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Spiked Quakespasm Modding/Coding Help Thread
Thread for figuring out all the new particle and modding features in the "Spiked" version of Quakespasm.
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Actual QSS engine download:
http://triptohell.info/moodles/qss/

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Tutorial on how to enable rain and snow on the Quake start map:

1. Video of snow: https://youtu.be/DvqxsJChXH0
2. Video of rain: https://youtu.be/NRud8T88tDc

Steps:

1. Put this start.ent download in c:/Quake/id1/maps folder. Tells it what textures emit snow and rain.

2. Put this weather.cfg download in c:/Quake/id1/particles folder. Indicates spawn information on particles and how they behave.

3. Enter r_particledesc "weather classic"; map start in the console. I assume "weather" is the name of cfg. Also seems to work with just r_particledesc "weather".

Stuff:

Q: How do you find out the name of textures?

With Quakespasm I don't know that you can, but in Mark V just type "tool_texturepointer 1" in the console and look at a surface and it displays the name of any texture you look at on-screen. screenshot

Q: How is the external ent file made and what does it need?

Open up Mark V and type "map start". Now just type "copy ents" and the entities for the entire map is on the clipboard. Open a text editor and paste. Save it as c:/Quake/id1/maps/start.ent

The first few lines of the file look like this, add the 2 bolded lines that tell the particle system that the texture names are "sky1" for snow and "wizwood1_8" for rain.

{
"sounds" "4"
"classname" "worldspawn"
"wad" "gfx/start.wad"
"_texpart_sky1" "weather.tex_skysnow"
"_texpart_wizwood1_8" "weather.tex_skyrain
"message" "Introduction"
"worldtype" "0"
}


A devkit is also available HERE http://fte.triptohell.info/moodles/qss/QSS_DevKit.zip with source code examples of how to create your own custom HUD using CSQC. The examples show CSQC recreations of the classic HUD as well as variations for the missionpacks and should serve as a good starting point for your own creations. There's a few other goodies in there too (e.g. particle stuff), so check the readme inside the devkit.

Discord
There's now an official Discord for FTE and QSS, find it here: https://discord.gg/E6fTcgB3ev
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... pr_checkextension 0 
 
i thought there was a certain "sv_gameplayfix..." for when a model is touching another entity, and the bottom entity is removed then the gravity applies to the top. I would guess that the RL is sitting on an invisible trigger and once it dies/SOLID_NOT the RL is supposed to fall?? 
 
I notice that the spiked saved game format includes a bunch of info at the bottom when viewed with a text editor, which makes it not compatible with standard quake. Can this issue be resolved? 
SoA Finale Cutscene 
I have found that the latest QSS executable from Oct 17, 2020 does not play the SoA finale cutscene properly. The camera moves underneath the floor and all other scenes after that are not showing what they are supposed to (angles are horribly off).

Can anybody confirm this? I have already reported the issue over at Github. 
DoE Issue With Lavamen 
And found another issue in the second mission pack. In R2M3, any but the first of the lavamen spawn one floor underneath their pool and move around. They can still be killed, though. Problem does not exist in Quakespasm v0.93.2. 
@NightFright 
Yes, I get the same issue with the final cutscene in SoA and the latest QSS build. Works fine with vKQuake. 
And Another One 
In the meantime, I have actually found a third issue, this time even in the original campaign. In E4M7, zombies spawn above the first water pool, floating in mid air above the surface. Looks like QSS isn't as bug-free as I thought. With regular Quakespasm, none of these issues occur. 
#244 
I wondered about ceiling zombies too and thought it was sourceport bug or oversight.

But I've checked the DOS gameplay and they really spawn up there on the ceiling. Maybe it's the "original" bug or perhaps some reasoning for that? It's Sandy's map, after all.

Check the video, at 0:57

https://www.youtube.com/watch?v=PczSklJnjtU 
Interesting 
Never noticed that. It's possible that some other source ports like Mark V fixed this and I thought it needs to be like that. Maybe Sandy wanted it like that, even though it still looks wrong to me... 
 
