 Also
#1 posted by Baker [99.30.142.123] on 2010/08/20 23:50:37
If I do -listen 2 -game arwop +map start
I see INADDR_ANY in status on Windows. My Mac can't connect.
So I can't host a coop game on Windows. And I tried it on my Mac. Same issue.
However, I *can* use FitzQuake 0.85 to host a coop game on Windows and make my Mac connect = my dreams come true!
I have 3 computers: a Vista laptop (playing Quake on that blows), a Mac Mini and an XP desktop.
Now I can play coop with the 2 desktops!
Thanks!
 Argh! FitzQuake 0.85 Bug
#2 posted by Baker [99.30.142.123] on 2010/08/20 23:53:11
Trashed player skin.
I thought that was fixed.
Will post screenshot next time.
 Baker
#3 posted by SleepwalkR [85.177.89.75] on 2010/08/20 23:56:00
OS X version got some love recently. Networking for OS X was using my SDL_net driver, which is horrendously broken. The launcher should work in 0.85.2 though, at least it does for me. 0.85.3 will add networking fixes that should allow you to host games as well as connect to games hosted on other OSs. It also includes automatic updates to future versions and I hope to add a command line history for the launcher if time permits.
 @Sleeperwalker
#4 posted by Baker [99.30.142.123] on 2010/08/21 00:29:20
Cool.
Btw ... I love the "disc causes core dumps" note in Quakespasm changelog. Now, I'm rather OS X weak and rather Linux weak, but the disc is going crazy in FitzQuake 0.85 with ARWOP paused (!) in coop.
I'm thinking that disc isn't part of the solution, but part of the problem in any version of Quake.
#5 posted by necros [99.227.131.204] on 2010/08/21 01:34:29
i use quakespasm currently as fitzquake has the w7/multicore timing bug. there are a surprising number of engines that have the timing bug, actually.
anyway, it's awesome except there's some kind of bug that causes the engine to not recognize the numpad. kind of annoying as it seems like some kind of oversight.
#6 posted by [114.72.194.55] on 2010/08/21 02:21:37
Hmm... the numpad seems to work for me under linux and winXP, so i'm not sure what the problem might be.
We have been fixing networking code (cheers SleepwalkR). You can check-out subversion, or try this recent win32 binary
http://quakespasm.sourceforge.net/...
 Multicore Timing Bug =
#7 posted by Baker [99.30.142.123] on 2010/08/21 02:46:13
w7/multicore timing bug = Sys_FloatTime
Sys_DoubleTime should replace it in FitzQuake 0.85. The SDL version including FitzQuake SDL 0.80 doesn't have this issue just due to the alterations and the SDL.net library or at least FitzQuake SDL's implementation of it.
Clock fixed NQ engines = DarkPlaces, JoeQuake, Qrack, ProQuake. All QW engines have the fix.
A symptom of the problem: demos play all jerky.
#8 posted by Spirit [80.171.97.206] on 2010/08/21 09:25:23
Dear Quakespasm team,
your website is confusing and awkward to use. I have to hover the links to find out what hides behind the pretentious names. When there is text and links mixed, the text stands out more, suggesting it is a link.
 Cd Stuff
#9 posted by stevenaaus [114.72.215.46] on 2010/08/23 13:23:45
Ha ha.. i made the cd player to work in dedicated mode. quakespasm -dedicated -cd inits the sound and cd subsystems. Also added "cd next" and "cd prev" commands... It's only about 20 lines of bloat, but SDL is so common and works mostly that this is quite handy for me. I should reinstall QNX and see if i can get it going there. Baker.. what do you think ?? The code's in svn, and i've updated the above windows bin too.
I figured out the windows device format too for when it doesn't get auto-detected. It's something like quakespasm -cddev F:\
 @Stuff I Don't Know
#10 posted by Baker [69.47.160.255] on 2010/08/24 05:03:30
I should reinstall QNX and see if i can get it going there. Baker.. what do you think ??
No clue what QNX is, well except Googling it.
I'm not very Linuxy, although I am very adaptable.
#11 posted by stevenaaus [114.72.233.88] on 2010/08/24 05:18:31
Nah..i'm just wondering about the uselessness of a quake/sdl command-line cd player. It advances tracks now, though it's possible i've broken something somewhere.
 Ok
#12 posted by SleepwalkR [80.187.107.19] on 2010/08/24 08:16:38
I'm wondering about that, too. What's the point?
#13 posted by stevenaaus [110.20.25.161] on 2010/08/24 12:00:47
A few lines of code saves me installing bloatware like microsoft mplayer just to play CDs.
 Outrageous
#14 posted by SleepwalkR [78.52.102.180] on 2010/08/24 16:11:42
but I don't care either way. Just don't turn QS into an emacs clone.
 Qmacs
#15 posted by stevenaaus [114.72.248.135] on 2010/09/19 11:57:01
0.85.3 is up downloads, changes.
Nothing major, mainly just the networking stuff previously mentioned.
 Gamma Patched LibSDL
#16 posted by stevenaaus [114.73.106.146] on 2010/11/22 05:30:15
For people with newish systems (Xorg >= 7.5) and broken brightness slider, these patched libSDL binaries should hopefully fix the thing.
libSDL 32 bit
libSDL 64 bit
I guess there could be side effects, as it's not officially included with libSDL.
 Quakespasm Statusbar
#17 posted by jtarin [77.35.23.117] on 2011/01/12 18:54:24
Hello everyone. Only recently decided to venture into Quake once more. It's been since.....well it's been too long. DOS! I'm amazed at all the work that has been done, especially the engines and I've tried more than a few and Quakespasm comes out on top as far as I'm concerned but there is one thing that's bugging me and I can't seem to find the answer or their isn't one.
I'm running the Linux and Quakespasm performs outstanding for the most part but I have no statusbar....Any ideas how to enable it? I've Googled for several days and read countless documents....no joy. Any help would be appreciated.
#18 posted by rj [82.13.31.251] on 2011/01/12 18:59:31
try viewsize 100 at the console
then you can use scr_sbarscale to adjust the size.. (1 being normal, 2 being twice as big.. 1.5 also works) and you can also use scr_sbaralpha 0.99 (instead of 1) to get it to sit 'in' the view rather than below it, which imo feels nicer
quakespasm is basically a modified fitzquake, so having a copy of the FQ readme is helpful for commands n stuff: http://www.celephais.net/fitzquake...
 Viewsize 100
#19 posted by jtarin [77.35.35.117] on 2011/01/12 22:33:56
Great that works. I knew there must have been a command somewhere. I was assuming it would be under scr_something. Now how to get it to persist. What would I put in my .cfg file?
Yea I did look over what documents were available but I would never have seen the relationship between the two. Good man. I had already figured out the size and alpha blending but the non-appearance of the bar was a mystery.
 No Worries
#20 posted by rj [82.13.31.251] on 2011/01/12 22:47:57
i just have an autoexec.cfg file in id1 which sets it each time. you may be familiar with them but if not, it's basically just a list of commands fired each time you start quake, regardless of mod
#21 posted by rj [82.13.31.251] on 2011/01/12 22:49:03
*familiar with that. i know what i meant
#22 posted by [77.35.21.122] on 2011/01/13 03:58:31
I had edited that but edited as view "100" rather than viewsize "100", which I had correctly entered in my config.cfg file. I have corrected my autoexec.cfg file and all is well. Thanks a million. This has led me to search for other commands to finesse my configs...which I find are numerous and make Quake a very personal experience.
 Need For Speed
#23 posted by [77.35.32.16] on 2011/01/13 04:34:37
Another question.....the speed I have set as..
_cl_forwardspeed "999"
but that has no noticeable effect. It's still not fast enough for my taste. Syntax correct?
#24 posted by necros [99.227.131.204] on 2011/01/13 04:39:01
you must also change sv_maxspeed
#25 posted by [82.162.61.37] on 2011/01/13 07:14:45
I don't have a sv_maxspeed listed in my configs.
Is the syntax as you have written correct and in what increments is it set?
#26 posted by jtarin [82.162.61.37] on 2011/01/13 07:44:54
Where can I find a farly definitive autoexec.cfg guidline/turotial?
#27 posted by jtarin [82.162.61.37] on 2011/01/13 07:46:08
Ahem! tutorial
#28 posted by jtarin [82.162.61.37] on 2011/01/13 09:26:01
Nevermind...found it. Took some digging as most posted configs re for the newer versions. Thanks to those who helped.
#29 posted by Spirit [194.95.77.39] on 2011/01/13 09:40:29
Generally you do not need a autoexec.cfg. If your engine does not work well without one (ie forgetting its settings) tell the authors about it. Usually one only needs it to work around engine's overwriting each others settings or not even saving them in the first place.
You can set the "proper" movement speed by setting "Always Run" to "yes" in the menu. That would set the right sv_*speed. If the viewsize is so big it does not show the HUD by default it should be considered as a bug. Maybe you had an existing config.cfg that was the culprit for this?
#30 posted by jtarin [77.35.24.226] on 2011/01/13 13:06:51
Points well taken...thanks. That has been my a question of mine...why have both config files.
#31 posted by rj [82.13.31.251] on 2011/01/13 18:48:19
Generally you do not need a autoexec.cfg. If your engine does not work well without one (ie forgetting its settings) tell the authors about it.
but sometimes you don't want it to remember certain settings :) ..eg. when i change certain values for taking screenshots only to reload the engine later to play a map and think "where the hell has my weapon/sbar/crosshair/fov gone??"
it isn't essential though, true. i just find it handy and have used the same one since 2001 or so
 You Need Two Seperate Commands For That
#32 posted by megaman [91.66.119.75] on 2011/01/13 18:56:45
#33 posted by Spirit [80.171.98.185] on 2011/01/13 19:28:07
Oh, I forgot about aliases. Those can only reside in a autoexec.cfg I think.
rj, I use this:
alias screenshot_on "r_drawviewmodel 0;crosshair 0;viewsize 120;fov 100;showtime 0;showdate 0;showfps 0;bind q screenshot_off"
alias screenshot_off "r_drawviewmodel 1;crosshair 1;viewsize 100;fov 90;showtime 1;showdate 1;showfps 1;bind q screenshot_on"
bind q screenshot_on
#34 posted by jtarin [77.35.5.152] on 2011/01/13 22:23:08
That's good to know.....very unique.
