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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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Gonna Ask It Here 
Does anybody know whether Ironwail supports checksum-based loading of ent files? IIRC, QSS had that feature and it was quite useful. 
@metlslime :

Fitzquake had bumped MAXALIASVERTS and MAXALIASTRIS practically to twice
their original values (literally in MAXALIASTRIS case) but corresponding
arrays in gl_mesh.c remained the same -- namely the globals commands[],
stripverts[], striptris[], used[] and vertexorder[], and also the locals
besttris[] and bestverts[] in BuildTris().

Is that an oversight?

With current array sizes we get a segmentation fault in mj4m4 and mj4m5
maps of the mjolnir mod but not if we double sizes of those arrays (the
commands[] array in particular.) 
I guess it was an oversight. I did a search and found this message:

Which indicates my motivation to bump MAXALIASVERTS to match software quake's max (which was higher than glquake.) 
Quakespasm 0.96.0 Released 
Version 0.96.0 of QuakeSpasm is released.


Changes since the previous version:

- Adjustments to joystick defaults and behaviour. (See the
"Controller support / Cvars" section in the README.)
- Fix for a mouse grabbing issue on macOS.
- Add missing support for -ip command line option on unix / macOS.
- Backport angled sprites code from FTEQW (spriteframetype: 2, must
have 8 frames per group.)
- Bump the progs execution runaway loop limit to 16M.
- Add signon buffer fragmentation to fix SZ_GetSpace errors on
certain maps when using protocol 999.
- Increased MAX_DATAGRAM to 64000 to overcome packet overflows.
- Bump the MAXALIASFRAMES limit to 1024.
- Fix arrays to have proper sizes in gl mesh code, reflecting
- Increased default value of gl_farclip to 65536.
- Increase chase cam target trace distance to allow for chasecam to
function in large open maps (useful e.g. for the func_vehicle mod.)
- Raised default maximum number of particles to 16384 (can be set
up to 32768 with -particles on the command line.)
- Fix on-screen keyboard showing up suddenly on Steam Deck when
starting a map.
- Fix viewmodel interpolation with >10Hz animations.
- Fix a memory leak when exiting game in SDL2 builds.
- Fix a possible crash when handling clipboard data on macOS.
- Fix a potential crash after loading of saved game.
- Fix possible out-of-bound reads when handling progs type sizes.
- Fix Dutch angle VP_PARALLEL_UPRIGHT sprites.
- Fix an issue with lights blending by using 10 bit color depth for
lightmaps. (For GLSL mode only.) Disable with "-nopackedpixels",
if necessary.
- No relative motions when the window is not focused.
- Status bar and intermission screen tweaks.
- Properly display monster counts > 3 digits.
- Fix console animation with scr_conspeed <= 0.
- Fix mouselook not working upon game quickload during a demo play.
- Haiku operating system support.
- Fix console when server is run noninteractively with stdin
redirected from /dev/null.
- Updated Visual Studio project files.
- Minor code cleanups. Updated third party code, e.g. SDL, music
codecs, etc.
- Thanks to Andrei Drexler, Alexey Lysiuk, Andrey Budko, Boris I.
Bendovsky, Chris Cowan, Maciej Olędzki, Simon McVittie, OscarL,
Eric Wasylishen, Jaycie Ewald and Spike for patches. 
Still Mac Intel? No Silicon Version Yet? 
While the app works great in emulation mode with Rosetta 2, I'm wondering if a native Silicon version will come one day. 
M1 requires Apple 'notorization' and I don't have an Apple certificate to sign my builds (the unsigned M1 versions will refuse to run..) The Xcode project file included in the source supports targeting M1, so you can build yourself (or keep using the x64 version.) 
While I don't know much about M1 compilations, I believe there's a way to build native apps for Mac Silicon without the pesky Apple notarization. I may be wrong, though.

Anyway, multi-thanks a lot for keeping Quake alive on Macs! 
believe there's a way to build native apps for Mac Silicon without the pesky Apple notarization.

If there is, I'd like to know.

Anyway, multi-thanks a lot for keeping Quake alive on Macs!

You're most welcome. 
Quakespasm 0.96.1 Released 
Version 0.96.1 of QuakeSpasm is released.


Changes since the previous version:

- Fix demo recording as client-only after connection to server (was
broken by signon changes in 0.96.0. Thanks to Jozsef Szalontai for
issue report.)

- Fix potential buffer overflow in COM_Parse(), e.g. with maps with
oversized 'wad' fields. (Thanks to Andrei Drexler.)

- Minor code cleanups. 
The Only Engine 
since v.0.96 is able to complete Mjolnir for now. May be it is time to update IronWail wich unable to run this mod normally? (map mj4m4 IW won`t load at any way for me). BTW IW my common Quake engine for now. I make no claims, I appreciate work of mr. Andrei Drexler. Thank You. 
What’s Wrong With Last QSS Release? 
(2024-march-01) Every step up the stairs is the pain for eyes, even 8 units high? 
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