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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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So Er, 0.93.0? 
rc1 came out a couple months ago and there doesn't seem to have been much mentioned about it since. Real life just got in the way or such maybe? I'm just looking forward to only having one version around again, not needing -admod for the one map. 
Thanks For Fixing The Skin 0 Issue, Eric! 
Now I can finally replay Shrak on the best engine!

@Keiya, I think a lot of people in the community just use dev builds of QS that are updated almost daily. You can get them here:

http://quakespasm.ericwa.com/job/quakespasm-sdl2/

These will run ad_sepulcher and have all the other latest fixes. 
@Winkyjuice 
If you are going to play on a LAN (local in the same room or same place) and not online it's very easy. Follow these steps before launching the game:

1. both of you need to turn off your firewall in the Windows Security settings (this is a must) turn it back on when you stop playing.
2. Whomever hosts the map hits Windows+R on their keyboard and type CMD in the box
3. in the the command window that pops up type ipconfig and hit enter.
3.the IPv4 address is your local LAN IP address

Now launch Quake

4.Whomever is hosting the game go to the Multiplayer menu in Quake, follow the steps to host a game (map, game type, etc)
5. when the game is running on the host the other player brings down the console by hitting ~ key. that player types "connect xxx.xxx.xxx.xxx"

the X's are the IP address you discovered earlier. Usually it's like this: 192.168.1.11 or something similar.

that should do it. 
Quakespasm-0.93.0-rc2 
http://quakespasm.sourceforge.net/tmp/93_RC2/

Release candidate #2 for the next QS release 0.93.0. Note that
the above link is temporary and will only be around until we do
the official release, which should happen possibly this week. 
Here's The Changelog... 
from the RC2 readme:

6.1. Changes in 0.93.0

o Raise default "joy_deadzone_trigger" cvar to 0.2.

o Raise console buffer size to 1MB.

o Raise MAX_STATIC_ENTITIES from 512 to 4096.

o Raise MAX_STACK_DEPTH from 32 to 64.

o Raise command buffer size from 8K to 256K to support large configs.

o Remove MAX_EFRAGS and MAX_MAP_LEAFS limits.

o Remove "Loadgame buffer overflow" limit, which could happen when
loading DP or QSS saves.

o Adjust "exceeds standard limit of" debug warnings to include the
actual QS limit.

o Change "game" command to now exec quake.rc.

o Change "games" / "mods" commands to list all subdirectories.

o Restore vid_refreshrate from fitzquake-0.85 for SDL2 builds.

o Alpha-masked model support. (MF_HOLEY: 0x4000).

o Change default screenshot format to png. The 'screenshot' command
now supports optional format (tga, png or jpg) and quality (1-100)
arguments.

o Revert "always run" changes from 0.85.9; move the QuakeSpasm
customizations to a new "cl_alwaysrun" cvar. Set to 1 to scale
forward/side/up speed by "cl_movespeedkey" (usually 2),
and make "speedkey" act as "slowkey".

o Change "always run" menu option to offer
"off" (cl_alwaysrun 0, cl_forwardspeed 200, cl_backspeed 200),
"vanilla" (cl_alwaysrun 0, cl_forwardspeed 400, cl_backspeed 400) and
"quakespasm" (cl_alwaysrun 1, cl_forwardspeed 200, cl_backspeed 200).

o New "r_scale" cvar. Set to 2, 3, or 4 to render the view at 1/2,
1/3, or 1/4 resolution.

o New "r_viewmodel_quake" cvar. Set to 1 for WinQuake gun position
(from MarkV).

o New "find" / "apropos" command, searches for commands/cvar names
for the given substring (from Spike).

o New "randmap" command for loading a random map.

o New "gl_cshiftpercent_contents", "gl_cshiftpercent_damage",
"gl_cshiftpercent_bonus", "gl_cshiftpercent_powerup" cvars for
tuning the strength of specic view blends.

o Fix macOS startup delay (avoid calling gethostbyname() for ".local"
hostnames).

o Fix memory corruption in PF_lightstyle with out of bounds
lightstyles.

o Fix crash in BoundPoly with polygons extending beyond +/-9999.

o Fix QS window to stay on the current monitor when changing video
modes (SDL2 only).

o Fix possible freeze in SV_TouchLinks regardless of what QC does in
the touch function.

o Support for Open Watcom compiler.

o Update the third-party libraries. 
F11 And Mouse Speed 
This is not a big deal, since arguably the zoom function isn't integral to the game, but whenever I press F11 to zoom, it resets my mouse speed -- i.e. when I zoom out, my mouse speed is unbearably slow (default speed, I guess?) and I have to reset it before I can continue playing (I always play with mouse speed set to max). Is this intentional?

It would be nice not to have it happen and to be able to use zoom from time to time... 
F11 
F11 is just using an alias command from default.cfg. This is not an engine issue.

I suggest you set up your own zoom script. E.g. mine is similar to Quake 3's behavior:

alias +zoom "inc fov -10; wait; inc fov -10; wait; inc fov -10; wait; inc fov -10"
alias -zoom "inc fov 10; wait; inc fov 10; wait; inc fov 10; wait; inc fov 10"
bind MOUSE2 +zoom

Just make sure to save it to autoexec.cfg, as config.cfg does not save user aliases. 
 
The changelog was slightly out of date, these are the last few changes in rc2:

- Invalid skin index now draws skin 0 (WinQuake behaviour) instead of blue checkerboard.