 Statusbar Position
#35 posted by jtarin [82.162.61.37] on 2011/01/18 09:26:50
OK...I found a way to have the statusbar show but now the problem is it shows at the bottom and pushes the screen up the width of the bar, so in effect I have lost screen real estate for the game equal to the width of the bar. My normal resolution is 1440x900 but I'm not getting the full 900px due to the statusbar position
 Edit
#36 posted by jtarin [82.162.61.37] on 2011/01/18 09:37:00
[Quote]Then you can also use scr_sbaralpha 0.99 (instead of 1) to get it to sit 'in' the view rather than below it, which imo feels nicer.[\Quote]
With scr_sbaralpha I get no postioning. Are you sure that's not related to transparency?
 Yeah
#37 posted by rj [82.13.31.251] on 2011/01/19 01:37:27
it is transparency, but any value between 0 & 0.99 shouldn't 'push the screen up' as you put it. only 1 should do that. as far as i remember anyway, can't check atm as i've just reinstalled windows
 Idiot
#38 posted by jtarin [77.35.7.227] on 2011/01/19 11:34:37
Wrong client...it's Fitzquake doing it. I'm testing about 4 different ones.Actually Quakespasm has held number one spot so far.
 You Should Check Out..
#39 posted by rj [82.13.31.251] on 2011/01/19 19:00:12
the RMQ engine from the latest demo release (in the news on this site still). it's basically a modified quakespasm; i prefer it because of the coloured fx lighting and contrast slider (next to brightness.. really improves the look a la darkplaces)
 Travail-rhythmic Clipping Sound
#40 posted by jtarin [77.35.7.227] on 2011/01/20 01:39:02
As the title states I get a rhythmic clipping sound when first starting Travail (only) in Quakespasm. Like...1,2,3,4,5,6 pause 7. It disappears usually after teleporting. It's on both channels and as I turn I can hear it more prevalent from the direction I am turned. Using Linux OSS.
Also this is not using the Travail soundtrack.
It's also not playing demos and the website says there are new demos and my console reads "demos in loop".
 Re:RMQ Engine
#41 posted by jtarin [77.35.56.58] on 2011/01/20 10:42:00
Experiencing the same statusbar problem with that engine too.
I'm linking to a screen of the problem. Look to the right and left of the statusbar. I have fullscreen and my full resolution of 1440 x 900 set and also viewsize "100.000000". This appears in Fitzquake and it's derivatives.
http://www.imagebam.com/image/b6bf...
 Re: Travail
#42 posted by szo [88.234.237.96] on 2011/01/20 10:55:00
Which quakespasm version? I can't reproduce the clicks using the svn rev. 401. About demos not playing: It's Steven's design not to play demos automatically when the engine starts. Just enter "demos" on the game's console. About travail's soundtrack: You can use it using the latest svn (place them under travail/music/ and rename the tracks properly so they look like trackXX.mp3)
 Travail
#43 posted by jtarin [77.35.56.58] on 2011/01/20 11:50:09
quakespasm-0.85.3...the noise first starts stepping off the teleporter and stops when stepping on the stairs. (new game). It usually exhibits itself again on every level at the entry point like this.
 Re: Travail
#44 posted by szo [88.234.237.96] on 2011/01/20 12:12:25
Ehmm... You are not referring to the sound from the broken light on your left which is the map's own design, are you???
 Record, Vorbis, Upload.
#45 posted by Spirit [82.113.106.206] on 2011/01/20 12:33:27
 Re: Record, Vorbis, Upload.
#46 posted by szo [88.234.237.96] on 2011/01/20 12:35:46
???
We already added support for ogg/vorbis, mp3 and wave music playback. Otherwise I can't understand. (this may not be my best day..)
 Electric Bill Too High
#47 posted by jtarin [77.35.56.58] on 2011/01/20 13:11:06
@szo...How many broken lights do you figure are in the game? It's a hoot...but it could be possible you solved that mystery.
 Re: How Many Broken Lights Do You Figure Are In The Game
#48 posted by szo [88.233.161.195] on 2011/01/20 13:13:25
many...
 Szo
#49 posted by Spirit [82.113.106.206] on 2011/01/20 13:22:14
Calm down.
I was trying to suggest that jtarin simply records the audio, encodes it in a suitable format and shares it since that would be the easiest way to hear his problem.
 Custodial Duties
#50 posted by jtarin [77.35.56.58] on 2011/01/20 14:09:37
@Spirit...Excellent suggestion! I think we might have an answer now though...with the broken lights. It seems maintenance in Travail is not as as one would think.The Scrags are slackers.
 Spirit
#51 posted by szo [88.233.161.195] on 2011/01/20 14:43:08
.. sorry. As I said, not a very good day for me ;)
As for the problem, as far as I can see there is no problem, just the annoying bzztt sound from the broken lamps in the map ;)
 Still Problem With Statusbar
#52 posted by jtarin [77.35.56.58] on 2011/01/20 22:51:59
Experiencing the same statusbar problem with that engine too.
I'm linking to a screen of the problem. Look to the right and left of the statusbar. I have fullscreen and my full resolution of 1440 x 900 set and also viewsize "100.000000". This appears in Fitzquake and it's derivatives.
http://www.imagebam.com/image/b6bf...
 Link's Broken
#53 posted by jt_ [174.252.227.216] on 2011/01/21 01:11:27
 Link Fixed
#54 posted by jtarin [77.35.42.132] on 2011/01/23 08:47:45
 Mouse Movement Is Broken With 0.85.3 On X86_64 Debian 5.0
#55 posted by theonekea [69.251.212.209] on 2011/03/03 01:19:00
I compiled quakespasm 0.85.3 from source on my x86_64 Debian Linux 5.0 box. It works great except for the mouse; even with free look enabled and mouse speed set to the minimum possible slider setting, my mouse is unusable - any movement causes the player camera to point straight down and wildly spin in circles. I have to use the keyboard to move the player camera up and down.
My Debian install has libsdl version 1.2.13-2.
#56 posted by Yhe1 [108.23.26.193] on 2011/03/03 01:42:31
I noticed that the RMQ engine has an widescreen fov option, yet Quakespasm does not. Can this be added in the next version?
 Quakespasm 0.85.4
#57 posted by szo [88.233.54.106] on 2011/03/30 07:01:34
New version 0.85.4 is out.
 Awesome!
#58 posted by Spirit [80.171.28.247] on 2011/03/30 22:15:15
The "replacement" audio track support is incompatible with the existing Darkplaces implementation. It would be nice if you could either adjust to that or get in contact with LordHavoc to make DP support your way.
ericw's branch does this: https://github.com/ericwa/Quakespa...
I've been using it every now and then and it worked well.
Minor nitpick about packaging: I really dislike generic filenames like README.txt. I know many use them. But imagine John Doe extracting straight into his Quake directory. For him, it should be quakespasm.txt or quakespasm.readme or something like that.
Great work!
 Awesome And Great Work = Honest, Might Look Ironic, Not Intended
#59 posted by Spirit [80.171.28.247] on 2011/03/30 22:15:59
 Spirit: Darkplaces Compatibility
#60 posted by szo [88.233.54.106] on 2011/03/30 22:31:43
I believe what you're interested in is the music file directory which is <gamedir>/music in quakespasm, and darkplaces already supports that, so I'd like to understand your concern. OTOH, I am not interested in supporting multiple-alternative music file directories like dp which adds more complexity than it's actually worth.
#61 posted by mh [78.152.236.90] on 2011/03/30 22:46:50
I've always thought that "sound/cdtracks" was a little bit of an odd choice, to be honest. "music" at least is standardised with Q3A and the like (so it's got a higher probability of being what players will expect to be able to use), plus it keeps background music tracks separated from in-game sounds in the directory tree. Which seems to me to make more sense.
I can understand the perspective of someone who may already have a bunch of files in the one and not wish to create a duplicate copy in the other (although you could just symlink one to the other). But overall I think the reasons for preferring "music" win out.
 Woot
#62 posted by jt_ [24.11.39.160] on 2011/03/30 22:59:55
 Congrats!
#63 posted by Baker [69.223.185.127] on 2011/03/31 05:03:47
I'm certainly not alone when I say I think most people paying attention to Quake engine development are really encouraged by what has been going on the last couple of years.
And Quakespasm has been a major force in making better engines and I love the sheer thought in the changelog.
Ironically, back in 2005 I did not at first see the beauty of FitzQuake but once I got into engine coding the impact first slowly and then as learned more *quickly* became uber-impressed.
And Metlslime really polishes up his work (maybe only Jozsef ... JoeQuake ... is in his league on the testing/polish thing ... btw JoeQuake is still in development).
This post is getting a bit wordy now, but the body of work that Metlslime, aguirRe, Tyrann and Sleepwalker produced has created a solid foundation for people like the Quakespasm team, MH, myself and others to play around with.
And the thing I think is particular neat about the Quakespasm team is the non-Quake centric experience of the team.
And it is important to not forget Spirit's public lobbying and encouragement of map community wants and the Remake Quake guys for the testing lab for experimental game play ideas.
