 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
#223 posted by szo [81.215.173.46] on 2012/02/09 17:49:33
Baker: ioquake3 has a special handling of 127 in that unicode portion of the code: in sdl_input.c, find this:
if (down && keysym->unicode && !(keysym->unicode & 0xFF00))
{
unsigned char ch = (unsigned char)keysym->unicode & 0xFF;
switch (ch)
{
case 127: // ASCII delete
if (*key != K_DEL)
{
// ctrl-h
*buf = CTRL('h');
break;
}
So, if I change the code around line 363 to the following, does it work OK on osx?
case key_message:
case key_console:
if ((event.key.keysym.unicode != 0) || (modstate & KMOD_SHIFT))
{
if ((event.key.keysym.unicode & 0xFF80) == 0)
{
int c = event.key.keysym.unicode & 0x7F;
if (c == 127 && sym != SDLK_DELETE)
sym = 8; /* CTRL-h */
else sym = c;
}
/* else: it's an international character */
}
/* printf("You pressed %s (%d) (%c)\n", SDL_GetKeyName(sym), sym, sym);*/
break;
(Steve: this also removes the qnx special handling of yours: make sure it doesn't break anything.)
#224 posted by szo [81.215.173.46] on 2012/02/09 17:55:33
SleepwalkR:
> Does anyone know how that code got in there?
Take some time to read SDL_keyboard.h
 Multiplayer
#225 posted by LeopolD [62.214.75.4] on 2012/02/22 11:15:37
Do you guys intend to improve the MP experience too? Because this could - at least for us Unix folks - be the engine to end them all.
I saw that you increased the particle size (texturescale var set to 1.27 i think, can't check atm, am @work) which is not so great for MP, would like to see a cvar for this.
Beside that, I checked out the source and added pq_needrl & friends as well as .loc support and other little things, is there interest in this?
 Re: Multiplayer
#226 posted by szo [81.215.174.99] on 2012/02/22 18:55:08
How does texturescalefactor, which is about drawing the particles and doesn't seem to have anything to do with net traffic, can not be so good with multiplayer?
As for additional features suggested, we can review and possibly merge patches if you submit them to us through our tracker on our project page.
 Particles In MP
#227 posted by mh [109.79.221.224] on 2012/02/22 19:36:01
I think a large part of the particles problem is that the MP community likes to run with high values of host_maxfps (in order to get smoother movement). Because particles are primarily fillrate-bound, lots of particles many more times per second will have a disproportionately higher impact on fillrate (esp when squeezing a 64x64 non-mipmapped particle texture into tiny screenspace areas).
 Interesting...
#228 posted by metlslime [159.153.4.50] on 2012/02/22 20:25:18
so are mipmaps actually a performance gain rather than just a (subjective) quality gain? I could mipmap the particles pretty easily if that is the case.
#229 posted by Willem [199.255.40.36] on 2012/02/22 20:57:04
I never understood that either. I always thought, logically, it should just be a visual improvement but for some reason it factors into performance as well. Isn't it just interpolating across the texture, regardless of the polygon size on the screen? Why do mips matter for performance?
 Re: Multiplayer
#230 posted by LeopolD [87.122.50.135] on 2012/02/22 22:11:34
No, for me it's not about FPS in this case. They just get too big and block view more then necessary. With lots of rockets and explosions it really gets annoying, I tried it. Doesn't matter or may even be a visual enhancement in SP that's why I suggest to have a cvar for it (going from 1 up).
I'd like to see quakespasm to stick to the proquake standards for MP.
Sorry that I didn't make that clear in the original post.
 Multiplayer
#231 posted by LeopolD [62.214.75.4] on 2012/02/27 08:46:12
Ok, patches uploaded to project homepage.
 Mipmaps
#232 posted by mh [137.191.242.106] on 2012/02/27 18:06:49
This more or less says it: http://infocenter.arm.com/help/ind....
Summary: reduced memory bandwidth and improved cache utilization.
#233 posted by Willem [199.255.40.36] on 2012/02/27 18:46:40
Cache efficiency, OK, I guess I can see that ...
 Patches
#234 posted by stevenaaus [42.241.74.9] on 2012/02/28 13:34:06
Cheers LeopolD.
 Keyboard Layouts
#235 posted by negke [31.18.185.232] on 2012/03/01 11:35:18
Something that I find slightly annoying (in some other engines, too) is that, even though the US layout is used, the console key sticks to the rules of my QWERTZ layout. It has ^ which, along with ´ and `, doesn't print the symbol right away, but instead requires another key press - space or vowel - because it's supposed to be used for accented letter like in French, e.g. â and é. So in QS, and also Q3/QL, for example, this requires me to press the backspace key twice everytime I open the console in order to delete the ^. More otfen than not I forget to do it and have to retype the whole string of commands because of it.
#236 posted by mh [109.79.159.200] on 2012/03/01 20:51:52
The console thing happens to me in Q4 too.
I'm also getting a case where I hit the toggleconsole key in QuakeSpasm and as soon as I start typing the console goes away - I need to hit it a second time to bring it back again. Definitely a case of a second ` being cached somewhere as Alt-Tabbing away from the engine to something that has a text editor or text box will bring the ` key with it as the first key in the editing area.
A case can be made for clearing all input state when transitioning between values of key_dest.
A minor niggle but having scr_showfps on should automatically force the tileclear areas to be redrawn each frame. This is an old carryover from Fitz. I'm dubious about the value of skipping this draw anyway.
And +mlook should be enabled by default (set in_mlook.state |= 1 on startup should be all that's needed).
#237 posted by spirit [80.171.95.139] on 2012/03/03 20:21:35
There is something weird with autoexec.cfg files. Install http://www.quaddicted.com/reviews/... and try to start a coop server eg like this:
./quakespasm -dedicated -game bastion +deathmatch 0 +coop 1 +teamplay 1 +map bastion
> deathmatch
"deathmatch" is "1.000000"
and all the other cvars were ignored too. It works fine if I delete bastion/autoexec.cfg. That file is setting completely unrelated cvars.
Minor issue 2:
If I load a -dedicated it meshes mdl files and searches for .lit files. Seems unnecessary.
#238 posted by necros [99.227.132.108] on 2012/03/03 20:28:42
also weird is that if you remove the autoexec.cfg the console gets spammed with warnings:
...
static light with incorrect attenuation at: '-281.0 1959.0 -316.0'
light with wait != 2 at: '-281.0 1959.0 -316.0'
static light with incorrect attenuation at: '-280.0 1960.0 -252.0'
light with wait != 2 at: '-280.0 1960.0 -252.0'
static light with incorrect attenuation at: ' 71.0 1959.0 -316.0'
light with wait != 2 at: ' 71.0 1959.0 -316.0'
static light with incorrect attenuation at: ' 72.0 1960.0 -252.0'
light with wait != 2 at: ' 72.0 1960.0 -252.0'
static light with incorrect attenuation at: '1176.0 1728.0 -312.0'
light with wait != 2 at: '1176.0 1728.0 -312.0'
static light with incorrect attenuation at: '1216.0 2064.0 -56.0'
light with wait != 2 at: '1216.0 2064.0 -56.0'
PR_AllocStringSlots: realloc'ing for 768 slots
static light with incorrect attenuation at: '-392.0 1856.0 -280.0'
light with wait != 2 at: '-392.0 1856.0 -280.0'
static light with incorrect attenuation at: '-392.0 1856.0 -128.0'
...
i guess this is kinn's progs? but why doesn't that show up with the autoexec?
 Necros
#239 posted by Kinn [109.150.216.190] on 2012/03/03 20:40:29
That only happens if you have developer 1 on.
And yes, it's a load of shit in my progs that i should have removed (there's a ton of other stupid crap that goes on in my maps with developer 1 as well tbh).
No idea why the autoexec affects that though...
 Autoexec.cfg
#240 posted by szo [88.238.210.174] on 2012/03/03 23:01:11
.. from that bastion mod doesn't have a newline at the end of the file, and quake's original Cmd_InsertText() didn't think about such a case whereas the qw version has it fixed. I fixed it in the svn as of rev.639:
http://quakespasm.svn.sourceforge....
#241 posted by spirit [82.113.106.194] on 2012/03/03 23:08:22
damn, that's evil. thanks for this amazingly fast fix!
 While I Remember ... Gamma On Lose/Gain Focus
#242 posted by Baker [69.47.165.224] on 2012/03/04 22:41:38
On OS X at least, a nicety would be ...
1) .. if Quakespasm is in a window (not fullscreen)
2) And I switch to another application
3) Quakespasm should restore the system normal gamma on "lose focus" and then restore the game normal gamma setting on "gain focus".
#243 posted by necros [174.113.119.133] on 2012/03/06 21:11:39
Quakespasm doesn't seem to flush sound names between maps.
If you load up one map with many sounds and then load up another map with many sounds, the engine will crash with "S_FindName: out of sfx_t"
this was inherited from FQ085.