- GL2 renderer: use a GLSL shader for world faces. Fixes reports of integrated+discrete GPU laptops having inconsistent fog rendering.

- Fix for maps with empty strings for vector keys (e.g. "origin"); don't read uninitialized memory.


The GLSL shader is mostly a copy+paste of what we were already using for drawing MDL's, so it should be solid, but let me know if you see any issues.

btw I know there were some requests recently I didn't reply to like m_filter and lastweapon etc., will consider them for the following release :) 
FYI 
The .exe naming is changing in this release:
quakepasm.exe is now the SDL2 build
quakepasm-sdl12.exe is the SDL1.2 build (legacy / compatible with windows 9x, supposedly?)

You should use quakespasm.exe; it has advantages like raw mouse input, refresh rate control, "desktop fullscreen".

Also, quakepasm-sdl12.exe has broken mouse input on Windows 10 Fall Creators Update. 
@ericw 
Does this version support AD-Sepulcher? 
Yes (and Orl's Map Pack) 
 
@ericw 
In quakespasm-admod, I`ve founded the "mods" command on the main menu very useful. Do you plan an equivalent menu also for the next release 0.93?

Because of the simplicity of this function, I was able to convince a couple of friends to play Quake and its mods again. 
 
Adding extra main menu options is probably too much, in my opinion. It would require replacing the main menu graphics (there's no main menu font, it's a single image), so say what happens if a mod has its own main menu graphics? Do some check and fall back to vanilla behavior which might confuse the user? Or what if the check fails for some reason? More bugs to iron out later?

Just bring down the console and type "game modname". Or use an external mod launcher, like this one:
http://www.celephais.net/board/view_thread.php?id=61069 
#3056 
Its not too much work. They already did it in the admod version of Quakespasm released with Sepulcher. 
@mukor 
Indeed, I'm aware. And that particular version causes bugs like this:

admod:
https://i.imgur.com/hS07r5x.jpg

vanilla QS:
https://i.imgur.com/0QR3BCL.jpg 
@iriyap 
I'd take that minor bug over not having the menu. I'm for adding it to QS. I use a launcher but I think we should all want Quake to be easier to use for newbs. 
@dumptruck_ds 
The main menu is a single image, not a font. To add a new option, you have to replace the whole thing. There is no way to add extra options without sacrificing compatibility with mods that use custom main menu graphics (e.g. Rubicon series, Malice, Shrak, X-Men, many other TCs, etc). This is the reason why very few source ports ever touch it (JoeQuake only?).

Not to mention that we already have so many options for launching mods, like using shortcuts, .bat files, external launchers and also console commands. I'm sure even the most casual of the players can figure out how to use a launcher. It's just a program with a bunch of dropdown menus where you choose your engine, mod folder and what map to launch, if any.

If we wanted to accommodate newbies so much, we could also start adding regenerating health and such. I'd rather QS retains its full vanilla compatibility, it's the main reason the engine is the number one choice for Quake in numerous retro gaming communities. 
 
If we wanted to accommodate newbies so much, we could also start adding regenerating health and such.

Arcane Dimensions, arguably the best mod in years, has respawning ammo and health. So there's that.

Back on topic, there are very few TCs compared to straight up mods. I still think adding a mod menu would be more beneficial than not. And I'm sure there's a way to make it work with TC's anyway. 
 
"If we wanted to accommodate newbies so much, we could also start adding regenerating health and such."

That has absolutely nothing with the subject at hand but ok.

Having the Mods option was more about getting more people to play Quake that arent comfortable with setting up folders. The same crowd of people that Quake Injector is made for.

But yeah that kind of sucks it breaks things. I need to wake up more before i start func_ing. 
 
Yeah, I might have gone a bit off tangent with that comment, got carried a way a bit, didn't mean to preach.

Point is, yeah, it breaks things. In theory, you could break up the original image and add another image just with the "Mods" part, but the font will be clashing with the TCs. Maybe add this new menu under the options screen? This would work, that one is all text.

Still, I'd rather this was external, maybe via some official QS launcher or such, if you want everything in one package. 
 
I was also thinking it could be a menu item in the "options" menu - that would avoid issues with custom graphics. The only downside is it's one more thing in the "options" screen which has a tendency to keep growing. 
New Menus 
stuff like this is why I gave FTE the ability to query a file's depth.
eg if the menu artwork is in id1 then replace it with a new menu with a mods option etc. otherwise a mod has replaced it and the vanilla layout+filename should be used. it gives the best of both worlds. 
More Skin Issues 
Found another broken skin in Shrak:

QuakeSpasm r1532:
https://i.imgur.com/AuaZ5kI.jpg

Mark V:
https://i.imgur.com/BVq71Pe.jpg

It's a Pentagram replacement, just load dm3 to see it.

WinQuake and DarkPlaces display it properly as well, but it's black in QuakeSpasm, DirectQ and FitzQuake 0.85. 
@Spike 
Don't really want to be the bad guy on this idea, but one last point, hear me out. Consider this, the "mods" option is mostly for the newbies sake, right? So they use it to load some mod which happens to have custom main menu graphics, and bam, the option is suddenly gone. Cue all the false bug reporting and complaining. Not to mention that the lack of consistency is not good UX. 
Shrak Skin Issue 
Thanks for the report. It's caused by Mod_FloodFillSkin (commenting that out in Mod_LoadAllSkins fixes it).. I think the flood fill breaks on solid color skins. Might wait until after this release to investigate how MarkV fixed it. 
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