Yeah, too wordy ... but needless to say, I prefer an engine modification environment of thriving ideas and implementation that RELATE TO REAL WORLD SINGLE PLAYER WANTS ... versus, say, the old Quakesrc.org days that focused on "neato" features.
I am not dismissing the importance or value of the wild and crazy Quakesrc.org days or their contribution as the backbone of some of the things we have today.
I'm just saying that important and relevant features that can be very hard work to address complex authentic multi-platform Quake user and mapper problems matter quite a bit and in the old days those appeared to be ignored.
Anyways, awesome release guys!
 OS X Builds
#64 posted by SleepwalkR [85.178.120.59] on 2011/03/31 06:50:23
Are forthcoming, still trying to iron out possible bugs in the PPC build.
#65 posted by Spirit [82.113.121.201] on 2011/03/31 08:38:08
Didn't realise dp supports music/ too. Yeah, I like that directory better. Would be great if you would add support for any filenames to be supported and the "cd play" command.
Baker, you ought to prepare some random generator for that kind of recurring posts... ;)
 Spirit:
#66 posted by szo [85.101.168.115] on 2011/03/31 09:04:09
Yep, dp supports music/ already.
As for a console command, I didn't change "cd play" behavior, however I added the new "music" series of commands:
- music <filename> : Start playing the requested music file.
Example: music mymusic1
Notice that you don't type the file extension: The requested music will be searched with ogg, mp3, and then with a wav extension, automatically. If you do specify the file extension like "music mymusic1.wav", then it will honor your your wish and try only the given type (which is good for testing/comparing the same music in different formats and mappers can even use that feature.)
- music_stop : Stops the playing music.
- music_pause : Pauses the playing music
- music_resume: Resumes playing the music if it was paused
- music_loop 1: Makes the background music to loop (default behavior)
- music_loop 0: Makes the background music to play once and then stop
As for supporting any filename, I am not sure what is required, but the code supports and can handle multiple audio formats concurrently. The map-dictated music, i.e. the cd-music, is always searched by the order of searchpath priority, whereas the a music request from a "music" commond uses the music format preference order unless the file extension is specified.
If you are interested in support for multiple music directories as alternatives to each other, like "music" and "sound/cdtracks" thing of dp, no sir, that's not going to happen :)
 @Spirit
#67 posted by Baker [69.223.185.127] on 2011/04/01 03:12:41
My perspective on engine development is mostly from the rather tame 2008 perspective.
I am genuinely pleased with how things have evolved since then.
Sure I get a bit excited about it and talk too much, but there is something to seeing a list of challenging problems one by one get knocked off.
Back in 2008, it seemed like too much to hope for.
Since 2008:
1. FitzQuake 666 protocol
2. Quakespasm guys solve problem caused by "disc".
3. Quakespasm guys solve x64 processor problem.
4. Texture dump in FitzQuake 0.85
5. MH writes new colored light tool
6. Willem does the multi-core vis tool.
7. Avirox writes QW version of true rotating brush. LH adds rotating brush support to hmap2.
And on and on and on ..
Yes, I am very pleased.
#68 posted by necros [99.227.131.204] on 2011/04/01 20:00:16
Add support for mouse buttons 4 and 5
this probably means i'll never be able to use another engine now. well, until they add this too.
 Mouse 4 And 5
#69 posted by mh [109.79.213.40] on 2011/04/01 22:26:34
Most actually do.
#70 posted by necros [99.227.131.204] on 2011/04/01 23:11:33
news to me.
#71 posted by mh [109.79.213.40] on 2011/04/02 02:37:21
It's very common. ProQuake, Qrack, DirectQ, JoeQuake, DarkPlaces, FTE to name a few all support a minimum of 5 mouse buttons and have done so for years. It's really only Fitz and Aguirre's that still only support 3.
#72 posted by necros [99.227.131.204] on 2011/04/02 07:31:57
most of those crash on my machine and directq (as we've discussed) has pretty serious performance issues on my machine and darkplaces has performance issues for other reasons.
sor really only fitz and aguirre's that i've used. hence, news to me. :)
#73 posted by mh [78.152.230.198] on 2011/04/02 14:55:04
I thought it was the DirectFitz port from here http://quakeone.com/mh/ you were talking about.
#74 posted by necros [99.227.131.204] on 2011/04/02 19:08:56
both, which is why i didn't make a big fuss over directfq. i just figured it was something linked with direct x 8 itself.
 Now I'm Really Confused...
#75 posted by mh [78.152.230.198] on 2011/04/02 21:47:22
You're calling it "Direct FQ" but yet you say both? If you mean one of the engines available here: http://quakeone.com/mh/ then yes, they're slow, but their intended audience is people who have trouble with OpenGL (speed was not an objective). If you mean the engine available here: http://directq.codeplex.com/ then no, it's lightning-fast, and something else is making your 3D card perform worse than a low-end integrated Intel, which doesn't make sense.
 ... And BTW ...
#76 posted by mh [78.152.230.198] on 2011/04/02 21:48:51
The former use DX8, the latter uses DX9 which adds to my confusion...
 The Direct3D8.1 Wrapper ...
#77 posted by Baker [69.223.185.127] on 2011/04/03 04:25:44
Could produce faster engines than those initial ones in 2009. Which have performance issues for reasons that have been solved since then (flashes using video hardware gamma instead of just drawing an alpha-blended poly).
Case in point, the Direct3D8.1 wrapper version of ProQuake gets 80% of the performance of GL ProQuake (equivalent of stock GLQuake rendering).
And GL ProQuake gets 600 frames per second on some CPU + video card combinations *and* ProQuake's render is NOT as fast as FitzQuake's entirely rewritten renderer.
The DirectQ engine ... MH's main project ... can get 5000 FPS (no kidding) on id1 maps.
I do understand that people who are not active follower's of MH's work don't know how incredibly powerful his DX9 rendering engine is.
But ...
1. FitzQuake modification and experimentation is a bit fragmented right now. You've got a lot of different FitzQuake forks that "matter" including the RMQ Engine/Quakespasm and some things that FitzQuake could do natively in Windows like some of my experiments and mods. This is all good ... several independent laboratories sorting out the "good stuff". Maybe at some future point metlslime will decide on the features for FitzQuake 0.90 or even FitzQuake 1.0 ;)
2. No one is being stopped from single player goodness right now. Even though there may not be a single option, there are plenty of options that are quite similar to each other. So no urgency.
 Right
#78 posted by necros [99.227.131.204] on 2011/04/03 06:59:55
both directfq and directq run slowly. since it's clearly not a programming problem, the problem lies with directx or hardware. but since i have no problems with normal opengl fq (or qs in this case), i don't want to invest time into finding out what's up.
i find proquake is a terrible engine. mainly because when it crashes, it screws up the gamma settings in windows and i have to run through colour calibration to get gamma back to normal. it also has that old really annoying bug that glquake has where each time you run it, it moves all the windows down and to the right so that eventually after a few starts, all your windows are cowering in the corner.
also, it doesn't have extra edicts (or i couldn't figure out how to get it working) so it doesn't load any of the maps i make.
 Speaking Of Other Engines
#79 posted by necros [99.227.131.204] on 2011/04/03 07:01:01
since you guys seem to know all the 'big names' these days, you should post up a list of them somewhere. finding custom engines (and trying to test them, never knowing if they are abandoned or not) is really hard for me. you engine guys need to work on market penetration! :P
 Derailing Further...
#80 posted by mh [78.152.224.236] on 2011/04/03 16:17:49
...but DirectQ currently gets maybe 2000 downloads per month. I reckon it's got market penetration. ;)
#81 posted by necros [99.227.131.204] on 2011/04/03 21:56:47
ok then.
 @Necros
#82 posted by Baker [69.223.186.154] on 2011/04/04 04:48:25
I maintain ProQuake but wouldn't recommend it for single player over FitzQuake any day of the week.
Anyway, yes we are in a time of a bit of engine flux due to a great many authentic baseline improvements being littered all over the place.
But as long as someone is able to play single player releases with some preferred and quality engine, there is no emergency ... and in time all this will sort itself out.
I myself would prefer to live in a world with a lot of general interest experimentation that "matters" going on. And regardless of preference or not, it is, in fact, exactly what is happening ;)
 Wait What?
#83 posted by necros [99.227.131.204] on 2011/04/07 23:45:24
did you guys really implement fog interpolation? or was that always there and i never knew?
cause it's pretty fucking cool. and also annoying because only a few weeks ago i wrote qc to handle fog interpolation with a complicated system to get ftos to output more than 1 decimal. :P
 Necros:
#84 posted by metlslime [159.153.4.50] on 2011/04/08 00:00:51
it was always there :)
#85 posted by necros [99.227.131.204] on 2011/04/08 00:03:50
queue "fuuuuuuu" on my part. :D
 Wait...what?
#86 posted by jt_ [24.11.39.160] on 2011/04/09 15:08:18
Fog interpolation? I thought fog just kind of sat there statically. What is this fog interpolation?
#87 posted by mh [78.152.231.120] on 2011/04/09 17:58:06
I believe it's that if fog changes colour it blends smoothly between the before and after colours over a period of time.
 Usage
#88 posted by ijed [216.241.20.2] on 2011/04/09 19:13:51
Its only really decent when you control what the player is seeing and how they're moving. For example, sticking them inside a lift and blending it from a lot to none.
#89 posted by necros [99.227.131.204] on 2011/04/22 04:24:18
little while ago, gb made a speed map and i mentioned being unable to load it in rmqengine. ("The application was unable to start correctly (0xc000007b). Click ok to close the application")
turns out, the SDL.dll included with 64bit quakespasm is what causes the error.
unfortunately, 64bit quakespasm can't run with the (i'm assuming?) 32bit SDL.dll that rmqengine uses.
just fyi, i guess.