#244 posted by Spirit [80.171.96.154] on 2012/03/07 10:44:02
make install does
cp quakespasm /usr/local/games/quake
Shouldn't that be cp quakespasm /usr/local/games/quake/ instead?
#245 posted by Spirit [80.171.96.154] on 2012/03/07 10:59:52
#246 posted by Spirit [80.171.96.154] on 2012/03/07 11:33:57
Anyways, SOMEONE just made an Archlinux AUR package https://aur.archlinux.org/packages...
Probably really ugly.
#247 posted by stevenaaus [42.241.15.31] on 2012/03/07 11:54:39
Sound name flush, DESTDIR/trailing slash and mlook enabled by default would be good, but not much time at the moment. Patches ?
I'm curious about LeopolD multiplayer stuff too. (The format is a little wrong though. Individual file patches are normally concatenated together to form meaningful groups, but they'll get looked at sometime).
#248 posted by Spirit [80.171.96.154] on 2012/03/07 12:26:34
I will give mlook, always run (!) and the trailing slash a try.
#249 posted by Spirit [80.171.96.154] on 2012/03/07 13:28:31
always run and trailing slash were simple and clean. http://sourceforge.net/tracker/?at...
But mlook seems to be evil. I also thought about making some better key defaults (right mouse to jump for example) so newbies get a modern keymap but then realised that this is config land. I gave up.
 Mlook
#250 posted by mh [137.191.242.106] on 2012/03/07 13:34:58
What I did was add a cvar called freelook, then every check just becomes "if ((in_mlook.state & 1) || freelook.value)". Reason for this cvar name is that precedent is set in both Q2 and Q3A so it's expected behaviour for players.
#251 posted by stevenaaus [42.241.126.245] on 2012/03/08 08:19:30
Yeah - some of these config options can be hassles.
Not keen on changing the always run default myself.
freelook.... hmmm. Maybe we can live with the mlook hassle. It reminds people of how things *used* to be, laugh.
Slash is applied.
 Out Of Sfx_t
#252 posted by szo [160.75.168.121] on 2012/03/08 10:10:23
Maybe the solution for this is adopting the S_BeginRegistration/S_EndRegistrat... stuff of q2 into q1. I'll try making a patch, possibly this evening.
 Out Of Sfx_t, #2
#253 posted by szo [160.75.168.121] on 2012/03/08 10:47:03
it would be good if I had some testcase content for it, though.
 Sfx_t
#254 posted by mh [137.191.242.106] on 2012/03/08 13:32:07
I think just setting num_sfx to 0 in Host_ClearMemory is all you need. I've done this in C++ with an std::vector<sfx_t *> which is NULLed then cleared from Host_ClearMemory, but of course that's not an option here.
 Freelook Cvar Sounds Nice.
#255 posted by ericw [23.17.185.198] on 2012/03/08 22:33:05
also,
I also thought about making some better key defaults (right mouse to jump for example) so newbies get a modern keymap but then realised that this is config land. I gave up.
that sounds like a good idea. I think the main thing that needs updating is moving the movement keys to WASD.
I forget which file the actual defaults are in, but if quakespasm provided a replacement config file that had a higher search-path precedence than the originals in id1/pak[0/1].pak, but lower than everything else, it should work ok.. (?)
re: autorun, does anyone play without autorun? i guess changing the default is approaching a fine line between "good defaults", and "screwing with the game too much", although my initial reaction is having it on is a good default.
#256 posted by mh [109.79.148.136] on 2012/03/09 02:02:40
Other things that need changing are -heapsize and the max_edicts cvar. -heapsize needs to be replaced with proper virtual memory, and max_edicts shouldn't exist at all - both of them are loading work onto the player that should really be handled automatically by the engine.
 Patch Format
#257 posted by LeopolD [62.214.75.4] on 2012/03/09 11:11:26
Well, yeah, I went from file to file because I had made some other changes as well that don't have anything to do with the MP or don't work at all.
However you should be able to do a
$ cat *patch > big_patch
and apply that since you will need all of them anyway.
hf
 Wishlist
#258 posted by LeopolD [62.214.75.4] on 2012/03/09 11:47:20
My wishlist:
1) independent FPS for single player - going from 600 and more FPS in MP to forced 72 FPS in single player just to prevent elevators from fekking up on a CRT running @120hz is not a nice experience.
2) gl_contrast would be really nice.
3) a well working demo menu.
Most wished and hoped for of course is independent FPS:)
 Keyboard Setup
#259 posted by than [182.164.28.33] on 2012/03/10 00:54:20
Is there any way to force a keyboard layout? I don't like the console key being a couple of keys left of backspace and would prefer the setting that Fitzquake uses, which seems to force a US layout. Also, Quakespasm has some problems with the console flickering for some reason. I suspect that it's related to the Japanese input program in windows, which uses the same key as the console, and is a pretty horrible piece of shit anyway...
Lately I really realised just how much I hate Windows 7.
 Btw...
#260 posted by than [182.164.28.33] on 2012/03/10 00:59:55
if gl_texturemode setting was saved automatically or available in graphics options I would be extra happy. It can be added to a command line shortcut or config file pretty easy of course :)
#261 posted by necros [174.113.119.133] on 2012/03/10 02:12:29
(gl_texturemode in options)++
:)
 Gl_texturemode
#262 posted by metlslime [159.153.4.50] on 2012/03/10 02:20:12
is a command, but could be re-implemented as a cvar... or they could just hack it into the config like vid_restart and +mlook get added.
 Gl_texturemode
#263 posted by szo [88.238.216.201] on 2012/03/10 06:43:12
already implemented as a cvar with a callback in the svn repo.
 Console Key
#264 posted by szo [88.238.216.201] on 2012/03/10 06:44:30
you can always use shift+esc combination for console
 Higher Sound Quality
#265 posted by Krypto [94.6.231.251] on 2012/03/11 11:23:15
Greetings!
Is it possible to increase the native sound rate from 11khz to 44khz? I couldn't find a command line or console variable. Also I've always found it bizzare how the weapon doesn't sit on the HUD like software Quake, is it possible to fix this in GL or is that a fault of Id's programming with the GL code?
 Coop
#266 posted by Krypto [94.6.231.251] on 2012/03/11 11:25:00
Is it possible to enable 'Friendly Fire' in Coop or is that only a DMFlag? Also is it possible to have items respawn as it can be a hassle on some maps,
Many thanks!
 Friendly Fire
#267 posted by Mandel [80.217.95.105] on 2012/03/11 11:42:57
Friendly fire is possible, set "teamplay 1" on the server and then make sure to wear the same color pants, "color x y" where y has to be the same number for both/all of you.
If you just raise the playback rate to 44khz, which some engines can, but then keep the standard sounds, most enginges won't interpolate and the result will sound terrible.
There are replacement sound packs, and some of them even faithful to the original, but I can't find an active link to one at the moment.
 Replacement Sound Pack
#268 posted by Krypto [94.6.234.173] on 2012/03/11 12:54:08
Thanks for your sound advice Mandel :)
I recall seeing a specific sound pack years ago but I can't recall the exact name, it's similiar to 'Mindcrime' but he was the author of the Nehahra project.
 Probably...
#269 posted by Mandel [80.217.95.105] on 2012/03/11 15:34:15
this one: http://www.mindabuse.com/mindgrid/...
but that link doesn't work, at least not here.
#270 posted by Spirit [89.204.153.23] on 2012/03/11 18:03:56
it sucks too. and is full of copyright violating if I understand the laws correctly.
ericw did some great work with interpolation ( https://github.com/ericwa/Quakespa... ), I hope his changes will get merged into Quakespasm soon.
 Cheats And Demo Recording
#271 posted by Krypto [94.6.234.173] on 2012/03/11 23:07:09
Howdy once again folks,
Is their a cvar to disable cheating online? Although in my case 'Noclip' came in handy when scripts decided to break or the map wasn't entirely coop friendly, secondly does Quake support demos over multiple levels like Doom? I replayed my Contract Revoked coop demo but after exiting the first map it just loads random images from each sequential level and dies.
#272 posted by necros [174.113.119.133] on 2012/03/12 00:37:55
not many engines support demos that span multiple levels.
this is easily worked around, however, by:
-stopping the recording before loading the next level
then, after the new level has loaded
-quicksave
-type "disconnect"
-type "record newdemo"
-quickload.
you will have a second demo that continues from the first.
 @Necros Fixing That Is Trivial In The Engine
#273 posted by Baker [69.47.162.203] on 2012/03/12 03:50:08
There are 2 ways:
1. The "DarkPlaces" way. I wrote a 3 line tutorial on how that works.
http://forums.inside3d.com/viewtop...
2. szo's more thorough way. Also discussed in that thread. Which is actually "design correct" from an engine design standpoint, but not completely obvious to someone not familiar with the inside of the Quake engine.
