News | Forum | People | FAQ | Links | Search | Register | Log in
Spiked Quakespasm Modding/Coding Help Thread
Thread for figuring out all the new particle and modding features in the "Spiked" version of Quakespasm.
-----

Actual QSS engine download:
http://triptohell.info/moodles/qss/

-----

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
First | Previous | Next | Last
QSS Version? 
Have you checked out the latest version with your maps. I thought this might have been fixed but i have no idea. QSS releases can be confusing as you can read above.

No matter what these issues have affected other maps as well. 
It Would Help 
If there was a changelog on the QSS website. I assume most of the updates these days are for Quake Enhanced, but not sure. 
Dumptruck_ds 
I've tried the latest one i think, form QSS website. 
 
*from the QSS website 
@SR 
Did you already tried to change the console command:
sv_gameplayfix_setmodelrealbox ?

QSS has it turned on (1) by default, so the engine takes the real size of the enemy model instead of the size registered inside the QCs files.

I noticed that turning it off (0) can solve a lot of problems like enemies stuck in floors or walls. 
Bounding Boxes 
This problem happens because Quake has two different bounding boxes for it's MDLs. The physics box for clipping, and the geometry box for frustum culling. The physics box size needs to be what it is because of the BSP hulls.

The problem occurs when well-meaning engine coders intend to calculate an accurate culling box (which GLQuake gets wrong) but end up changing the physics box too.

The MDL format actually includes per-frame culling boxes so these don't need to be recalculated at all, they just need to be loaded and used properly. 
Sv_set_this 
Setting an undocumented cvar shouldn't be required to play a map.

How does one know about a cvar if there's no changelog and no documentation? 
@Tribal 
Tried and it didn't help. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.