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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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Cheers Oz 
I was just going to post a bug report but maybe this version will fix my issue. 0.94.5 would crash to the desktop if a bad server message or similar error came up. 
More Info On #3842 
This code was causing an error in my devkit progs_dump:

if (self.owner.snd_hit)
sound (self, CHAN_WEAPON, self.owner.snd_hit, 1, ATTN_STATIC);

This would crash 0.94.5 directly to the desktop. When I reverted back to 0.94.3 it would dump me to the console and I was able to see the error. Something to the effect of "Bad Server Mssg"

We fixed the code so I can't replicate it 100%. 
One More Test 
It looks like 0.94.6 will display an error but then go to the desktop - I tried a bad model name this time. 0.94.3 would remain at the console which is a little more helpful. 
Can you give me such a bad progs.dat so I can test this and fix the issues? 
I reproduced your issue in a different way: the issue seems to be not in the code but with the build. Working on it.. 
#3842, Dumptruck_ds: 
Rebuilt and re-uploaded the v0.94.6 windows x64 version, which should fix the issue:
(Zip file size is 2,223,408 bytes.)

The 32 bit version doesn't seem to have the issue. 
This is super helpful thank you. 
You're most welcome. 
Map Elements In MP1 Pre-activated 
Hey, having an issue with quakespasm (specifically quakespasm-spiked) where several map elements get activated as soon as the map starts, such as:
-Door at start of start map (not the one at the start of hip1m1)
-The sequence that allows access to gold key, including shooting the rocket into a pipe and shooting another set of pipes.

If there is a better place i should go to try and troubleshoot this issue and/or you need a video to demonstrate, please let me know. 
FTE Discord 
The FTE Discord may be the best place since Spike is there. Not sure how often he checks in here. Especially lately. Sorry I do not have a link.

My advice is to not use QSS if you don't have to. 
FTE / QSS Discord Link 
For those who are interested: 
Quakespasm 0.94.7 Released 
Version 0.94.7 of QuakeSpasm is released.


Changes since the previous version:
- Fix console history buffer wrapping.
- Fix wrong external texture use after vid_restart.
- Update lodepng from mainstream git.
- Miscellaneous source code cleanups. 
Rain Effect 
Is it possible to add the rain effect to the standard QS (from the Spiked version) that is used in The Sepulcher? I'm about to trash the QSSpicked, since it has bugs with some maps, and isn't updated anymore. 
QSS Is Updated? WTF!? 
Thanks, but where's the link to download the OSX version (if any)? 
You'll have to compile it, probably. Not hard though: 
Oh, nevermind. I think the GitHub Actions code is working. This should be the Mac build: 
But then, where's the f*** download button? 
Usually under Artifacts the word MacOS would have a link but there seems to be an error on this particular build. 
New Build @2022-August-11 Released 
And it is fine 
OSX: Wrong Version Number 
The latest OS X version has number 0.94.6, while it should be 0.94.7. 
Yeah, just an osx packaging oversight. 
Quakespasm 0.95.0 Released 
Version 0.95.0 of QuakeSpasm is released.


Changes since the previous version:

- Add support for lit water (patch contributed by Josiah Jack, with
fixes from Eric Wasylishen.)
- Add model scale support -- requires protocol 999. (Original patch
contributed by Josiah Jack with fixes from temx and Andrei Drexler.
Thanks to Eric Wasylishen, MH and Spike for useful discussions.)
- Add sv_cheats cvar for 2021 rerelease (patch from Andrei Drexler).
- Clear the startdemo list on game change (patch by Andrei Drexler).
- Try light trace from entity origin first (patch by Andrei Drexler).
- Backport a few fixes to the bundled SDL2-2.0.22 version. 
Great News 
Wonderful to see new releases coming so fast and adding so much! 
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