Engines that support playback of a demo recorded over multiple maps:
1. Quakespasm
2. DarkPlaces
3. Modern ProQuake
 Engine Compatability
#274 posted by Krypto [94.6.234.173] on 2012/03/12 09:05:18
If Quakespasm is true then why did it splutter and crash yesterday? :o
 You Might Considering Posting Your Demo
#275 posted by Baker [69.47.162.203] on 2012/03/12 10:16:24
I'm thinking it is unlikely the Quakespasm team would add the multi-map playback feature without testing it.
It could be something the mod does on level load or a 100 other things or something occurs that the engine wasn't expecting.
If you try to play back your demo in an engine without multi-map playback, the engine doesn't crash. It just displays a blank screen.
#276 posted by negke [31.18.185.232] on 2012/03/12 10:42:05
If the demo is created right, every engine can playback across map changes. So the focus should be more on "multi-map recording".
There used to be a fix that sometimes worked for protocol 15 demos: appending (joining) an additional demo snippet to the existing (multi-map) one with BJP's convdem would fix it for playback. However, last time I tried I couldn't get that to work (demo recorded with QS).
 Convdem
#277 posted by Baker [69.47.162.203] on 2012/03/12 10:57:39
Was probably just eliminating the "reconnect" command crammed into the demo.
 RE: Engine Compatability
#278 posted by szo [78.182.8.44] on 2012/03/12 11:07:07
Cross-level demo playback support is in the svn repository and not in an official release yet. Until we make a new release, just compile your binary from the svn and it should work.
#279 posted by Spirit [89.204.139.174] on 2012/03/12 11:12:40
I think the current build (exe) does not have that feature. not sure what version it is.
 Reload Before Posting
#280 posted by Spirit [89.204.139.174] on 2012/03/12 11:14:44
can one easily cross compile Quakespasm (without codeblocks)?
 Builds From SVN
#281 posted by szo [78.182.8.44] on 2012/03/12 12:00:59
Yes, cross-compiling is actually very easy. I just did that, here are win32 and win64 builds from current svn:
http://quakespasm.sourceforge.net/...
http://quakespasm.sourceforge.net/...
 Contract Revoked Coop Demo
#282 posted by Krypto [94.6.234.173] on 2012/03/12 17:34:18
Here is the malfunctioning demo file in question:
http://filesmelt.com/dl/cr-coop.de...
Inform me whether you can get it working correctly and what method was implemented.
 RE: Contract Revoked Coop Demo
#283 posted by szo [78.182.8.44] on 2012/03/12 18:50:49
yes it works just fine, although it would have been better if you had told that it is a 35mb demo. The ultra scientific method to play it is already explained: The latest official 0.85.6 version doesn't support cross-level demo playback, so either build the code from svn, or download a prebuilt package for which I gave links just above, i.e. win32 and win64 versions.
 Gamma
#284 posted by Bluntz [71.1.241.211] on 2012/03/12 22:26:39
I grabbed the new build and it seems to still have no brightness.
Reading some of the forum posts I found a patched SDL lib that may fix it but had no luck.
If in fact I ran the lib correctly by dropping it in the quake dir
[quote]bluntz@bluntz-desktop:~$ cd quake
bluntz@bluntz-desktop:~/quake$ ./quakespasm export LD_LIBRARY_PATH=.:$LD_LIBRARY_PATH
Command line: ./quakespasm export LD_LIBRARY_PATH=.:
Found SDL version 1.2.14
Quake 1.09 (c) id Software
GLQuake 1.00 (c) id Software
FitzQuake 0.85 (c) John Fitzgibbons
FitzQuake SDL port (c) SleepwalkR, Baker
QuakeSpasm 0.85.6 (c) Ozkan Sezer, Stevenaaus
Host_Init
Playing registered version.
Console initialized.
UDP Initialized
Exe: 14:03:52 Dec 31 2011
64.0 megabyte heap
Video mode 1280x1024x32 initialized
FOUND: ARB_multitexture
FOUND: ARB_texture_env_combine
FOUND: ARB_texture_env_add
Warning: vertical sync not supported (swap interval is -1.) Make sure you don't have vertical sync disabled in your driver settings.
FOUND: EXT_texture_filter_anisotropic
Sound Initialization
SDL audio spec : 11025 Hz, 128 samples, 2 channels
SDL audio driver: pulse, 8192 bytes buffer
Audio: 16 bit, stereo, 11025 Hz
SDL detected 0 CD-ROM drives
========= Quake Initialized =========
[/quote]
The slider had no effect but the client was usable.
This client seems to about the best option for us Linux Quakers.
I hope someone else could please help with this one small issue that stands in our way.:eek:
 That Should Be
#285 posted by svdijk [84.29.225.215] on 2012/03/12 22:37:53
LD_LIBRARY_PATH=.:$LD_LIBRARY_PATH ./quakespasm
#286 posted by Bluntz [71.1.241.211] on 2012/03/13 01:36:58
like this?
bluntz@bluntz-desktop:~/quake$ LD_LIBRARY_PATH=.:$LD_LIBRARY_PATH ./quakespasm
Command line: ./quakespasm
Found SDL version 1.2.14
Quake 1.09 (c) id Software
GLQuake 1.00 (c) id Software
FitzQuake 0.85 (c) John Fitzgibbons
FitzQuake SDL port (c) SleepwalkR, Baker
QuakeSpasm 0.85.6 (c) Ozkan Sezer, Stevenaaus
Host_Init
Playing registered version.
Console initialized.
UDP Initialized
Exe: 14:03:52 Dec 31 2011
64.0 megabyte heap
Video mode 1280x1024x32 initialized
FOUND: ARB_multitexture
FOUND: ARB_texture_env_combine
FOUND: ARB_texture_env_add
Warning: vertical sync not supported (swap interval is -1.) Make sure you don't have vertical sync disabled in your driver settings.
FOUND: EXT_texture_filter_anisotropic
Sound Initialization
SDL audio spec : 11025 Hz, 128 samples, 2 channels
SDL audio driver: pulse, 8192 bytes buffer
Audio: 16 bit, stereo, 11025 Hz
SDL detected 1 CD-ROM drive
CDAudio initialized (SDL, using /dev/scd0)
CDAudio_Init: No CD in drive
========= Quake Initialized =========
#287 posted by Bluntz [71.1.241.211] on 2012/03/13 01:50:48
I do not remember having any issues until I switched video cards from Nvidia to this Ati 6850.
Also I am not sure if I did not compile the GLX build as I seldom run SDL versions of anything if I have a choice.
Has anyone else built the GLX client ?????
 V0.85.7
#288 posted by szo [88.238.192.75] on 2012/03/14 07:48:04
Version 0.85.7 of QuakeSpasm is released:
* Added support for cross-level demo playback
* gl_texturemode is reimplemented as a cvar with a callback and the
setting is automatically saved to the config
* Fixed execution of external files without a newline at the end
* Reduced memory usage during reloading of textures
* Fixed compilation on GNU/kFreeBSD (Debian bug #657793)
* Fixed backspace key on Mac OS X
* Disable mouse acceleration in Mac OS X
* Worked around recursive calling of the anisotropic filter callback
* Console word wrap and long input line fixes
* Verified correct compilation by clang (using v3.0)
* Several other small changes mostly invisible to the end-user
 Thanks, Good Job
#289 posted by negke [31.18.185.232] on 2012/03/14 10:22:16
Will cross-level demos recorded with QS work with other engines, too (provided the protocol is right), or does this release only enable proper playback?
 Cross-level Demos
#290 posted by szo [88.238.192.75] on 2012/03/14 10:32:13
if the engine in question knows how to handle the "reconnect" stufftext, than they are able to playback. So, I guess the answer to your last question is yes, we enabled proper playback, although I don't know what else would be expected of us to do.
#291 posted by stevenaaus [114.72.235.142] on 2012/03/14 13:26:18
ericw did some great work with interpolation
Our main priority is reliable playback, and his patch seems to have issues. Perhaps they can be resolved ? Anyway, posting here would be best
http://sourceforge.net/tracker/?fu...
 Awesome!
#292 posted by LeopolD [87.122.42.66] on 2012/03/14 14:20:34
Nice to see the project keeping its momentum, will dl asap!
#293 posted by necros [174.113.119.133] on 2012/03/14 21:25:18
pretty cool that you are so quick to make changes. n1 :)
S_FindName: out of sfx_t is still there though. :(
 Out Of Sfx_t
#294 posted by szo [81.215.170.79] on 2012/03/14 22:22:44
yeah I forgot doing that. Most possibly will be fixed in next release along with Eric's new sound resampler.
#295 posted by necros [174.113.119.133] on 2012/03/14 22:41:10
it's cool, i only wanted to mention it to keep you aware of it. :)
 Necros
#296 posted by szo [88.238.209.217] on 2012/03/16 21:58:12
can you provide some test content so that I can test solutions to the "out of sfx_t" issue?
