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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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Trouble Connecting To Local Dedicated Server 
Hey there... long time no see you guys. Anyway, I tried to join to a local dedicated Quakespasm server but even with a clean Quakespasm install it's failing. It keeps sending keepalive messages but the connection never completes.

Am I doing something wrong ? AFAIK there's no blocked ports, but... Here's a screenshot for more details: https://ibb.co/3NMMZ3Z 
Coordinates Of The Effects In The File "effectinfo.txt" 
Maybe someone can help me?
In the file "effectinfo.txt" there are lines, for example, "text 62 64" - these are the coordinates of a certain effect. How many X and Y parts is the file "particlefont.tga" divided into so that I can understand which values can be used to change the visual effects? 
QoL Features? 
Like a "delete save" button in the menu?

or a "load map" button? (so I don't have to minimize the game to manually search through the maps folder for the map name to paste into console?) 
@ranger 
there is a “maps” command that prints a list of available maps. 
Can It Be Modified For Next Version? 
to only shows the maps in the current mod?

currently seems to list all maps, including in the ID1, which might not be mod compatible 
Water Effects? 
Also can the old school quake underwater effect be brought back as a "r_waterwarp 2"? 
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