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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've lost count how many times I accidentally quit QuakeSpasm when trying to quick load. F9 and F10 are just so close together. 
Unbind F10 
 
Poorchop 
you can already get the original sbar by setting the sbar alpha to 1 I believe

I'm talking about not showing the map filename (which is basically dev info) in game, which I don't think has anything to do with your suggestion. 
@3473 
Yeah and everyone gave the dev shit about it in that thread. Maybe not the best example to use when trying to ask for a feature request :P I didn't know about this change myself because I haven't updated my GZDoom in a while and now I am reluctant to :/ 
 
Yeah, I've long been of the opinion that in the Doom/Quake technology generation, there are only 2 resolution options that make sense: fullscreen at your desktop mode or some kind of lower res windowed mode.

To be more specific, I don't see how any other fullscreen mode makes sense. Why on earth would you want to switch to a lower res fullscreen mode that might not even be the correct aspect ratio? In Quake? And excluding a specialist 1996 retro-kick engine?

Somebody give me a reason, convince me, I'm listening and willing, but it better be a bloody good reason. 
@mh 
Edge case maybe - but I record video at 720p fullscreen for my videos. My monitor is 1080 native of course. I use a hardware recorder over HDMI and cannot do 1080p at 60p. At 720 60p the videos look pretty good.

I'm glad I have the option of doing this. 
 
I play at fullscreen 720p in Quake these days. Just like the way it looks. 
 
On CRTs it makes a lot more sense to choose different resolutions. They can actually display them properly unlike LCDs and you might get better frame rate on your video card of the era. 
Speaking Of Resolutions, 
I currently play Quake on my laptop, which native resolution is 1200*800, but the closest match available in the video options is 1280*800. Would it be within the realm of possibilities to add a 1200*800 mode in a future update? 
 
Why on earth would you want to switch to a lower res fullscreen mode

The absolute maximum res I'd play quake on is 720p.

Old games like quake often look better when played at lower resolutions.

The original id levels for example, really don't improve with resolution: after a point, all the higher-res does is look increasingly incongruous with the level art. At 720p, you are already way past that "wall" for old-skool quake maps.

720p is pretty good for AD-style modern maps.

/opinion. 
I Have A Problem... 
No matter what I do, I can't seem to get non-blurry textures in the latest QS (and QSS, for that matter). I do have gl_texturemode set to GL_NEAREST_MIPMAP_LINEAR in my config and I even duplicated the line in an autoexec to be safe, but to no avail. Thoughts? 
Try Disabling Anisotropic Filtering 
gl_texture_anisotropy 1 I think? (can't check easily, on mobile) 
Ah, Yes, 
it worked. My config was actually saved from a previous install, I suppose one that I used with hi-rez textures and linear_mipmap_linear. Anisotropy was set to 16. Thanks Eric! 
I Just Discovered Something Weird... 
When you play a demo and press tab to show the stats, the skill displayed is not the one the demo was recorded with but the one selected (or not) by the watcher. Is this normal behavior? It would make a lot more sense to show the actual skill set for the recording. 
 
Mark V is the only engine that currently can do that it (and has done it for 5 years?). When the skill level changes, it broadcasts a hint. This is stored in the demo because it is part of the network code, so it is displayed during demo playback and cooperative players status bar is updated in real time.

And it is done in a way that non-supporting clients just ignore. (A Spike trick).

Otherwise, it is impossible. A demo does not normally know what skill level is selected. That information is ordinarily lost. 
 
good bug though, the scorebar should probably display no skill at all during demo playback, if it is not known. 
 
one thing i noticed on older engines is that stuffcmd gets sent to clients when playing demos. may have been fixed in newer engines. i supressed it in mine. 
@R00k 
one thing i noticed on older engines is that stuffcmd gets sent to clients when playing demos. may have been fixed in newer engines. i supressed it in mine.

"bf" is a stuffcmd.

You sure want stuffcmds in the demos ;-)

That's just one example, but removing stuffcmd from demos isn't a fix. Yet at the same time, stuffcmd can do toxic things in demos too.

I get what you were wanting to address -- especially a demo where server is sending key binds, but removing stuffcmd from demos isn't how to resolve it. FTE has things sandboxed some. Mark V less than FTE, but views keybinds not done by the user as temporary until disconnect (and that includes demos), and stored in different field that never saves to config. 
Resolution 
Though I must admit i don't typically do this for quake, I play a lot of older games 'pillarboxed' on my widescreen monitor with a 4:3 resolution. Letting users choose things like this is important for edge cases likr that.

Maybe i should try some 4:3 Quake, actually... 
@Baker, Whoops My Bad 
"Fixed: Alias commands are not stuffed to the client when watching demos."

i dug back through my whatsnew.txt It's where i was watching some old demos and noticed i had these weird alias commands; cant remember what demo (runequake?) but kinda annoying. Stuffcmd isnt specifically blocked.
``
void Cmd_Alias_f (void)
{
cmdalias_t *a;
char cmd[1024];
int i, c;
char *s,*n;

if (cls.demoplayback)//R00k dont stuff alias commands when watching a demo.
return;
``
trivial. 
 
aye, aliases in demos is annoying.
as is the engine silently ignoring the alias commands that you're typing simply because there's a demoloop playing in the background...
ignoring aliases completely means that mods that use them to slightly reduce network traffic cause error spam.

urgh, now I have to resist the urge to make a 'trap' demo that uses aliases to prevent any attempt to stop playing that demo. 
 
Hmmm, I see your point; 'silently' confuses the end user. For example, loading up the game, demo is playing, type exec frikbot.cfg..
"Where's my frikbot aliases?!"... 
Mod Sounds Not Playing? 
Wanted to make a coop server for ad_sepulcher, got into the same issue as ericw up there: lots of "packet overflow", some sounds weren't playing, etc..
Are there plans on making the unreliable message limit something changeable on the server configuration or something? Elsewise, what could I use to host a coop server reliably? I've never hosted one before, what do you guys use? 
@newb 
Netquake is just not reliable enough for mods like AD. You should turn particles and shell ejection off (read the AD readme for how to do this). You should try playing coop with QuakeSpasm-Spiked, which has improved networking.

Ideally the Quake community should have rallied around the QuakeWorld protocol when the source was released, and backported compatability with the netquake progs. Alas we have a shedload of NQ engines which are pretty useless at multiplayer. 
 
Yeah, if you want to play AD coop then you really ought to upgrade from QS to QSS.
FTE has all the same networking improvements but I accept that its also much easier to configure wrongly...
DP also has many of the same improvements, but its insistence on float coords combined with its inability to split baselines means that its unable to run ad_sepulcher. Configuring it to use the bjp3 protocol would theoretically work if its support for bjp3 was not buggy.

The vanilla QuakeWorld protocol was quite poo and quite incompatible with NQ, yes it would have been nice to have a single protocol that everything else was compatible with, but really that's just wishful thinking. It would have broken more than it would have solved.
Do note that the FTE stuff I ported over to QSS is not like vanilla quakeworld at all - its more like dpp7. It won't cope with packetloss quite so well, but it will cope MUCH better with massive entity counts, and without requiring serverside translation of QC's writebytes (this is one of the more annoying things I had to add to FTE to get it to run NQ mods properly, and I'm very glad other engines don't need anything equivalent, and no way was I going to add that mess to QSS too). 
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