#90 posted by szo [85.102.241.125] on 2011/04/22 05:41:18
you can't mix a 32 bit app with a 64 bit library or vice versa
#91 posted by necros [99.227.131.204] on 2011/04/22 08:14:42
sure, i mean, i guess that makes sense. the problem is there's no way to know since the file is named the same thing.
#92 posted by szo [85.102.241.125] on 2011/04/22 08:56:26
try the InspectExe tool (http://www.silurian.com/inspect/i...
#93 posted by Bluntz [71.55.221.234] on 2011/04/28 20:45:29
My sound is lagging hard in the new build,I was just wondering if anyone else is having an issue?
#94 posted by Sevenstrings [122.108.109.37] on 2011/06/07 17:13:17
After having gotten sick of some of the issues I had with Darkplaces (stuff not spawning properly, doors not working, items floating in mid air), I made the switch to Quakespasm and have been pretty happy.
Still having some issues, not sure whether it's due to my n00biness as someone that doesn't really understand Quake tech that well, or the engine itself.
Recently tried to play the map pack, Digs01 again, which worked fine on Darkplaces.
Water and teleporter graphics wont show up at all.
I know you can get around that problem in Travail with +r_oldwater 0 +r_waterquality 32, but I have no idea if there's any command line that will fix the issue I'm having with Digs01.
I fear this may effect some other map packs too, but I haven't tried much others yet.
Also, the NightJourney map pack (http://www.quaddicted.com/reviews... just wont work once you try to start a new game. Minus some errors with stuff. Says something about missing Lava/md2 model (I think that's what it said, I ended up deleting Nightjourney in frustration because it wouldn't work anymore lol), which is odd because I never encountered that issue with Darkplaces
#95 posted by necros [99.227.131.204] on 2011/06/07 21:25:36
hate to ask a question like this, but is r_wateralpha set to 0? that'd make it not show up.
#96 posted by Sevenstrings [122.108.109.37] on 2011/06/08 04:53:09
I just tried using +r_wateralpha 1 and it works fine, so indeed just n00biness on my part.
Odd that +r_oldwater and +r_wateralpha are the same thing, damn quake and interchangeable command lines :P
The +r_oldwater command line was the suggestion made on the Travail site which makes the alphas work properly. Why that is, I don't know, but it works for Travail.
Just calling it +r_wateralpha would have made more sense.
Anyway, thanks for the help, Necros (although the help was in a rather roundabout way lol)
 Odd
#97 posted by necros [99.227.131.204] on 2011/06/08 08:10:26
r_oldwater has nothing at all to do with alpha.
r_oldwater 1 uses the original method of making the water texture warp. turning the option off uses a more expensive, but much nicer looking warping effect.
r_waterquality controls how good the warp looks, when using r_oldwater 0.
#98 posted by roblot [216.106.106.46] on 2011/06/08 12:32:44
r_oldwater 0 fixes up bad texture alignment for liquid brush seams. And too much water alpha may make a teleporter disappear.
#99 posted by mh [137.191.242.106] on 2011/06/09 12:06:33
The problem is that sine waves don't linearly interpolate. r_oldwater 0 doesn't actually fix it correctly: what it does do is reduce the problem to an extent that it's not really as noticeable, but the tradeoff is that it imposes limits on the maximum size you can use for external textures. Doing the warp per-pixel in a shader is the only real way to definitively fix it in the general case.
#100 posted by roblot [216.106.107.190] on 2011/06/10 00:32:41
I guess there might be a situation that r_oldwater 0 makes it not as noticeable, but I've seen only perfect results so far. No complaints.
#101 posted by necros [99.227.131.204] on 2011/06/10 01:59:32
same here. it looks fantastic and very authentic.
 Weapon Models Position
#102 posted by moGGimus [74.106.123.58] on 2011/06/24 00:58:59
It would be awesome if we could get a cmd/cvar to change the weapon models position on screen back to the vanilla placement instead of the "Darkplaces style". I think the engine is great and this is my only complaint.
 V0.85.5
#103 posted by szo [78.182.3.148] on 2011/12/25 08:55:22
Version 0.85.5 of QuakeSpasm is released.
Merry Christmas and a happy new year to all.
 Quakespasm 0.85.5 + @moGGimus
#104 posted by Baker [69.47.165.224] on 2011/12/26 07:25:27
>deathmatch and coop cvar "fix" of Quakespasm 0.85.5
Although for sure that does not change the behavior of id1 progs.dat nor Quoth nor any other single player mod I know of, I am somewhat certain that change breaks the idea of cvar guided behavior in QuakeC. Cvar behavior is decided by QuakeC.
Since aguirRe is no longer around, well, his primary goal was mod compatibility and had deep knowledge of even obscure mods. Which I don't have. It may be possible that this change breaks some obscure or even not so non-obscure mods ... like ones with a lot of settings.
Then again maybe not.
DarkPlaces style weapons vs. Quake style
I conducted a deep and thorough investigation of this issue during the summer for Engine X. Engine X has an almost entirely unrestricted ability to resize the Quake window in real time like any other windows application.
I discovered some severe liabilities with DarkPlaces/FitzQuake style gun placement being hopelessly flawed with certain aspect ratios.
At the moment some of the work in DirectQ has the best current solution which has an FOV-immune gun placement possibly inspired by Qrack (which seems to have got it from possibly a Phoenix or QER tutorial).
I say best current solution because there is an additional factor involving FOV y, that is generally not a source of concern if you correct for a 4:3 aspect ratio, which for sure Qrack does (but the code is slightly less clean than applying it to FitzQuake, which simplified the FOV calculations).
At the risk of making this too wordy, the 4:3 aspect ratio is not always correct because some mods have side-mounted weapons (not center of screen) which may or may not have been designed with a 4:3 aspect ratio in mind and without taking in account the proper aspect ratio for the appearance of side mounted weapons they can disappear off-screen when not also incorporating the intended mod aspect ratio (!!).
Too much information, perhaps. But a complete and accurate description of factors into the presentation of the view weapon model.
 Baker: Deathmatch And Coop
#105 posted by szo [78.182.4.120] on 2011/12/26 09:42:07
Are there really any mods that actually expect both to set at the same time?
 Not My Area Of Expertise
#106 posted by Baker [69.47.165.224] on 2011/12/26 20:46:15
That's a better question for modders like at Inside3D. Most of the mods I've played either fall squarely into the traditional single player genre or into the deathmatch genre. There are all kinds of mods and most of them aren't really interesting to me http://www.quaketerminus.com/addon...
A cursory Google search indicates that this mod is an example of a coop/deathmatch hybrid that uses both cvars
http://www.gamers.org/pub/idgames2...
My only interest in raising the issue is that really Quakespasm is the closest to an "all operating systems" "proper Quake".
 Coop/deathmatch
#107 posted by szo [78.182.4.120] on 2011/12/26 22:51:53
I see. That "inder siege" thing is a weird one at that. I certainly would like to keep quakespasm as you descried, i.e. "all operating systems" "proper quake", however there is no universal solution to the coop/deathmatch thing as far as I can see.
The "cvar behavior is decided by quakec" argument is incorrect, because some vars are really set by quakec, however some need not be and are decided by the server admin. (And there must have been a way the quakec of that mod would be written using only one of the cvars set and not both.) Hmph... If you have a solution, I'm all ears.
 Development
#108 posted by Baker [69.47.165.224] on 2011/12/27 03:18:23
This is all theoretical at this point anyway, in practice I can't name I've ever used that used both cvars simulatenously and I checked DMSP, SuperCoop and a couple of the "bots mods".
I guess the reason I had thought of this is lately in some other engines that are not commonly used I've spotted some very mod-unfriendly optimizations and I've had compatibility on my mind lately.
Needless to say, I think some of the ideas implemented in Quakespasm have been very forward-thinking and conscientiously implemented. I loved (and adopted, heh) the Quakespasm philosophy on search path priority. Ingenious!
 Re: Development
#109 posted by szo [160.75.168.29] on 2011/12/27 09:42:10
Hmm, thought about this more, and I am convinced that that changed was unnecessary and reverted it in the svn as of rev.555: http://quakespasm.svn.sourceforge....
While messing with this, noticed another related thing: see http://www.inside3d.com/qip/home.s... (search "Looks funny" on the page.) After this, not sure if the solution would affect anything..
As for the compliments for quakespasm: thanks!
 Re: "Looks Funny 'fix'"
#110 posted by Baker [69.47.165.224] on 2011/12/28 03:59:59
"Cvars "deathmatch" and "coop" not reset when loading a SinglePlayer game."
In function Host_Loadgame_f() of host_cmd.c, look for...
#ifdef QUAKE2
Cvar_SetValue ("deathmatch", 0);
Cvar_SetValue ("coop", 0);
Cvar_SetValue ("teamplay", 0);
#endif
DarkPlaces certainly doesn't have that "fix". DarkPlaces can save multiplayer games!
One of the biggest annoyances in coop ... let's say two people are playing, say, Travail or some single player deal that absolutely cannot be played non-stop in a reasonable period of time ...
How do you save and continue that game?
Well ... you don't. Because you can't.
 Re: "Looks Funny 'fix'"
#111 posted by szo [160.75.168.27] on 2011/12/28 07:53:29
Well, that's not an answer but random sidetracking.
FWIW, hexen2 does reset those cvars when beginning to load because it also can save net games and it actually saves those vars along so they are restored to their intended states. Therefore hexen2 is immune to that funniness whereas quake is not. I don't know how dp handles the situation.
 Hehe
#112 posted by Baker [69.47.165.224] on 2011/12/28 10:02:24
I thought about bringing up that.
Quake's save game system is intended to save the state of the server.