#297 posted by necros [174.113.119.133] on 2012/03/17 00:41:08
isn't this a case of just not clearing out precached sound names between map loads?
also, i don't know what you need exactly. do you need actual sounds? my gut tells me you could just precache the same sound with different filenames and it'd work fine.
i hesitate because it would take an hour to assemble all the sound files needed to test it with the actual maps.
what i'm doing is i load up a map that precaches 465 sounds.
then i load up a map that precaches 164 sounds.
this causes the error.
while some sounds used are the same (player sounds or whatever) other sounds are not (ambience, mostly, but also monsters).
so while maybe 60~ sounds are shared, and don't need to take up a spot on the list, the others are new and need to be added.
the error comes from S_FindName:
if (num_sfx == MAX_SFX)
Sys_Error ("S_FindName: out of sfx_t");
i believe all that is needed is to do something like this to reproduce it:
precache MAX_SFX - 1 sounds directly from qc and then have your map precache one sound.
then load a map that precaches another sound that hasn't been precached yet and it should cause the error.
#298 posted by necros [174.113.119.133] on 2012/03/17 00:44:35
btw: just using soundlist to count how many sounds are being loaded (i have to quit the engine each time and load up the different maps to avoid the crash).
#299 posted by szo [88.238.209.217] on 2012/03/17 01:06:30
you reported the error, so I assumed that you have a testcase (some mapset+progs or whatever) already, which would make my life easier. apparently I assumed too much.
#300 posted by necros [174.113.119.133] on 2012/03/17 01:09:06
yeah, i don't usually bug test stuff myself and only find problems when i run into them during normal use.
i'll see what i can do but it'll be big (it's more than 512 unique sounds, after all).
maybe i can find a batch program to convert everything to 11khz 8bit or something.
#301 posted by mh [109.79.247.173] on 2012/03/17 16:07:18
Should be possible to lower the define of MAX_SFX for testing purposes. Bring it down to within range of 2 id1 maps for example, and see if you can trigger the error that way.
 Also Beware...
#302 posted by mh [109.79.247.173] on 2012/03/17 16:11:07
Static and local sounds (including those caused by menu navigation) will also go into your sfx_t array, so mind that you don't do anything to break those...
 RE: Sfx_t Bewarenesses
#303 posted by szo [88.238.209.217] on 2012/03/17 20:28:12
ideas crossing my mind are adopting quake2 style sound registration and adding flags like SFX_PERSIST to preserve those static and local sounds. The solution also has to make sure that all sounds are cleared upon gamedir changes while the engine is alive, which it doesn't as it is now. Hmmm...
 Quake2 Style Sound Registration
#304 posted by mh [109.79.229.185] on 2012/03/18 02:32:01
I like that idea. The Q2 code also solves some messy problems like restarting the sound system in mid-game. Ideally sounds should be treated the same way as textures for a very large part - a lot of the same concepts apply.
 Gamma
#305 posted by Bluntz [71.1.248.189] on 2012/03/24 00:30:45
Is gamma fixed in the new release?
 Do You Mean With Linux ?
#306 posted by stevenaaus [42.241.108.1] on 2012/03/24 08:12:19
OTTOMH
No. I think thats an SDL/XOrg issue (see webpage).
I've added that to our readme.
 Xgamma
#307 posted by bluntz [71.1.254.210] on 2012/03/24 17:39:28
Xorg even seems to stomp a custom gamma setting..
...
...
bluntz@bluntz-desktop:~/quake$ ./quakespasm & xgamma -d :0.0 -gamma 5
[1] 3103
-> Red 1.000, Green 1.000, Blue 1.000
Command line: ./quakespasm
Found SDL version 1.2.14
Quake 1.09 (c) id Software
GLQuake 1.00 (c) id Software
FitzQuake 0.85 (c) John Fitzgibbons
FitzQuake SDL port (c) SleepwalkR, Baker
QuakeSpasm 0.85.7 (c) Ozkan Sezer, Stevenaaus
Host_Init
Playing registered version.
Console initialized.
UDP Initialized
Exe: 16:40:36 Mar 13 2012
64.0 megabyte heap
<- Red 5.000, Green 5.000, Blue 5.000
bluntz@bluntz-desktop:~/quake$ Video mode 1280x960x32 initialized
FOUND: ARB_multitexture
FOUND: ARB_texture_env_combine
FOUND: ARB_texture_env_add
Warning: vertical sync not supported (swap interval is -1.) Make sure you don't have vertical sync disabled in your driver settings.
FOUND: EXT_texture_filter_anisotropic
Sound Initialization
SDL audio spec : 11025 Hz, 128 samples, 2 channels
SDL audio driver: pulse, 8192 bytes buffer
Audio: 16 bit, stereo, 11025 Hz
SDL detected 1 CD-ROM drive
CDAudio initialized (SDL, using /dev/cdrom)
CDAudio_Init: No CD in drive
========= Quake Initialized =========
If anyone else is able to correct the brightness on linux would you please give an example command line that works for you? Nothing posted has worked for me and I really do not want to try changing out the SDL lib systemwide.
 Some Missing Features
#308 posted by Barnak [65.95.14.151] on 2012/04/04 05:17:13
I just installed QuakeSpasm today, on my Mac mini 2010 (OS X 10.6.8), and tested it for a few hours. It's working very well, but I have a few comments about it and suggestions to improve the engine :
1. Currently, there is no FSAA (antialiasing) option. The GLQuake app (from Fruitz Of Dojo) has it and it's a great feature. Why not QuakeSpasm too ?
2. We can't put QuakeSpasm to the background, using command-H, like what we can do with GLQuake (FoD version) or Quake 3. This is highly desirable. Currently, we have to quit the app just to read our emails or to come here.
3. I noticed a frequent video glitch in QuakeSpasm, like a screen redraw jerkiness. I suspect this is because of the absence of any vertical synchro option. This is highly desirable too, since it's a bit painfull on the eyes.
And by the way : thanks a LOT to support that venerable good'old game. I believe that even by today's standards, Quake1 and Quake3 are still the best games around, even after all these years !
#309 posted by necros [174.113.119.133] on 2012/04/04 20:47:50
2. We can't put QuakeSpasm to the background, using command-H, like what we can do with GLQuake (FoD version) or Quake 3. This is highly desirable. Currently, we have to quit the app just to read our emails or to come here.
even on windows tabbing out of the engine produces generally bad behaviour from not having mouse control to the engine just crashing.
it's something that i think would be nice to have, if you get the chance.
#310 posted by stevenaaus [42.241.117.238] on 2012/04/04 22:29:22
even on windows tabbing out of the engine produces generally bad behaviour from not having mouse control to the engine just crashing
Hmmm. That was not a known issue to me.
Barnak's suggetsions sound reasonable, and Ericw has sent a quick AA Patch but it has bugs. Oz is pretty cluey with AA, so maybe it'll appear soon.
#311 posted by necros [174.113.119.133] on 2012/04/05 00:29:34
ok, so i go to check out what i was doing to create the problems... and nothing happens. :P
i think maybe that was in an earlier version and i got paranoid about tabbing out of the engine that i never noticed it got fixed.
thanks for that, then. :)
 Necros
#312 posted by Barnak [65.95.14.128] on 2012/04/05 16:43:39
I tested a new built of QuakeSpasm from Ericw with 4x FSAA, and your ne_ruins MOD is causing huge screen redraw problems. It's related to FSAA and I suspect it's also related to the large hi-res background picture used in your MOD (cloudy sky).
The same QuakeSpasm built with 4x FSAA is working great on all the other maps I tested yet. I didn't noticed any drop in frame rate yet.
I'll test the app on the Honey stuff later today...
 Ne_ruins
#313 posted by Barnak [65.95.14.128] on 2012/04/05 17:17:26
I re-tested the app with "sky" set to 0 (default Q1 style sky box) and the video problem is still the same (actually, it's a bit more persistant).
Again, it's clearly related to FSAA, but I didn't experienced the bug on any other map yet.
 Barnak
#314 posted by necros [174.113.119.133] on 2012/04/05 20:52:09
take it up with the quakespasm team, i have no clue what's wrong!
stevenaaus mentioned that the aa thing has bugs.
 Yeah It's My Fault...
#315 posted by ericw [23.17.185.198] on 2012/04/06 01:08:44
I am working on the (currently buggy) aa patch and sent Barnak the custom build. we're trying to debug it by email but i'm not totally sure what is wrong.
 Hm
#316 posted by stevenaaus [114.72.254.34] on 2012/04/06 04:14:11
Damm, that Darkplaces has a nice chase cam. HoT's works flawlessly, but view is obscured by a huge player model when your back is to wall. With darkplaces, the model just slides away, or maybe the camera is moved slightly forward of player ?. Proquake (1.30?) has a nice view, but go into start map , to the corner immediate left of normal skill teleport, and view is totally obscured. FitzPlus v2 gets obscured too, and a little hard to see differences, though i suppose they exist.
