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.
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
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?
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.
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 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?
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.
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.
There's a bug in the latest win64 dev release where the 'maps' console command won't list any custom maps that are packaged inside a .pak file as opposed to being in /game/maps/. Noticed this behaviour with smej2, dwell and AD 1.8.
For future reference, is the github repository at https://github.com/Shpoike/Quakespasm/ the best way to report any issues?
I absolutely adore QSS, but I wish there were release dates and version numbers for the binaries on the website. I was using a very outdated binary until some issues with AD 1.8 pushed me to investigate more deeply, because every time I checked the website I saw "Release (0.93.2ish)" and assumed that the port was inactive.
New Dev Release Of QSS Is Live
and it sounds like Spike (Shpoike(?)- correct me, please) decided to refuse “official” releases and “dev” now there is an official? Changes, as usual unknown, but we are keep in mind about improvements by design ;)
Somthing Wrong With Sound
Something wrong with last builds of QSS in Arcane Dimensions. While playing two sounds at once engine is muted sound definitely for time they duration.
for quick response and fixing sound issue!
Mac OSX Version?
I see that there's a new version of QSS here:
Is there an equivalent version available for OSX? What about a version running natively on the M1 Macs?