And as you, it doesn't because it does not save the cvars. And this creates a real mess. Since server-side cvars belong to the QuakeC modder, any given one could be used or abused in a mod. Some mods use cvars in unexpected ways or use them for "inter-level storage" or for hacks and so forth.
Any attempt to "solve" the problem is likely to break something, any attempt to alter the behavior is likely to break something.
One idea is to make and/or propose a save game 1.10 format or just do it. Some people might say "your engine save game files cannot be read by <my favorite quake engine>", but that is mighty uncommon. [Can save files fail in other engines gracefully based on version? I have not checked ...]
Although I have absorbed quite a bit of information in 5 years of paying attention to these kinds of things, my level of experience on the technical aspects of these matters is way below a metlslime, FrikaC, Necros, Spike, MH, leileilol type of 15-year expert.
 Something To Consider ... For Real ...
#113 posted by Baker [69.47.165.224] on 2011/12/28 10:30:24
One of the more fun aspects of engine development is the freedom to fix/correct/enhance/play around without regard to exact compatibility.
DarkPlaces is an example of an engine that doesn't worry about breaking things versus, say, FitzQuake which is so conservative as to require typing +mlook in the console for mouse look.
This isn't the golden heyday of Quake and most of the mods that would get broke by "fixing" stuff probably rarely get played.
JoeQuake did this by stating that the engine was intended for use with id1 Quake and the 2 mission packs.
If you want to stick with the mainstream use of engines like id1, Quoth, Warpspasm, Mission Packs and DMSP/Frikbot kind of stuff ... do it.
An engine being developed is more important than a few oddball mods from 14 years ago that no one uses. Besides, that's what bug reports are for.
I might have too much influence from aguirRe and Spirit, aguirRe was very big on compatibility and assisted me a lot when I started engine coding and more or less kept me from breaking standard behavior on accident.
 Save Games...
#114 posted by mh [109.79.244.78] on 2011/12/29 01:19:53
...It's quite possible that RMQ is going to require an extended save game format shortly. One issue we've definitely encountered is use of "stuffcmd" to set some cvars and other things (like v_cshift) which are not being retained across sessions (or are being retained when they shouldn't be if the player changes or reloads the map). That's probably something more appropriate for a fuller discussion on I3D but I think it would be a good idea to at least co-ordinate efforts as this is a common enough problem with mods in general.
#115 posted by necros [99.227.131.204] on 2011/12/29 01:45:02
can get around that easily with unsaved variables which you can use to force a cshift check on loading maps.
for loading new games, just put a catch all in putClientInServer or something.
in an older mod (which i lost) i was storing cshift in a .vector and .float on the player (rgb + intensity).
this allowed me to blend multiple colour shifts together and then use normalize on the rgb vector to keep things for washing out.
 V_cshift
#116 posted by Baker [69.47.165.224] on 2011/12/29 02:23:53
One of the things I have been working on with the "game state" is the end of the game state.
v_cshift obviously as a cvar does not reset upon the end of a map or when the client does "disconnect" or a QuakeC error or a client error that causes a disconnect state by error ("model xyz.mdl not found").
Have also been working on what cvars may be sent to the client. Well, actually not what ones that may be "sent" ... but rather ones that the client will acknowledge that either a server or demo may alter and the mechanism to reseting these upon "disconnect".
This is to finish a far more complete concept of "gamedir switching".
 Mac OS X Release
#117 posted by SleepwalkR [92.231.110.234] on 2011/12/29 09:14:14
I have updated the Mac OS X release of QuakeSpasm to 0.85.5. The binary works on Mac OS X 10.4 and up on 32bit and 64bit Intel and 32bit PPC systems.
Download here: http://quakespasm.sourceforge.net/...
 Shambler's Lightning Not Lerped
#118 posted by ToMaHaKeR [93.143.226.240] on 2011/12/31 01:14:47
In QuakeSpasm 0.85.5 for Windows, Shambler's lightning animation is not lerped (interpolated, smoothed). It's the only thing that's not smooth, even if you clear the "r_nolerp_list" cvar.
#119 posted by mh [109.79.241.224] on 2011/12/31 16:28:10
That's intentional, QS doesn't interpolate when an entity goes into a muzzleflash frame.
 V0.85.6
#120 posted by szo [85.107.249.5] on 2012/01/01 11:21:28
Version 0.85.6 of QuakeSpasm is released.
Happy new year to all.
 Few Bugs In QS
#121 posted by ToMaHaKeR [93.143.219.101] on 2012/01/07 00:23:53
QS v0.85.6, WinXP:
- if you Alt+Tab out of game, MWHEELUP and MWHEELDOWN cease to function. also, gamma resets to zero but that's a classic OpenGL issue, I believe
- if the zoom function (default key: F11) is used, mouse sensitivity resets
(but still the best engine :D)
 ToMaHaKeR:
#122 posted by metlslime [159.153.4.50] on 2012/01/07 00:36:23
the F11 zoom behavior is a bug in default.cfg isn't it?
#123 posted by necros [99.227.132.108] on 2012/01/07 01:11:14
yeah, iirc, the f11 is just a basic alias that has a present sensitivity setting. you need to overwrite that yourself to match your original mouse sensitivity.
#124 posted by ToMaHaKeR [93.143.219.101] on 2012/01/07 02:03:28
It will sound noobish, but where exactly is default.cfg located? Can't find it in any of Quake's directories, is it in a PAK file?
 Default.cfg
#125 posted by mh [109.79.198.167] on 2012/01/07 04:08:26
Is in a PAK file, yeah. And it is an old bug from 1996; the zoom aliases eventually reset sensitivity to 3 (IIRC) and because default.cfg is forced on you your only real option is to put aliases into your autoexec that override these (does QuakeSpasm exec quake.rc or the 3 .cfg file? Can't remeber right now, but quake.rc is another potential source of evil).
#126 posted by necros [99.227.132.108] on 2012/01/07 04:32:23
there's nothing wrong with quake.rc;
quake.rc just execs the config files, nothing more.
anyway, what you want to do is open up your own config.cfg file and add this to the end (or anywhere, really...)
// zoom
alias zoom_in "sensitivity 2;fov 90;wait;fov 70;wait;fov 50;wait;fov 30;wait;fov 10;wait;fov 5;bind F11 zoom_out"
alias zoom_out "sensitivity 4;fov 5;wait;fov 10;wait;fov 30;wait;fov 50;wait;fov 70;wait;fov 90;bind F11 zoom_in; sensitivity 3"
bind F11 zoom_in
and change the sensitivity values appropriately.
#127 posted by erc [46.197.69.11] on 2012/01/07 17:54:46
Hmm.. is it possible to have back the playtime in status bar without recompiling the engine?
 Quake.rc
#128 posted by mh [109.79.252.106] on 2012/01/07 21:10:14
Mods can and do contain a custom quake.rc that sets cvars and issues commands itself (e.g if a mod wanted to force water alpha it might add "r_wateralpha 0.4" to it's quake.rc after exec'ing the configs).
#129 posted by necros [99.227.132.108] on 2012/01/07 21:57:27
right, it's there to provide a way to add in custom commands without messing with autoexec and config.cfg.
i did that myself with ne_ruins. i enforced developer 0 by running a config file after stuffcmds, for example, because in the past, players had tendency to play with developer mode on and then complain about console spam. :P
 Nothin To Do With, But
#130 posted by ijed [190.22.0.3] on 2012/01/08 05:28:02
AguirRe had a set of commands built in to pause rewind and FF demos.. haven't got around to asking him the how yet.
 Demo Navigation
#131 posted by Baker [69.47.165.224] on 2012/01/08 09:14:33
JoeQuake has demo pause, rewind, fast forward.
Demo pause is an easy engine modification. Likewise, so is fast forward will more or less changes the timing of a frame similar to how host_framerate does or the FitzQuake host_timescale cvar does.
Demo rewind ... and I haven't looked at this code to think about it in 5 months or so (I was trying to get interpolation to work right in reverse. And I did (or at least so close the couple of remaining flaws would never be casually noticed). At least with everything except dynamic lights fade timing.) ...
But if memory serves correctly, it builds a stack of locations that point to the demo read positions of the previous demo frames within the demo. So to play in reverse, instead of going forward it picks the previous location from the array and uses that. And if there is no previous location, you are at the start of the demo.
You also have to create an extra "client time" storage unit because cl.time is still important for things like sounds ... you cannot play sounds in reverse so they still need to end after X seconds and only a "forward-only" time instance can do that. In fact, this is also true of particle animations and some other things. But there is also the "demo neutral time" that can go backwards and this should be used for reversible events like animation interpolation, movement interpolation, the display of the clock if you press TAB to see the true time in the demo, etc.
Also, by looking at the current demo read position and comparing against the length of the demo file, you can estimate the percent of demo playback to show a demo progress bar (!!!).
 @erc
#132 posted by stevenaaus [114.72.222.235] on 2012/01/08 10:11:26
Start the engine with "-fitz" option restores playtime in statusbar, among a few other things
#133 posted by negke [31.18.178.13] on 2012/01/08 12:28:37
I never understood why the game time display was removed from QS. It's fairly useful, unlike the skill display. This would be better off as a console setting instead of a command line switch.
aguirRe's demo script was an alias config that had the cursor keys increase or decrease host_framerate by by 0.1 steps. No rewind, only fast forward and slow motion.
#134 posted by mh [109.79.229.173] on 2012/01/08 16:01:17
I ported JoeQuake's demo rewind code a while back. It was ... "fun".
I think that Fitz's host_timescale is an infinitely more sensible option than host_framerate for controlling demo speed, but of course it needs engine support.
 Gl_zfix
#135 posted by ToMaHaKeR [93.143.138.132] on 2012/01/08 20:39:37
Some textures are still fighting a bit on certain maps, although gl_zfix is enabled. But this is noticeable only if they are viewed from the distance. Can gl_farclip fix this if it's set to a ridiculous level, or parhaps some other gl_ trick?