 Custom Textures
#317 posted by Barnak [65.94.69.136] on 2012/04/09 16:45:18
I'm having problems with custom textures for the HUD (menus, console, etc). They aren't working yet, while textures replacements for the walls, floor, ceilings, items, etc, are all working.
For example, suppose you have a texture called "NUM_2.tga" to change some of the HUD elements, where do you put it in the id1 folder ? What is the directory structure for the HUD and console textures ?
Of course, I'm using QuakeSpasm...
#318 posted by necros [174.113.119.133] on 2012/04/09 22:43:19
try /id1/gfx?
 FitzQuake Supports Only
#319 posted by Baker [69.47.162.203] on 2012/04/09 23:04:17
Replacement textures for the maps. Nothing else. Not mdl models, charset, HUD, etc.
I don't believe this has changed in Quakespasm.
#320 posted by necros [174.113.119.133] on 2012/04/09 23:29:35
quakespasm does do mdl replacement.
the textures go in /progs/ with the format: modelname.mdl_#framenum#.tga
 Cool
#321 posted by Baker [69.47.162.203] on 2012/04/10 03:06:26
Glad to see they are using the DarkPlaces replacement texture naming convention. I'd like to see that as the "standard" naming convention because the other way of doing it is very kludgy.
(Engine wise, adding external texture support for sbar pics and menu items is a bit of a pain.)
 Necros
#322 posted by Barnak [64.229.101.111] on 2012/04/10 05:00:33
The menus and the weapons textures replacements don't work.
I've created a "progs" and a "gfx" folder inside the "id1" directory, and added the textures (from pk3 packages found on the Quake Retexturing Project web site). It doesn't show while in the game.
For example, there's a texture called "nail.mdl_0.tga" to change the nail gun. I also tried "nail.mdl_#0#.tga". Doesn't show in QuakeSpasm.
What am I doing wrong ?
 Model Textures Go In Id1/progs Folder
#323 posted by Baker [69.47.162.203] on 2012/04/10 05:10:24
Typically.
 @Necros ...
#324 posted by Baker [69.47.162.203] on 2012/04/10 05:12:44
Are you sure about external model texture support? I'm not seeing that in the Quakespasm change log.
/Too lazy to actually check myself but eventually I will.
#325 posted by necros [174.113.119.133] on 2012/04/10 05:24:32
oh my... i had rmqe in my gui loader and not qs.
sorry. :S
 Aaargh !
#326 posted by Barnak [64.229.101.111] on 2012/04/10 05:31:10
Damn ! So no weapons and hud replacements in QuakeSpasm ?
O well, ...
#327 posted by necros [174.113.119.133] on 2012/04/10 05:33:01
i still play with all the original textures and i like to disable texture filtering, so fitzquake and quakespasm are perfect for me.
but quakespasm isn't really an eye candy engine. i think you would be better served with another, fancier, one.
#328 posted by Spirit [82.113.106.7] on 2012/04/10 07:50:23
Quakespasm is pure eye candy. and if it means that eye poop is not supported then yay!
 DarkPlaces Standard For MDLs
#329 posted by mh [78.152.209.229] on 2012/04/10 08:54:13
Should be picked up universally if you're going to support this at all. Other ways aren't just kludgy, they're flat-out broken. Check out progs/s_light.mdl and progs/s_light.spr in your ID1 pak0.pak - if you have progs/s_light.tga, which of these is the texture for?
 Textures
#330 posted by Barnak [184.144.170.62] on 2012/04/10 15:50:35
Then I'm wondering why textures replacement is supported for all the floors, walls, ceillings, etc, in QuakeSpasm, while the weapons and hud textures aren't.
This is weird !
#331 posted by Spirit [80.171.28.195] on 2012/04/10 15:53:32
They are handled completely different in the code/engine.
 QuakeSpasm Vs Fitzquake Vs DarkPlaces
#332 posted by Barnak [184.144.170.62] on 2012/04/10 16:21:16
I tried Fitzquake and DarkPlaces and I prefer QuickSpasm.
Fitzquake is almost identical to Fitzquake, I don't see much differences.
What are your opinions on Fitzquake ?
DarkPlaces is fat, heavy, and sloooow ! The frame rate is very low for what it does.
I don't like its rendering style. There are three slide bars for the gamma and brightness, and I was unable to get the map looking right.
The weapons textures replacement is working in DarkPlaces, but it isn't that great after all.
 LOL
#333 posted by Barnak [184.144.170.62] on 2012/04/10 16:29:16
I meant :
Fitzquake is almost identical to QuakeSpasm, I don't see much differences.
#334 posted by negke [31.18.185.232] on 2012/04/10 17:15:21
Quakespasm is based on Fitzquake. The differences are mostly subtle and under the hood. It's now slightly more versatile than Fitz085 and more frequently updated.
Darkplaces is indeed slow and cluttered with features (as well as 'unfeatures'). Unless you're a sucker for over-the-top eye candy or intend to play/create advanced mods, I would not recommend it (for regular Q1SP).
#335 posted by necros [142.55.125.10] on 2012/04/10 17:39:42
i would use fitzquake, except it exhibits the multicore timing bug for me.
otoh, like neg says, qs is updated often, while fq only has sporadic updates (and that's not a dig at you, metl :))
as for DP, it breaks standard quake functionality in a few spots (tracelines in particular) which is incredibly annoying, almost requiring you to make two seperate progs.
that said, DP isn't horrible. it's all those absurd texture packs and OTT particle packs that make it seem that way. it does require a more powerful machine, but it also has some great stuff in it to. of course, i'm probably the only person who runs with nearest neighbour texture filtering and q3 water shaders. (the reflection/refraction effects are nearest neighbour too!)
 @Spirit Mostly
#336 posted by Baker [69.47.162.203] on 2012/04/10 18:38:22
I wouldn't be negative towards an engine feature like external texture support just because it gets used in a manner you find tasteless.
A lot of single player maps are bad, but that doesn't make mapping bad nor the idea of people learning mapping bad.
 Long Live QuakSpasm !
#337 posted by Barnak [184.144.170.62] on 2012/04/10 18:41:42
Ok then, it's all clear to me now.
I'm sticking to QuakeSpasm.
I hope there will be an update to add FSAA and vertical sych support, and the Command-H feature of OS X. Custom textures support for the HUD and menus would be appreciated too ! (I don't care anymore about the weapons texture replacement...)
#338 posted by negke [31.18.185.232] on 2012/04/10 18:48:40
Just force FSAA and v-sync in the nvidia/ati control tab.
 Negke
#339 posted by Barnak [184.144.170.62] on 2012/04/10 18:55:39
There is no nvidia/ati control tab on OS X. It's an app thing.
 Yeah
#340 posted by stevenaaus [114.73.65.32] on 2012/04/11 13:22:55
On linux you can do it with
nvidia-settings --query=fsaa --verbose
to get FSAA modes, then
__GL_FSAA_MODE=12 quakespasm
But it doesnt seem to work/do anything with OS X.
http://arstechnica.com/civis/viewt...
 Gamma
#341 posted by Bluntz [71.1.237.21] on 2012/04/14 00:24:34
Gamma is working now at least it is on Squeeze.
However new bugs have cropped up in the newest build for me.I cant connect to a server ,it says connection accepted but just sits there.
Also if I try starting Single player I get this
.
.
bluntz@debian:~/quake$ export LD_LIBRARY_PATH=.:$LD_LIBRARY_PATH
bluntz@debian:~/quake$ ./quakespasm -fullscreen
Command line: ./quakespasm -fullscreen
Found SDL version 1.2.13
Quake 1.09 (c) id Software
GLQuake 1.00 (c) id Software
FitzQuake 0.85 (c) John Fitzgibbons
FitzQuake SDL port (c) SleepwalkR, Baker
QuakeSpasm 0.85.7 (c) Ozkan Sezer, Stevenaaus
Host_Init
Playing registered version.
Console initialized.
UDP Initialized
Exe: 16:40:36 Mar 13 2012
64.0 megabyte heap
Video mode 1280x1024x32 initialized
FOUND: ARB_multitexture
FOUND: ARB_texture_env_combine
FOUND: ARB_texture_env_add
Warning: vertical sync not supported (SDL_GL_GetAttribute failed). Make sure you don't have vertical sync disabled in your driver settings.
