#51 posted by Barnak on 2012/04/03 18:09:24
I can't play the maps in GLQuake (OS X). They are crashing the app. So sad, since I feel I'm missing something really great here.
CZG, can't you compile a version without the fog ? Just asking...
GLQuake Will Never Ever Run These Maps.
#52 posted by czg
on 2012/04/03 18:16:21
And the fog has nothing to do with that.
#53 posted by RaverX
on 2012/04/03 18:33:35
With the default memory you cannot save, it crashes. And in some areas there is an extreme slowdown. I wonder how nobody said this before. I played with heapsize 256000 and it was fine :)
#54 posted by Kinn
on 2012/04/03 18:34:32
The Readme is there for a reason :)
#55 posted by Barnak on 2012/04/03 18:44:49
I never read readmes : they sucks ! ;-)
At least, there's a F***G great video there :
#56 posted by ericw
on 2012/04/03 20:58:08
Just grab quakespasm from: http://quakespasm.sourceforge.net/download.htm
- it runs honey fine on my macbook.
#57 posted by mh
on 2012/04/03 21:21:46
Should be renamed to "hot porn links" or something. Seriously. I gave up on writing them ages ago - nobody ever reads a readme file!
#58 posted by Preach
on 2012/04/03 21:32:21
Coming late to the thread means people have already said most of what I would say, but all that stuff about how gorgeous the maps look goes again for me.
I played in story order, and the start map does tutor you on two important mechanisms in quite a natural way. The zombie thing is important to know so making it a quick skill check was smart, while keeping it out of the maps proper. The idea of the secrets with a regular sound cue seemed nice but I played on hard so I didn't get to try it.
Saint had a fantastic and unique theme, great pacing to let you enjoy it enough of the time. The repeated passes through the map were clever too. I really liked the setup of the wooden scaffolding room, with spawns followed by distant ogres and sniping scrags to soak up all your nails. Then as soon as you grab the secret boxes and round the next corner, a shambler ambushes and you're extremely grateful for a secret which didn't seem too great at first.
Honey was equally well built, although not such a unique design. I have to admit though that I spent a lot of the map not knowing where I was! I didn't really get stuck for progression, just had a hard time placing how things connected. Having poked around the map again, I think some of this was due to taking the water route and the back steps after the nailgun. The first monsters I found were all facing the wrong way, so I worried I'd broken the map...
And yes, credits were very cool, surpassing even the Team Fortress intro for quake animation goodness.
#59 posted by Barnak on 2012/04/03 21:38:11
thanks a lot for that link. Really appreciated !
How can I turn ON FSAA with this app ?
1. cool/hip dudes that don't realize some people have only begun to install quake maps for the first time.
2. veterans that know the ins and outs of quake user maps and how to flawlessly install them don't need them.
i only started about a month or two ago, so i HAD to look at them for info on 'heapsize' etc.
there's some interesting stuff in 'em more often than not..
looking forwards to this and 'dead memories' (after i finish nehahra, for the first time!).
i was meant to say i was going on about 'readme' docs above..
About QuakeSpasm For OS X
#62 posted by Barnak on 2012/04/03 22:06:29
Well, sorry to be such a n00b, but I'm new to QuakeSpasm (I was always playing on GLQuake).
What should I know about QuakeSpasm ? The official web page doesn't say much.
What are the command tweaks I should know to have the best graphical experience with this app ? i.e. FSAA, shadows, fogs, etc,...
I hope I'll be able to play this Honey stuff pretty soon with this app...
#63 posted by Shambler
on 2012/04/03 23:09:41
Download Fitzquake from this site. Install it. Add -game honey to the command line. Play the maps.
Nah He's Running Osx
#64 posted by czg
on 2012/04/03 23:44:13
QuakeSpasm is the way to go.
I'm a complete novice when it comes to macs tho, so I'll let someone else explain how to set up the command line.
#65 posted by Drew
on 2012/04/04 00:08:49
I still don't quite get how honey links up - I also wish fog could be turned off so I could figure that out, but I guess it remains more alluring this way or something.
I'll just look at the source instead.
I feel the same about animated torchlight - never felt right.
ramped light? in vanilla?
Command Line Is Just Like Win...
...He needs to write it in the start dialog of Quakespasm in the "Command line parameters" field.
#67 posted by demos on 2012/04/04 00:16:46
#68 posted by Shambler
on 2012/04/04 00:25:39
#69 posted by Barnak on 2012/04/04 02:24:44
Ok, I can play the Honey maps, using QuakeSpasm.
There are three things missing with this app, though (QuakeSpasm OS X, that is, not the Honey maps) :
1. I can't put the app into background, as I can do it with the latest version of GLQuake OS X.
2. Currently, I don't see how to tun ON FSAA (antialiasing).
3. I can't drop a MOD folder directly on the app to play the MOD, like what we can do with GLQuake.
What a shame !
Anybody know how to turn ON FSAA with QuakeSpasm OS X ?
#70 posted by necros
on 2012/04/04 02:31:36
those features don't sound like stock glquake features...
i don't recall glquake having fsaa... did fsaa even exist with it came out? maybe just in it's infancy, but i know it was very resource intensive in those days.
#71 posted by Barnak on 2012/04/04 02:38:51
I can confirm and garanty you that FSAA is working on GLQuake OS X (the latest version from Fruitz Of Dojo). It's really a great feature. The ability to put the app to background is great too, as the MOD folder drop on the app.
These features NEED to be implemented in QuakeSpasm !
#72 posted by Barnak on 2012/04/04 03:04:14
I played a part of one Honey map, and I have a few comments :
1. About the Honey map : CZG, man, you're a genius ! This map is simply crazy ! Awesome ! I'm speechless !
2. About QuakeSpasm : The rendering is really great. The fog is really nice, and the animation is soooo smooth ! It's way much better than what I was accustomed with GLQuake ! If only there was an FSAA option !
#73 posted by necros
on 2012/04/04 03:10:49
oh ok, i thought you were talking about the stock glquake engine. (ie: the executable that comes on the cd).
when you call it 'glquake', most of us are thinking of the original executable. (hence why we call it fitzquake or quakespasm instead of glquake even though both of those engines are based on glquake).
#74 posted by ericw
on 2012/04/04 04:27:35
I just sent a patch to the quakespasm developers adding a cvar to control antialiasing. email me and I can send you a compiled mac app of it, if you want. but we should continue further discussions of quakespasm in the "quakespasm engine" thread so as not to clutter czg's thread.
#75 posted by czg
on 2012/04/04 07:30:55
If people really really want a progs with a function to disable the fog, it is trivial to implement, but ugh is it really needed?