#136 posted by mh [109.79.229.173] on 2012/01/08 22:07:05
A high value of gl_farclip will make it worse as it reduces your z-buffer precision; ideally setting it low will help more (there is, of course, a tradeoff in that).
z-fighting is really a mapping problem, and it should be fixed in the map and not by the engine.
The traditional "fix" (using polygon offset) sucks because (a) the z-buffer is non-linear so offset factors will have different effects at different depths, and (b) the OpenGL spec allows polygon offset to be implementation-dependent, so the same offset factor may have different effects on different hardware.
 Demo Control
#137 posted by ijed [190.47.48.17] on 2012/01/09 00:46:12
I haven't requested this (yet) but with Peg's RMQ demo's it'd be very useful. There's lots, and the level length is 30 minutes average.
And yeah, z-fighting is bad level building.
What are the engines that can play and rec demos with reloads and map changes except DP?
#139 posted by necros [99.227.132.108] on 2012/01/09 01:21:57
well... technically all of them.
save a game
die somewhere
type disconnect
type record demo
load a game
same for level transitions.
change level
save
type disconnect
type record demo
load the game and continue playing
this is extremely helpful when sending in beta demos! :)
yeah... this is extremely awkward, hence I'm looking for engines that can do it seamlessly
 Any Engine Can IF ...
#141 posted by Baker [69.47.165.224] on 2012/01/09 03:20:51
Engine tutorial: Playback demos recorded across map changes. (Ridiculously easy).
http://forums.inside3d.com/viewtop...
#142 posted by mh [109.79.229.173] on 2012/01/09 03:30:18
I haven't requested this (yet) but with Peg's RMQ demo's it'd be very useful. There's lots, and the level length is 30 minutes average.
Oh, you've already had this available for years. cl_demospeed; set to negative numbers to rewind; it fucks with the motion blur though so you may wish to disable that.
 Demoplay With Map Changes
#143 posted by szo [78.180.129.237] on 2012/01/09 09:43:55
just added support for this to quakespasm:
http://quakespasm.svn.sourceforge....
... in the svn repo now, will be part of next version
 Does It Also Work With Reloading? And After Dying
#144 posted by negke [31.18.178.13] on 2012/01/09 10:42:26
There's a way to fix demos recorded across map changes, but it only works for protocol 15 and 10002. With BJP's convdem tool, simply append a short newly recorded demo snipped to the end of the existing one (merge) and the post-mapchange recording will be shown fully.
 Negke: Die/reload Demo
#145 posted by szo [78.180.129.237] on 2012/01/09 11:56:55
.. yes it does: tested with this one:
http://quakespasm.sf.net/tmp/tt2.d...
 Cool
That's a really useful feature, .exe please?
 Exe
#147 posted by szo [78.180.129.237] on 2012/01/09 14:01:10
 Tried It
Works on map change and map restart(after death) but doesn't work on loading a save.
 Demorecording, Loading A Save
#149 posted by szo [78.180.129.237] on 2012/01/09 15:29:40
Host_Loadgame_f() normally does a CL_Disconnect(), therefore loading a save stops the recording as very much expected.
#150 posted by Spirit [80.171.159.100] on 2012/01/09 15:35:36
Same for me, "Host_EndGame: Server disconnected".
 Spirit:
#151 posted by szo [78.180.129.237] on 2012/01/09 15:56:18
as I said, that is the normal course of things, and also is out of the scope of the fix I applied which touches playback code and not recording code. you guys really want to record demos by loading saves while in the middle of recording?? that can be tricky, I guess. (have anyone else implemented such a thing?)
#152 posted by Spirit [80.171.159.100] on 2012/01/09 16:05:35
I like doing that. Make sharing or recording playthroughs much easier if you just record and forget.
 Record Demos By Loading Saves While In The Middle Of Recording
DP has it, but it uses different format\protocol
 I Would Really Like That Too
#154 posted by ericw [142.179.129.40] on 2012/01/09 21:14:00
i.e. demo recording continues until an explicit "stop" command
 Quake 2 Style Notarget
#155 posted by ToMaHaKeR [93.137.235.38] on 2012/01/18 18:02:16
Is it possible to have a Quake 2 style invisibility in QuakeSpasm? Explanation: If you enable the notarget in Quake 2 and shoot a monster, the other monsters in range don't react.
 Re: Notarget
#156 posted by szo [78.182.7.111] on 2012/01/18 21:44:29
notarget behavior is controlled by the progs (QuakeC), not by the engine.
 Mac OS X User Map/quakespasm Issue
#157 posted by peter tron [31.185.141.152] on 2012/01/29 18:54:34
Spirit has been patiently helping me out, but whenever I try to run the 'arcanum' user map from 'quaddicted', it just boots up the original Quake.
I have dragged the contents of the 'arcanum' zip into the 'drake290111' folder.
This, in turn is contained within a main folder called 'Quake', sitting on my desktop.
The 'Quakespasm' engine exec is inside this main folder as well.
As is the id1 folder.
I double click the exec and I am prompted to enter a command into the command line parameter box.
I was told to type this:
"-game drake290111+map arcstart -heapsize 128000"
Whenever enter this, it just takes me to the main quake screen. I begin play, and it is just the introduction, followed by the slipgate complex etc.
I'm trying hard to get this to work, can anyone help?
BR.
Baz.
#158 posted by necros [99.227.132.108] on 2012/01/29 19:24:10
this was probably just a typo, but there should be a space between 'drake290111' and '+map'
#159 posted by necros [99.227.132.108] on 2012/01/29 19:30:41
oh also, if you can load the game up and then, as soon as it's done loading, type 'condump'
there should be a condump.txt file in your /quake/ folder. check to see if there are any errors down near the bottom you might have missed, or, if worst comes to worst, maybe post the last 20-30 lines here.
#160 posted by necros [99.227.132.108] on 2012/01/29 19:31:22
oops sorry, there should be a condump.txt file in your /quake/drake290111/ folder. :P
 Mac OS X User Map/quakespasm Issue
#161 posted by peter tron [91.125.149.68] on 2012/01/29 21:20:11
Cheers for getting back to me, necros, much appreciated!
I'm feeling exasperated!
I have made a space where you said.
I have also performed a condump, and I have some info. This is reprinted below:
execing quake.rc
execing default.cfg
execing config.cfg
execing autoexec.cfg
Unknown command "cl_itembobheight"
Unknown command "set"
Unknown command "set"
Unknown command "set"
0 demo(s) in loop
Unknown command "set"
(the above line repeats another 34 times, then)
Unknown command "1="
Unknown command "2="
Unknown command "set"
(The above line repeats another 16 times, then)
3 demo(s) in loop
]condump
What could this mean?
Baz.
 Ok Yeah
#162 posted by necros [99.227.132.108] on 2012/01/29 21:36:43
someone who uses the mac version will have to chime in...
the engine is receiving some commands that it doesn't recognize... that might be overloading the buffer so that it doesn't even see your -game and +map commands or something.
are you running the executable directly or some kind of batch file (whatever the mac equivalent)?
cl_itembobheight sounds like a command for another engine, definitely, as quakespasm/fitzquake don't have that.
 Autoexec.cfg?
#163 posted by peter tron [91.125.149.68] on 2012/01/29 22:11:39
S**t!
I think most of those unknown commands are coming from the autoexec.cfg file in my id1 folder.
set debris 1
set kickdebris 0
startdemos
set pushback 0
pushbacks // adjust force with below cvars
set pushbackshot1 60
set pushbackshot2 75
etc..
I have been running Dark places up until now, and the id1 folder was put together by someone who compiled lots of mods from the QuakeOne forum. It was called the "Epsilon Build", but it used a recent DP engine.
I'm still new to all this. I only started getting into all this mod/config/.ent file stuff about a week ago..
 Peter
#164 posted by SleepwalkR [85.178.61.188] on 2012/01/29 23:07:09
I'm responsible for the Mac build. I suggest you start with a clean Quake install. At least delete all .cfg files from your id1 folder (make a backup copy first) and see if it runs then.
 Uhh
#165 posted by negke [31.18.178.13] on 2012/01/30 11:30:56
Probably more to it, but you could have tried to just start Quakespasm normally, and then type in the console:
game drake290111
map arcstart
 @ SleepwalkR
#166 posted by peter tron [87.115.97.49] on 2012/01/30 12:06:23
Cheers for getting back to me, SleepwalkR,
I was running Quake initially as the Quake 106 shareware version, but upgraded to the official version later, so I do have the official PAK1.PAK.
I have made a backup of the ID1 folder, and all that is in this current I am using are the PAK0.PAk & PAK1.PAK files, no .cfg files in there.
It still just loads the original Quake.
 Alright
#167 posted by SleepwalkR [130.149.216.197] on 2012/01/30 12:19:16
Did you try negke's suggestion to start the game from the console? Do you still get the condump messages?
 @ Negke:
#168 posted by peter tron [87.115.97.49] on 2012/01/30 14:15:55
It worked!
I bypassed the command line parameters box (leaving it 'blank') and launched the Quakespasm exec, then typed game drake290111 (then pressed the enter key).
The next line in tmap arcstart -hhe console says:
"game" changed to "drake290111"
Then I typed map arcstart (then pressed enter).
So I take it you don't have to use " & - symbols?
When I try placing these symbols into the console, it rejects them.
I tried typing heapsize 128000 on a seperate line, but was told "unknown command".
I tried having it at the end of the map arcstart line (map arcstart -heapsize 128000) , and it seemed to let it past (I assume).
Have I typed this correctly? Can the heapsize command be typed on its own, or does it have to be included as part of another sentence?