FOUND: EXT_texture_filter_anisotropic
Sound Initialization
SDL audio spec : 11025 Hz, 256 samples, 2 channels
SDL audio driver: dsp, 16384 bytes buffer
Audio: 16 bit, stereo, 11025 Hz
SDL detected 1 CD-ROM drive
CDAudio initialized (SDL, using /dev/cdrom)
CDAudio_Init: No CD in drive
========= Quake Initialized =========
execing quake.rc
execing default.cfg
execing config.cfg
execing autoexec.cfg
No spawn function for:
EDICT 18:
classname trigger_voteexit
model *7
spawnflags 1.0
target e2
message E2 The Realm of Black Magic
map e2m1
No spawn function for:
EDICT 18:
classname trigger_voteexit
model *8
spawnflags 1.0
target e3
message E3 The Netherworld
map e3m1
No spawn function for:
EDICT 18:
classname trigger_voteexit
model *9
spawnflags 1.0
target e1
message E1 Dimension of the Doomed
map e1m1
No spawn function for:
EDICT 21:
classname trigger_voteexit
model *17
spawnflags 1.0
target e4
message E4 The Elder World
map e4m1
No spawn function for:
EDICT 40:
classname trigger_voteexit
model *24
spawnflags 1.0
target dm
message The Deathmatch Arenas
map dm1
No spawn function for:
EDICT 47:
classname trigger_voteexit
model *27
spawnflags 1.0
target ctf1
message CTF Episode One
map ctf1
No spawn function for:
EDICT 55:
classname trigger_voteexit
model *34
spawnflags 1.0
target ctf2
message CTF Episode Two
map ctf9
No spawn function for:
EDICT 76:
origin '416.0 2856.0 -144.0'
angles ' 0.0 90.0 0.0'
classname info_vote_destination
targetname e1
No spawn function for:
EDICT 76:
origin '992.0 2856.0 -144.0'
angles ' 0.0 90.0 0.0'
classname info_vote_destination
targetname e2
No spawn function for:
EDICT 76:
origin '416.0 3224.0 -144.0'
angles ' 0.0 270.0 0.0'
classname info_vote_destination
targetname e3
No spawn function for:
EDICT 76:
origin '992.0 3224.0 -144.0'
angles ' 0.0 270.0 0.0'
classname info_vote_destination
targetname e4
No spawn function for:
EDICT 76:
origin '768.0 2880.0 -304.0'
angles ' 0.0 90.0 0.0'
classname info_vote_destination
targetname ctf1
No spawn function for:
EDICT 76:
origin '768.0 3200.0 -304.0'
angles ' 0.0 270.0 0.0'
classname info_vote_destination
targetname ctf2
No spawn function for:
EDICT 76:
origin '1112.0 3040.0 -144.0'
angles ' 0.0 180.0 0.0'
classname info_vote_destination
targetname dm
3 demo(s) in loop
FITZQUAKE 0.85 SERVER (24778 CRC)
...
Introduction
Using protocol 666
Couldn't find a cdrip for track 4
test entered the game
Client test removed
No spawn function for:
EDICT 6:
origin ' 81.0 1024.0 64.0'
classname place_model
model progs/beam1.mdl
No spawn function for:
EDICT 6:
origin ' 81.0 1024.0 64.0'
angles ' 37.4 -180.0 0.0'
classname item_luz
speed 400.0
Can't find function rain_think
Host_Error: ED_ParseEdict: parse error
Shutting down SDL sound
#342 posted by Spirit [89.204.138.103] on 2012/04/14 00:56:36
you put some shit in your id1...
did that server work earlier?
#343 posted by necros [174.113.119.133] on 2012/04/14 01:19:38
no spawn function for: xxx
means the map has an entity with a classname that the progs.dat doesn't have a function for.
that is to say, you are missing the progs.dat/mod for this map.
 Gamma Fixed
#344 posted by bluntz [71.1.244.231] on 2012/04/15 05:43:51
Thanks folks
I have a modified dm2 with ent files in the maps folder.
I was using my maps folder from my SMC modded DP installation.
And yes the Gamma is working now.
 Server
#345 posted by bluntz [71.1.244.231] on 2012/04/15 05:47:35
I have not yet been able to connect to a mp game.
It just sits at the console.Saying connection accepted.
 Re: Server
#346 posted by LeopolD [87.122.49.251] on 2012/04/15 19:42:09
Had the same problem. You have to make sure that your router leaves the source port untouched.
 Success !
#347 posted by bluntz [71.1.244.231] on 2012/04/20 04:34:12
Got it to connect finally.
Runs great!The only things I do not like is it seems it does not support the chat function switches like location %l and such.
Also the chasecam is very choppy.
#348 posted by necros [99.227.156.158] on 2012/04/28 02:10:06
is there any way to stop entities flickering when there are many being displayed at once? command line switch or something maybe?
 Sound Crackle
#349 posted by anon [99.192.68.232] on 2012/05/05 02:18:27
Tried QS for first time today (Win64). Anyone else have sound crackle issues?
 Uhm, By The Way
#350 posted by negke [31.18.185.232] on 2012/05/07 23:15:23
The "can't find aaaa.pcx" messages are gone, but the corresponding tga warnings are still spamming the console.
#351 posted by stevenaaus [42.241.97.7] on 2012/05/08 13:13:40
Well, i don't know much about it, but i suppose they're occasionally useful error messages.
 Text Overflow Error
#352 posted by Krypto [2.120.40.155] on 2012/05/11 21:39:55
I return once more :D
This time with a conundrum concerning one of my old favourite multiplayer mods - CoCoT's infamous 'Ultimate Quad Capture 1.4'! It can be found at Mod Database as the current new site is being renovated.
When accessing the menu to configure game settings, Quakespasm displays a repeat error message in the top left hand corner and some of the text gets cut off in the menu.
http://i.imgur.com/mCw0G.jpg
In the example screenshot, 10 game modes are meant to be displayed yet only 8 appear. You can still select the 10 with the appropriate key but their isn't any indication at all.
I never had this problem in Fitzquake, could it be a corrupt/odd config file?
Many thanks!
#353 posted by necros [99.227.156.158] on 2012/05/11 22:23:37
that also happens in the menus in my rpg mod. same error message and not all the centerprint text is displayed.
#354 posted by necros [99.227.156.158] on 2012/05/11 22:24:15
it's using the overloaded centerprint builtin, if that's any help.
 Well
#355 posted by Preach [77.98.165.95] on 2012/05/12 00:00:52
I suspect that you won't be very happy with the answer, but the problem is that there's been an overflow in the function PF_Varsting.
what?
Oh, fine then. In the regular quake code PF_Varstring uses a standard c function called strcat to combine the list of strings passed to centerprint into a buffer. strcat is a a very classic c function, and so offers no error protection. If you give it strings which are too long then it will happily overflow the buffer with them.
The standard engine code has a buffer which can hold 255 characters, but just blindly assumes that you wouldn't pass it strings that combine to a higher character count. Evidently the menu in CoCoT's mod exceeds this limit. In regular engines this overflows the buffer, which works as far as the menu is concerned but might overwrite something important in memory.
Evidently Quakespasm uses a safer function for combining strings or does some extra manual checks. The upshot is that your string gets truncated, as the error message has told you. It's hard to fault Quakespasm for fixing a bug that could potentially crash the program.
I suppose that Quakespasm could increase the size of the buffer somewhat to accomodate the mod (which has evidently been getting away with breaking the rules in other engines). It does seem best to recommend that you don't pass more than 255 characters total into centerprint, lest one day it causes memory corruption or a general protection fault.
#356 posted by necros [99.227.156.158] on 2012/05/12 00:20:08
interesting that is actually a bug. also interesting, i tested the rpg mod quite extensively in FQ and never once experienced a crash or any kind of memory corruption.
#357 posted by szo [78.181.113.81] on 2012/05/12 10:50:15
FQ might not have crashed because of the way the compiler used to make it into an exe reserved the static buffer used in PF_VarString(). Different brand of compilers and even different versions of the same compiler has every right to adjust such things to their liking. So, FQ never crashed is *purely* by luck. What we do in qs is not trusting our level of luck.
#358 posted by necros [99.227.156.158] on 2012/05/12 15:52:30
does this have anything to do with needing to use -zone 2048 to prevent crashes? i recall someone on inside3d mentioning that quakespasm allocates strings differently than other engines.
#359 posted by szo [78.181.113.81] on 2012/05/12 16:29:21
No, nothing related to -zone, at all.
 Adding Features
#360 posted by Bluntz [71.1.238.126] on 2012/05/14 23:25:12
Can I request that IPlog be added for Identify please.
It would be swell to know who I am playing against.
#361 posted by Spirit [89.204.153.41] on 2012/05/15 07:35:12
look at their nick name, anything else is creepy. people should have a right to anonymity through pseudonyms.
 Re: Text Overflow Error
#362 posted by svdijk [84.29.172.52] on 2012/05/15 16:47:37
PF_VarString's buffer has been increased somewhat in the svn repo, fixing UQC's menu.
 QS : Any New Version Soon ?
#363 posted by Barnak [184.144.169.66] on 2012/06/04 17:23:48
Are there any news about a new version of QuakeSpasm on OS X ?
I'm looking for a full support for FSAA, Vertical sychro screen redraw, and the ability to put the game into background using Command-H (as in Quake3).