Yeah, I thought they do that in vanilla. Pretty sure I've had the same with vkQuake (which is my standard engine) and earlier on as well. 
Wireframe Weapon Models 
I have an issue with how weapon models are displayed without textures: https://i.imgur.com/JAz7vmY.png

i'm using QuakeSpasm-spiked 0.93.2 (with standard Quake v1.09).. is there some weird display command I might have toggled? 
Nevermind 
please ignore above post. problem solved by deleting non-vanilla QRP models. 
QSS Became Most Powerful Modern Engine. 
Really, tried it once, do not want to go back to your previously favorite engine. It is fast, compatible with all maps and mods, has many features and looked great, but what else is needed to become the best?
There is one sad thing.
Monster, hiding behind trigger activated doors, dyes during door opening, because it touches this door. There is the way to fix this sadly annoying bug? 
Monsters Getting Crushed As Their Closets Open. 
I've noticed the same problem as CV in #250 in quite a few maps.

An example can be seen in ad_juz1 where the seeker in a closet right near the start of the map will always self-destruct under rising door. This happens in the dev build and stable, but doesn't occur in quakespasm 0.93.2 or vkquake. 
Yep 
I saw this happen two times, both with a Shambler behind the door. 
On Lasd Dev Build X64 
Compile Date: Sat Mar 6 06:43:10

seems to be Shpoike has fixed this bug already. Tested on a few maps, on wich this bug appearing before and them runs well.
Thanks, Shpoike! 
@CV 
Thanks for the heads up o/ 
 
Pleeease everyone just use the dev build. Lotsa fixed bugs there. 
 
Why not update the "non-dev" build? It's been a while, Aug 2020. 
What About The MacOS Version? 
The MacOS version appears to be dead... 
QSS Latest Version For OSX? 
The latest version of QuakeSpasm Spiked for OSX that I've found is 0.92.2, and it has a few issues with recent mods.

Is there a newer version somewhere? Or will there be an update? 
Just 
What the hell is going on with QSS these days?

Spike can you please inform us what a good current, working version of QSS might be? Maybe some info on how to address or avoid these? Since AD 1.8 I've seen a few issues that are unsettling. And now we have qmaster making the Keep FTE and QSS only???

I think that might be a mistake and I am going to have to be convinced why that choice was made with this recent stream of issues cropping up. 
 
FWIW there's no stream of new issues that I've seen. Mostly there's people running into problems while using older builds, whether it's Barnak using the way-old Mac build or other folks understandably (but incorrectly IMO) using the "release" Windows build rather than the dev build, which exposes you to various known bugs that have been fixed for quite a while in the dev build.

The only new issue I've seen in the past few months is the door-squooshing-a-monster thing, which Spike issued a new dev build to fix. Maybe I've missed something though. 
Engine Bugs? 
I haven't ran into many bugs myself in QSS. Only thing I've had recently was a fog bug that is now fixed, but I'm using the latest publicly available dev build. As it is, QSS, FTE, and Darkplaces are the only engines that support CSQC, more than 16 savegame parms, and enhanced number of textures (QS is only 4096 max gl textures) ...required for certain features and to prevent certain maps from breaking. CSQC support isn't necessary, however, but nice.

QSS has a familiar look and takes no additional setup. It enhances in all the right ways the most accessible Quake engine these days, Quakespasm. Also, it is in active development and geared specifically towards limit breaking singleplayer maps and mods. After switching full time to QSS about a year ago, I've not regretted it.

I was hesitant for a long time to back my projects into a corner when it comes to engines. Spike's engine corner isn't very well documented (or if they are documented it's not where I've looked, heh). He is super helpful though, active, and readily available. If bugs are still present in the latest build, I'm sure he can fix them quickly so long as you provide good detail and link to the problematic map.

I do think it would be helpful to go ahead and make the current "dev" build become the "stable" build since it is in fact more stable. 
 
So having no documentation, one person doing basically one on one support and a confusing set of releases is something to celebrate?

Devs need to remember the end user every so often as opposed to other devs who track all this out of necessity. 
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