For a beginner such as myself, I was getting confused with entering " & - symbols into the console, not realizing that you don't have to type them.
 @ Negke:
#169 posted by peter tron [87.115.97.49] on 2012/01/30 14:17:38
In the 3rd/4th sentence, it should have said "The next line in the console says:"
 Heapsize
#170 posted by SleepwalkR [130.149.217.183] on 2012/01/30 14:48:38
QuakeSpasm has a higher heapsize per default, so you should be fine.
 A Misunderstanding On Your Part
#171 posted by negke [31.18.178.13] on 2012/01/30 14:55:48
What you tried was to enter command line switches (with - and +) in the console, which of course doesn't work. They are supposed to be used when launching the engine. Gamedir and map can we changed in the console, but heapsize cannot.
I don't know how it works on OSX, but usually you would open an execute prompt in the OS and run the game with the command line "quakespasm.exe -heapsize 128000 -game drake290111 +map arcstart". May not be called .exe there but you'll get the idea.
#172 posted by Spirit [89.204.130.114] on 2012/01/30 15:06:23
oooooh, did you paste to the launcher box including the quotes? that might explain it.
this should work:
-game drake290111 +map arcstart
-game is a special command line parameter. originally you could not select the game (mod) to load when quake was already running. only later some engines added support for using "game xyz" in the console. "map" on the other hand is a command. you can pass commands to an engine on startup with a + while in the console you just type their string.
please never ever use mods/packs that alter your id1. you'll end up with problems and in many cases you will play some fancy bling-bling that does not have much to do with the original game. you might experience maps and mods much different from how they were intended to be.
 Oh Right
#173 posted by negke [31.18.178.13] on 2012/01/30 15:15:41
I didn't realize this was about the Quake Injector.
 Neggers
#174 posted by SleepwalkR [130.149.217.183] on 2012/01/30 15:36:00
I think it isn't. But on OS X, QuakeSpasm has a fancy launcher that allows you to enter the command line parameters and set the resolution.
#175 posted by Spirit [80.171.85.67] on 2012/01/30 16:21:36
It is not about the Quake Injector. drake is not installable through it. I should probably fix that but then there would be a mod in the map listing, oh the horrors, oh the possibilities of hatred!
 Sorted!
#176 posted by @ Spirit [87.115.97.49] on 2012/01/30 16:38:15
Hi Hannes,
-game drake290111 +map arcstart has worked like a charm!
it now skips the main Quake screen and takes me straight to the Arcanum intro map.
Many thanks, all!
Baz.
#177 posted by Spirit [80.171.85.67] on 2012/01/30 16:45:43
Sweet! Then it were the quotes. I should have thought of that. Have fun!
 @ Spirit
#178 posted by peter tron [31.185.241.216] on 2012/01/30 16:58:44
I suppose these are are all little things that could be added to the FAQ on the main Quad site, so newcomers don't suffer psychotic breaks trying to figure out things they've never had any experience with!
 Cool
#179 posted by SleepwalkR [130.149.217.183] on 2012/01/30 17:17:56
Have fun, and if you find any bugs related to QuakeSpasm, post them here!
 Plenty 'o' Fun!
#180 posted by peter tron [31.185.241.216] on 2012/01/30 19:04:46
I'm lovin' it!
Nice intro with the axe wielding zombie stuff, nice touch.
I was discussing having ogg files being triggered by certain maps in Quake, and if I understand correctly, you can have a completely unique track to be mapped for all 32 maps in Quake.
It seems that every map is binded to a certain audio track (10 track, 2 to 11).
e1m1 always triggers "8" in the cdtracks folder
e1m2 always triggers "6".
I have opened up e1m1's .ent file and changed the number from "sounds" "8" to, say, "sounds" "2", but it never triggers the track02 file in the cdtracks folder.
Any ideas?
#181 posted by Spirit [80.171.85.67] on 2012/01/30 20:18:40
Quakespasm does not support .ent files.
 Actually ...
#182 posted by Baker [69.47.165.224] on 2012/01/30 20:46:48
0.85.5 ..... Added support for loading external entity files, controlled by new cvar 'external_ents'
 My Mistake!
#183 posted by peter tron [84.93.184.72] on 2012/01/31 05:57:27
Sorry Hannes,
I meant to say this is when I am running Quake with DP.
Can Quakespasm handle more than 10 custom audio tracks?
#184 posted by szo [78.184.229.87] on 2012/01/31 22:41:33
> Can Quakespasm handle more than 10 custom audio tracks?
I don't think that any engine would have any such limitation. So yes, quakespasm plays map-dictated music, be that track2 or track22 or whatever, as long as your disc possess that track or you have a proper rip of it.
 Cdtracks Folder
#185 posted by peter tron [46.208.61.71] on 2012/01/31 23:24:01
Really?
It's just that whenever I have tried to make e1m1's .ent file trigger track02 in the cdtracks folder, it never works. it always triggers track06.
The .ent file is written as "sounds" "6", so I have tried to change the "6" to a "2", so it should trigger track02. but it still keeps triggering track06 ("6").
Is it something to do with my .ent files map files?
I'm finding this really hard to solve.
 Extern_ents Cvar?
#186 posted by Baker [69.47.165.224] on 2012/02/01 00:06:13
Do you have this set to 1 *BEFORE* you load your map?
If not, Quakespasm will not be loading an external ent file at all. You should change the map name for E1M1 to something like "My Slipgate Complex" to prove to yourself visually that the external ent file you made is being loaded.
I guess I am saying, you are saying the problem is soundtracks but do you have conclusive proof your external ent files are loading at all?
 My Mistake!
#187 posted by peter tron [87.112.37.206] on 2012/02/01 00:36:19
Hey Baker,
I went slightly off-topic (being a Quakespasm forum!).
The .ent file/cdtrack/audio file issue was something that has been plaguing me with Dark Places.
Obviously I don't wish to start a long discussion here about DP, but if you could point me in the right direction of advise me, that would be great!
Baz.
 No Problem But ...
#188 posted by Baker [69.47.165.224] on 2012/02/01 00:43:54
You'll need to ask in another thread. This is already confusing the hell out of several people including me by posting a DP question in a Quakespasm engine thread.
 Point Taken..
#189 posted by peter tron [87.112.37.206] on 2012/02/01 01:51:45
Obviously I do not wish to 'confuse the hell' out of anyone, as that would be malicious! lol!
I think it's just a testimony to how confused I'm getting with different "engines"/"mods&quo... commands" etc etc.
We were all "new" to this world, at some stage.
I'm sure i'll get to figure it all out in time!
BR.
Baz.
 On A Brighter & Less 'confusing' Note..
#190 posted by peter tron [87.112.37.206] on 2012/02/01 02:08:20
Quakespasm is working nicely with the quaddicted 'Arcanum' map.
No obvious bugs to report!
With the knowledge I learned from others earlier in this thread, I managed to get the 'Quoth' Quaddicted user map up and running.
I'm happy to say this is working fine so far with my Mac.
These maps will keep me busy for a while.
After that, I will come bck and ask for advice on installing the '5rivers' & 'Nehahra' maps.
I have attempted a quite a few launches with the above user maps using QS, but no dice.
Nehahra looks slightly more complex than 5rivers.
It may sound simple to some, but for newcomers, this world of mods & engines can be quite bewildering..trust me!
#191 posted by Spirit [89.204.130.99] on 2012/02/01 14:13:02
oh yes! that's why we have the Quake Injector. you just need to have java installed. openjdk works from what I know. downside is that it is only maps, and mods that stay fairly close to the original Quake, well, if you consider that a downside. Drake is currently not included which is why arcanum is not supported either.
I am not sure how to best structurise a console/parameter guide, especially since my most beloved engine has not yet been publicly released. if someone wants to write one quaddicted is open for you. Quakespasm and DirectQ are currently the "supported" engines.
 Sounds Lke A Good Idea
#192 posted by peter tron [87.113.208.126] on 2012/02/01 19:30:13
I won't be able to use it. I can't upgrade to Java 6 on my 10,5,8 Mac, I only have Java 5.
Is there an older version of QI that would work on Java 5?
Are you saying I should write up a tutorial/walkthrough that can help Mac newcomers understand how to install maps?
I could do that based on my experience.
Sounds like a cool idea!
Givin' back some love!!
 Zerstörer Problem
#193 posted by peter tron [46.208.188.238] on 2012/02/06 06:12:49
I received this shocking message when trying to install Zerstörer:
"You must have the registered version to use modified games"
I say shocking, as I have the official PAK files.
I am sure that I have the correct folder structure for this type of mod installation:
Zerstörer (this is the main root folder sitting on my desktop).
Inside it:
1 x ID1 folder (with the PAK0.PAK & PAK1.PAK files)
1 x Quakespasm engine
1 x zer folder
This is standard manual installation, as far as I know.
I found the 'Zerstörer' 1.1 patch files, and replaced the 'PROGS.DAT'& 'QWPROGS.DAT' files with the new lower-case ones from the patch.
Still nothing.
It still thinks the correct ID1 PAK isn't there.
I have 17 Quaddicted mods & maps all working fine, so I know that there is nothing wrong with my PAKs.
I heard that Mac/Linux are case-sensitive operating systems, and most of the files in the 'zer' folder are in higher case. Is this the problem?
I tried renaming them all in lower-case, but still no go.
I even tried placing the ID1 folder inside the 'zer' folder (which breaks with the convention of all the other 17 mods I have successfully installed).
I'm completely out of ideas!
Any advice?
Cheers!
Baz.
 Peter
#194 posted by Baker [69.47.165.224] on 2012/02/06 07:26:57
Please check the thread at QuakeOne you did on Mac OS X Quake.
I'll help you to the final resolution of your problem AND I probably already posted what you needed in the last post in that thread that I don't believe you saw (it was like just a couple of days ago.