#364 posted by stevenaaus [114.73.96.151] on 2012/06/06 04:26:29
Hmmm - We need a new OS X dev. SleepwalkR and I are both busy with other things.
 Support Features Please
#365 posted by Bluntz [71.1.239.124] on 2012/07/02 15:38:56
Baker has a new Fitz build and I am hoping to get some of the improvements added for my Linux client.
"Oh yeah, remember your post about talk macros or view interpolations (shaky cam) ... ask for them to add SUPPORTS_TALK_MACROS, SUPPORTS_LEGIT_PING_SCOREBOARD, SUPPORTS_VIEW_ANGLES_INTERPOLATION...
I have had some help with the LOC file support now working.I hope there are more improvements you can use from baker's update though.
#366 posted by Spirit [82.113.98.73] on 2012/07/02 16:50:15
step 1: share your own changes/work back to the community.
I never saw SUPPORTS_ flags before, is that new? where does that come from?
those examples look terribly named to my "alphabetical order should equal logical grouping" mind.
 Spirit:
#367 posted by metlslime [198.228.216.153] on 2012/07/02 18:47:53
That's just something baker added in the fitzquake mk. 5 source code to make his changes easier to find.
#368 posted by negke [31.18.178.240] on 2012/07/05 10:04:55
What is this Bad "cue " chuck length (#) warning and why does it appear every time a map is loaded?
 Bad "cue " Chuck Length
#369 posted by szo [160.75.18.212] on 2012/07/05 10:33:54
When a *.wav file is parsed, it looks for the "cue " chunk, if it finds it then it progresses to find a loopstart position. A bad cue chunk in the file is a chunk that reports its size as negative or going past the whole size of the *.wav file. Without such checks I added there, the engine may very well segfault (i.e. crash, which was the case with, IIRC, arwop mod or something.)
The print is done only in developer mode so it doesn't appear in usual game play.
 PF_VarString: Overflow
#370 posted by sock [24.84.102.77] on 2012/07/16 21:47:36
Is there anyway to override the centerprint string truncation or suppress the PF_VarString: overflow console message?
 Well
#371 posted by Preach [77.98.165.95] on 2012/07/16 23:37:24
Even if there was it would be a bad idea to do it, because then your mod will potentially crash other engines by overflowing the buffer.
 Fitz Compatibility
#372 posted by sock [24.84.102.77] on 2012/07/16 23:43:41
This works fine with the original Fitz0.85 engine and the new mark V engine. I know a few people who want to use Quakespasm instead of Fitz, so I am asking if this problem could be tweaked via a console command. I don't expect the default to change, I just want the option to override the (new) default used in this engine so I can offer my mod to a wider audience.
 PF_VarString: Overflow
#373 posted by mh [109.79.194.116] on 2012/07/17 03:05:56
This is actually a bug fix kicking in. The buffer sizes for these functions could probably be increased but then you get into a war of attrition that I'm sure nobody wants.
 String Overflow
#374 posted by sock [24.84.102.77] on 2012/07/17 03:45:46
I do think this situation is sad because without a way to fix this string overflow issue (still don't understand why a startup command line can't be added to allow longer strings) my mod simply won't work with Quakespasm.
I am sure someone is going to say 'Why don't you change your mod?" well, I use the centerprint function as a method for telling my background story and I don't want to delete it after all the effort I have put into creating it.
 Sock:
#375 posted by metlslime [159.153.4.50] on 2012/07/17 04:23:45
is it possible to break the text into smaller chunks so players see a bit of it at a time?
I don't know what you're planning but that might work -- player walks along, sees some text, walks farther, hits another trigger that displays the next bit of text, etc. Or, it can all be triggered without the player moving, just on a delay for each section.
If none of those ideas work, you might be able to hijack the "end of episode" text mode, like maybe have a bsp that gives the player a rune and then ends immediately, causing the text to appear, then when the player hits enter it goes to your "real" bsp which has all the gameplay.
#376 posted by mh [137.191.242.106] on 2012/07/17 12:52:55
The big problem with extending the string buffer size for PF_VarString is that it has knock-on effects in so many other places. You know the "you got 10 shells" message - that comes from PF_VarString. As does "this hall selects hard skill", "player exited the level" and so many other things.
So if you extend the PF_VarString buffer then you've got to go extend every other buffer that relies on it - including the network message buffers as PF_VarString result go over the network too. And they're restricted to 1400 bytes or you'll get packet fragmentation. Maybe for the purposes of your mod you don't particularly care about MP, but be certain that the QS guys do, and they're aiming for the general case.
So ask yourself: "is my mod really that awesome that I'm willing to break the rest of Quake for it?"
 Sock:
#377 posted by szo [78.182.2.142] on 2012/07/17 12:55:15
As mentioned in msg #362, PF_VarString() buffer has been increased from 256 to 384 in the svn (i.e. the development version.) If even that much isn't enough for you then, well, what you're doing is utterly broken.
 Szo:
#378 posted by sock [24.84.102.77] on 2012/07/17 16:51:59
Thanks :) Is there anyway to suppress the constant warning message to developer only? I am assuming the engine is truncating the string so does it need to be a constant warning message?
 Sock:
#379 posted by szo [78.182.2.142] on 2012/07/17 17:00:26
The message is reminding that the content is misbehaving, so I guess it should be always on for truncation, but *maybe* we change the "exceeds standard limit of 255" warning (where there is no truncation yet) to developer mode.
 Szo:
#380 posted by sock [24.84.102.77] on 2012/07/17 17:15:47
I don't mind if the string is truncated, I understand you want limits on the engine, but the console just constantly fills up with the same message over and over. Can the engine just display the message once or just produce a warning for developer mode and truncate the string?
 Quakespasm Grappling Hook Mod
#381 posted by egre [108.73.117.40] on 2012/07/22 04:50:24
I found a couple of grappling hook mods, and tried them out, and they don't work. It doesn't crash the executable, but it doesn't throw any errors, either. As a matter of fact, there is no information I could provide to you guys regarding. Anybody have any clue how to get a grap mod working?
 @egre
#382 posted by Baker [69.47.162.203] on 2012/07/22 05:22:51
If you want to help the Quakespasm guys, provide a direct link to a download of a mod that doesn't work with Quakespasm.
They don't know what mod doesn't work. But you do. Save the developers time by providing complete information.
 Egre:
#383 posted by ericw [173.33.42.108] on 2012/07/22 05:58:40
I just tried: http://www.quaddicted.com/files/id...
and it seems to work fine. Haha, brings back memories of trying this in '97 or so.
Put the pak0.pak in quake/grap109b, launch with "-game grap109b", and once in-game, press "1" (i.e. select your axe) twice to activate it.
 @ericw RE: Quakespasm Grappling Hook Mod
#384 posted by egre [108.73.117.40] on 2012/07/23 00:50:00
I've been looking for the grap109b mod for some years now. It was one of my favorites and I couldn't remember the name of it. The mod works perfectly. Thanks for the link.
 NAT Issue On 0.85.7 Under Debian Squeeze
#385 posted by egre [108.73.117.40] on 2012/07/23 11:57:39
I am having troubles with NAT and IP binding. I have tried to get quakespasm to bind to a specific IP address and it still shows as bound to 0.0.0.0. The machine I have it running on as a dedicated is also my gateway, so it has multiple addresses and adapters. I really would like it to bind to my internal IP address, then I can port forward from the public IP to the internal. Is there a fix for this? Is this possible with the code as it exists right now?
Here is command line:
quakespasm -ip 192.168.x.x -dedicated 16 -game grappling +exec xxxxxxxx.cfg
 RE: NAT Issue On 0.85.7 Under Debian Squeeze
#386 posted by egre [108.73.117.40] on 2012/07/23 12:15:15
Here's the client log output
http://pastebin.com/uSy5r5cb
Port 26000 UDP is assigned by me.
Port 60982 UDP is randomly assigned each time the program executes.
I see nothing in the documentation regarding a second UDP port being configured or configurable. If someone could clue me in, I'd be very grateful.
Thanks in advance.
 RE: NAT Issue On 0.85.7 Under Debian Squeeze
#387 posted by egre [108.73.117.40] on 2012/07/23 13:05:02
Here's some more on the UDP port assigns:
http://pastebin.com/sr3LH8Qu
I get where the 26000 is assigned, but why the other port number? Why is it random each time?
 OpenBSD
#388 posted by LeopolD [87.122.46.158] on 2012/07/23 18:58:12
Just compiled it on OpenBSD, runs fine, awesome.
However the Makefile failed at detecting the os, had to set it to OpenBSD by hand, after that everything was good:)
#389 posted by AAS [188.17.45.198] on 2012/08/04 07:38:00
Any thoughts about crashing on OS X 10.8?
