disabled at compile time

========= Quake Initialized =========

execing quake.rc
execing default.cfg
execing config.cfg
execing autoexec.cfg
3 demo(s) in loop
]condump 
@ericw I Think I Fixed It 
Since -noglsl fixed it I decided to test out the uncoupled frame rate that spike offers and noticed in the condump that it was using the intel integrated graphics so I went into the nvidia control panel and forced it to use the 1070 I have and now it looks fine and launches a new game gust fine, even without -noglsl. Thanks for the help and I'll provide any additional info I can to fix the intel graphics if you want. 
Thanks For The Info! 
That helps, I'll see if I can reproduce on a system with Intel graphics 
Quakespasm 0.93.1 Bugs And Suggestions 
What is the particle limit currently set at?

For the "teleport-in without particle effects", Are you certain it's a map issue? For example, sometimes when a group of monsters tele-in, only one or two will have the particle effect, while the rest only play the tele sound

bugs
-
When going up, on an elevator, sometimes the player 'sinks into it' then 'pops out', even multiple times in longer rides. Especially if you look up while the elevator is going up 
Delete Video Modes. Zdooms Doing It 
People Seem Reaaaal Happy About That Change 
 
 
Mark V and FTE you can resize the window on the fly.

FTE has had the ability for a decade.

Note: It is NOT easy to implement at all. Especially with the FitzQuake canvas system for several different reasons.

Plus since FitzQuake never had doesn't have screen-resolution independent settings, it would look exceptionally stupidly trying to do it ... unless you code screen-resolution independent settings in. Which is also a metric ton of work.

And you have to be able to handle unusual FOV situations and unusual aspect ratios (with these, you must pad!). Mark V and FTE can do this only because of screen resizing. Yet even more fun ...

(I enjoying taking concepts that Spike does and trying to take the concept a little further than Spike did, mostly because I think it entertains Spike a little. Plus most of Spike's user interface have been refreshing in a world chalked full of the dull ..) 
 
What is the particle limit currently set at?

There shouldn't be a particle limit at all in 2018.

This made sense in 1996 when Quake had to run on an MS-DOS PC with 8mb of RAM. In 2018 I don't see any reason for it.

So if free_particles runs out engines should just Hunk_Alloc another bunch of them and eventually everything will settle down at the highest number that the map needs without any artificially imposed constraints. 
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