Plus it'll keep what is really a mod installation issue not related to Quakespasm out of this thread.
Quakespasm is a pretty awesome engine and it is really nice to see it let people on non-Windows platforms experience "true single player Quake" the way it is meant to be played.
 Baker:
#195 posted by peter tron [87.113.178.66] on 2012/02/06 15:34:55
I should have used the Quaddicted forum, in retrospect.
Trust me, i'm gradually getting there!
I did see your post, and I did reply. I have been using that formula flawlessly for the last 17 mods I got from Quaddicted.
I'll continue this over @ the DP OS x thread.
Cheers!
Baz.
#196 posted by negke [31.18.178.13] on 2012/02/06 23:39:31
I wish QS would stop spamming the console with all the "FindFile: blahblag.pcx" messages.
#197 posted by necros [99.227.132.108] on 2012/02/07 00:31:50
yeah what is that?? if it's just looking for external images, it should be putting out errors unless there IS an image in the first place.
#198 posted by necros [99.227.132.108] on 2012/02/07 00:32:09
it shouldn't be
 Vsync
#199 posted by peter tron [31.185.236.146] on 2012/02/07 02:28:08
I was wondering how to enable vsync.
I've been looking around, but nothing comes up ('vid_wait' or 'vid_wait_override') are commands I have seen, but they are nor clear enough for me to understand..
Any ideas?
Cheers!
Baz.
#200 posted by necros [99.227.132.108] on 2012/02/07 02:30:38
in the windows version, it's in the video options menu.
 Vid_vsync
#201 posted by mh [109.79.224.170] on 2012/02/07 03:45:18
But beware - some gfx cards on some platforms don't support app controlled vsync under OpenGL and expect you to set it via their control panel.
 Vsync
#202 posted by Baker [69.47.165.224] on 2012/02/07 04:36:24
Quakespasm is detecting vsync capability because it probably checking for that GL_swap_control extension, but needs to check for GL_ARB_sync for the Mac at least with the modern Macbook Pros
[That's kind of a fiasco and not fair to the developer. There shouldn't be several different ways to detect sync capability. On Windows even sometimes you have to check WGL extensions instead of the GL extensions. That's just wrong.]
 Vsync
#203 posted by peter tron [31.185.236.146] on 2012/02/07 04:42:00
Well, whenever I run a user mod/map in QS, the Quake video options menu lists vsync as 'n/a'.
Is there away to enable it?
 No.
#204 posted by Baker [69.47.165.224] on 2012/02/07 05:06:39
Not without the developers making a change to Quakespasm.
 VSync Continued
#205 posted by Baker [69.47.165.224] on 2012/02/07 07:17:00
GL_ARB_sync is not related to vsync. Apparently that is something else (sync multiple GPUs).
 Baker
#206 posted by SleepwalkR [85.179.158.125] on 2012/02/07 08:36:01
so basically what you wrote above is all wrong, yeah? If you find out how to handle vsync on OS X, let me know and I'll add it to the mac builds.
AFAIK, OS X has a different architecture than other OSs when it comes to swapping the buffers. So whether you can use VSync also depends on how the window / gl view are created on OS X. At least, that's what I remember - might be wrong or different now.
 SDL Can Do It Since 1.2.10
#207 posted by SleepwalkR [85.179.158.125] on 2012/02/07 08:42:35
But I think the extension check is unnecessary, at least on OS X.
 @Sleeperwalker
#208 posted by Baker [69.47.165.224] on 2012/02/07 18:37:19
The Fruitz of Dojo port has had vid_vsync for ages although the cvar name is vid_wait.
void VID_SetWait (UInt32 theState)
{
const long params = theState;
// set theState to 1 to enable, to 0 to disable VBL syncing.
[gGLContext makeCurrentContext];
if(CGLSetParameter (CGLGetCurrentContext (), kCGLCPSwapInterval, ¶ms) == CGDisplayNoErr)
{
gGLVideoWait = vid_wait.value;
if (theState == 0)
{
Con_Printf ("video wait successfully disabled!\n");
}
else
{
Con_Printf ("video wait successfully enabled!\n");
}
}
else
{
vid_wait.value = gGLVideoWait;
Con_Printf ("Error while trying to change video wait!\n");
}
}
And the part that calls that function:
void GL_EndRendering (void)
{
// set the gamma if fullscreen:
if (gVidDisplayFullscreen == YES)
{
VID_SetGamma ();
CGLFlushDrawable ([gGLContext cglContext]);//CGLGetCurrentContex... ());
}
else
{
// if minimized, render inside the Dock!
GL_RenderInsideDock ();
}
// check if video_wait changed:
if(vid_wait.value != gGLVideoWait)
{
VID_SetWait ((UInt32) vid_wait.value);
}
http://www.fruitz-of-dojo.de/php/d...
 Of Course With SDL ...
#209 posted by Baker [69.47.165.224] on 2012/02/07 18:40:36
All the Core Graphics stuff is done by SDL, but that is how Fruitz of Dojo Quake does it ...
 Okay
#210 posted by SleepwalkR [85.178.123.199] on 2012/02/07 18:41:49
Maybe my memory is wrong or I'm mixing things up. I guess I'll have to see whether the SDL way actually works at all, in that case I'll just remove the extension check.
 @negke
#211 posted by stevenaaus [42.241.104.153] on 2012/02/07 21:39:39
I wish QS would stop spamming the console with all the "FindFile: blahblag.pcx" messages
ok
 Chase_active 1
#212 posted by jt_ [68.42.82.10] on 2012/02/08 01:08:56
It seems that qs has the chase cam bug that older engines have. With chase_active 1 set, if the camera 'hits' a wall, you can partially see through the wall. I think there was a fix for this on inside3d.
 Chase Cam Fixes
#213 posted by Baker [69.47.165.224] on 2012/02/08 01:43:57
Of the various options, if you want an essentially 100% fix as easily as possible, this one by MH is the easiest to implement:
http://forums.inside3d.com/viewtop...
There is a 95-99% fix by R00k that is even easier to implement, but then you'll get driven insane if you notice even a single weird situation that it fails ... particularly stepping backwards at an angle.
The MH fix does not take entities into consideration. This means doors and platforms and such. More "sophisticated" maps of the times where you turn a wall into a func_wall to make it transparent (FitzQuake .alpha support) or in the case of Remake Quake (alpha texture support, like Half-Life ... fence textures per se) the MH fix won't take func_walls into consideration because those are entities, not the "static unchanging world".
 Link Fail ... Attempt 2
#214 posted by Baker [69.47.165.224] on 2012/02/08 01:44:59
 .
#215 posted by stevenaaus [42.241.64.60] on 2012/02/08 02:04:55
Yeah, our chase cam is broken.
 Actually
#216 posted by mh [78.152.193.192] on 2012/02/08 02:54:34
My second post in that thread does do entities, with the exception of statics (it wouldn't be hugely difficult to add statics to it either).
It's definitely worth following the subsequent discussion in it as there's valuable info and experimentation there from quite a few others.
 Macbook Pro "Delete Key"
#217 posted by Baker [69.47.165.224] on 2012/02/08 23:16:46
On at least the current Macbook Pros, there is a delete key where the backspace key would be.
And it works like the backspace key. If you hold "FN" and press the backspace key, it works like the delete key.
But it doesn't work right in Quakespasm. If I go to customize controls and try it bind it to a key, it says "Backspace."
But in the console it doesn't do anything.
The backspace key works right in Open Arena (ioQuake3) and in my modified ProQuake which uses the Fruitz of Dojo input code.
Oddly enough, the SleepWalkr RMQ Engine build doesn't have this problem. But Quakespasm 0.85.6 OS X does.
I'm just making a note of this here so it is recorded. I might incidentally bump into the nature of this issue and post it here.
 Does Not Appear To Be SDL Issue
#218 posted by Baker [69.47.165.224] on 2012/02/09 02:55:24
Here is the bad code:
case key_console:
if ((event.key.keysym.unicode != 0) || (modstate & KMOD_SHIFT))
{
#if defined(__QNX__)
if ((sym == SDLK_BACKSPACE) || (sym == SDLK_RETURN))
break; /* S.A: fixes QNX weirdness */
#endif /* __QNX__ */
if ((event.key.keysym.unicode & 0xFF80) == 0)
sym = event.key.keysym.unicode & 0x7F; <----------- Baker
/* else: it's an international character */
}
/* printf("You pressed %s (%d) (%c)\n", SDL_GetKeyName(sym), sym, sym);*/
break;
default:
break;
}
It is turning a sym = 8 (backspace) into sym = 127 (delete)
That only occurs for case keyconsole.
If I change #if defined(__QNX__) to #if defined(__QNX__) || defined(__APPLE__) I no longer have this issue.
Am I the only Mac Quakespam user whose backspace key does not work correctly in the console with 0.85.6 ?
 I Get The Same Bug
#219 posted by ericw [23.17.185.198] on 2012/02/09 03:28:08
whether pressing the mac Delete key on its own, or Fn+Delete, both act as "forward-delete" in the quakespam 0.85.6 console… i.e. they act like the PC delete key.
 That Is On OS 10.7.2, Macbook 5,2.
#220 posted by ericw [23.17.185.198] on 2012/02/09 03:30:23
 Same Here
#221 posted by SleepwalkR [85.179.41.48] on 2012/02/09 07:47:02
Does anyone know how that code got in there?
#222 posted by stevenaaus [42.241.118.29] on 2012/02/09 10:47:43
If I change #if defined(__QNX__) to #if defined(__QNX__) || defined(__APPLE__) I no longer have this issue.
Thanks Baker.
Oz and Sander put some effort into enabling unicode chars, but i suppose OS X needs more work. Natchurallllyyy
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