Crash log: http://pastebin.com/wz1M1Mcb
#390 posted by [1.124.170.163] on 2012/08/04 12:04:22
Hmmm - it can't find libltdl.7.dylib
It'd be better if we'd linked to libltdl.dylib. Try something like
sudo bash
cd /usr/lib
ln -s libltdl.dylib libltdl.7.dylib
#391 posted by [1.124.170.163] on 2012/08/04 12:23:53
Actually, it seems libltdl is indirectly linked ... So maybe it's a mountain lion issue
Use "otool -L libmpg123.dylib" to follow the library dependancies
#392 posted by AAS [94.51.166.44] on 2012/08/04 13:21:39
Thanks for the reply. Making symlink didn't solve the problem (there are not any libltdl* files in /usr/lib/).
Here is an otool output:
libmpg123.dylib:
@executable_path/../Resources/libm... (compatibility version 26.0.0, current version 26.0.0)
/usr/lib/libltdl.7.dylib (compatibility version 9.0.0, current version 9.2.0)
/usr/lib/libmx.A.dylib (compatibility version 1.0.0, current version 315.0.0)
/usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 125.2.1)
#393 posted by [101.173.42.156] on 2012/08/05 02:22:40
Yes - it appears libltdl has changed or something... but can't sort it out for myself. Apple are getting pretty aggressive with their OS upgrades at the moment. Lion was the shortest lived OSX ever. ... I might stick with snow leopard till there's a reason to upgrade.
Perhaps try this ?
On 10.8 I solved this issue with:
brew install libtool
brew link libtool
https://github.com/mxcl/homebrew
#394 posted by AAS [94.51.166.44] on 2012/08/05 08:42:44
Thank you, now it is works.
Already had homebrew installed but didn't realize that I could install missing lib myself :)
 V0.85.8
#395 posted by szo [78.182.2.156] on 2012/10/08 10:33:56
Version 0.85.8 of QuakeSpasm is released:
* Made Quake shareware 1.00 and 1.01 versions to be recognized properly.
* Fixed control-character handling in unicode mode. Keyboard input tweaks.
* Made the keypad keys to send separate key events in game mode.
* Text pasting support from OS clipboard to console. (Windows and Mac OS X.)
* Support for the Apple (Command) key on Mac OS X.
* Fixed increased (more than 32) dynamic lights.
* Music playback: Made sure that the file's channels count is supported.
* Support for Solaris.
* Switched to using libmad instead of libmpg123 for MP3 playback on Mac OS X.
* Better support for building the Mac OS X version using a makefile, support for cross-compiling on Linux.
* Fixed a minor intermissions glitch.
* Increased string buffer size from 256 to 384 for PF_VarString to work around broken mods such as UQC.
* Restored original behavior for Quake registered version detection.
* Minor demo recording/playback tweaks.
* Minor tweaks to the scale menu option.
* unbindall before loading stored bindings (configurable by new cvar cfg_unbindall, enabled by default.)
* New icon.
* Miscellaneous source code cleanups.
 FSAA ?
#396 posted by Barnak [69.159.113.9] on 2012/10/16 23:14:39
And what about support for FSAA (antialiasing) on OS X ?
And what about the command-H option to switch the app into background, as in Quake3 ?
 Gl_affinemodels
#397 posted by TempesT [98.236.7.154] on 2012/10/17 00:26:26
I have searched google trying to figure out what this command does, but have found contradicting answers. I'm making a high quality config that will render quake to look the best that it possibly can. I know that it has to deal with perspective correction on player models, but I don't know which value will effect this change. I want the models to have maximum quality so what should gl_affinemodels be set as? 1 or 0?
 I Looked At The Code.
#398 posted by czg [213.112.234.71] on 2012/10/17 00:42:43
0
 W00t
#399 posted by TempesT [98.236.7.154] on 2012/10/17 01:31:18
Thank you very much czg.
 Gl_affinemodels
#400 posted by mh [109.79.28.225] on 2012/10/18 02:46:46
(Theoretically) enables or disables perspective-correct texturing for MDLs. Set to 1 to disable perspective-correction, 0 to enable it.
See http://en.wikipedia.org/wiki/Textu... for an example of what effect perspective-correct terturing can have.
So, enabling it (gl_affinemodels 0) can be better quality but at a performance loss; disabling it (gl_affinemodels 1) better performance but at a quality loss.
Important note coming up.
This is a HINT. That means you're telling the driver "this is the setting I'd prefer if you can do it but I'm not going to lose sleep over it if you can't"; as in - drivers are not obliged to obey hints; some may ignore them completely and give you performance or quality depending on their own internal settings (and possibly driver control panel settings).
See http://www.opengl.org/sdk/docs/man... for more.
So for a preference for quality set it to 0, but don't depend on that having any effect and don't get annoyed or waste time figuring why it's not working if it doesn't work.
 V0.85.8
#401 posted by ericw [99.235.208.160] on 2012/10/18 16:21:33
Thanks! This release works for me on OS X 10.8 (the switch to libmad I guess?)
 @ericw RE: V0.85.8
#402 posted by szo [78.182.10.165] on 2012/10/18 17:05:17
If you were unable to run the previous versions, then yes, possibly the switch from mpg123 to libmad helped you. I took care not to having any foreign dependency and packaged all needed libraries in the binary distribution.
 OS X Version
#403 posted by Barnak [69.159.112.15] on 2012/10/18 20:30:23
szo,
why aren't there any antialiasing (FSAA) options ?
And what about the ability to put the app in background, as in Quake3, using command-H ?
#404 posted by Spirit [80.171.95.204] on 2012/10/18 21:06:12
Once you ask ten times a glowing fairy appears, says ello guys, waves his fabulous magic-stick and those features will exist.
 I'm On Windows
#405 posted by RickyT23 [94.13.59.186] on 2012/10/19 01:05:03
I don't get AA options on ANY engines, except for DP. Radeon FTF.
 Re: FSAA
#406 posted by szo [160.75.18.212] on 2012/10/19 10:21:35
Command-H backgrounding and FSAA support added to TODO list for the next release.
 Vsync Setting Is Behaving Strange
#407 posted by pat0gen [81.200.24.125] on 2012/10/31 19:27:15
hello,
i've noticed that i can disable vertical sync only via ingame menu, and it automatically resets to enabled every time i start the engine. quakespasm seems to ignore "vid_vsync 0" variable stored in autoexec.cfg as well as command "+vid_vsync 0" in bat file. still, i can turn off vsync during the game session via menu, it works until i close the program. i've checked config.cfg, cvar is set to 0 there, anyway autoexec and launch parameter should override it afaik
i'm currently using latest quakespasm release 0.85.8 for windows.
my sys specs:
windows 7 x64
amd phenom II quad-core processor
nvidia geforce gtx660 ti with the latest 306.23 drivers
i've checked setting in nvidia control panel as well, quakespasm is shurely allowed to control swap interval
thx to developers for great engine anyways =)
 NVIDIA Control Panel
#408 posted by mh [109.79.110.123] on 2012/11/01 02:04:40
From their help text on vsync:
...turn Vertical sync on and off in the NVIDIA Control panel for OpenGL games...
 RE: NVIDIA Control Panel
#409 posted by pat0gen [81.200.24.125] on 2012/11/01 11:52:30
thx for answer.
so this behavior is purely a driver feature from NVIDIA, did i get it right? looks strange, because darkplaces, e.g., is opengl engine as well, but it seems to apply vsync cvar correctly on the startup.
 Re: Vsync Setting Is Behaving Strange
#410 posted by svdijk [84.29.228.99] on 2012/11/01 18:36:44
That's a bug you found there. I just pushed a change to svn (r778) that should fix it. Can you test it and report the results? (My card doesn't support vsync toggling so I can't test it myself.)
 @ Svdijk
#411 posted by pat0gen [81.200.24.125] on 2012/11/02 10:18:08
would be glad to help, but unfortunately i'm not familiar with code compiling at all =(
#412 posted by Spirit [80.171.96.77] on 2012/11/02 14:18:04
Raspberian (I guess from Debian actually) repo has some patches you guys might consider bug reports (linking and some minor hurd things): http://archive.raspbian.org/raspbi...
 @pat0gen
#413 posted by svdijk [84.29.228.99] on 2012/11/02 19:01:54
 @pat0gen
#414 posted by svdijk [84.29.228.99] on 2012/11/02 21:12:09
 @ Svdijk: Vsync Bug
#415 posted by pat0gen [81.200.24.125] on 2012/11/02 21:16:12
nope, didn't work for me. everything is like before, had to use nv control panel to disable vsync permanently.
new console message appears on startup, however: "Cvar_Set: variable vid_vsync not found"
 Re: Vsync Bug
#416 posted by svdijk [84.29.228.99] on 2012/11/02 21:37:00
That message appeared in r778 because of a sloppy mistake of mine, but it shouldn't be occurring in the updated r779 that I posted; did you try that second link?
 Re: Vsync Bug
#417 posted by pat0gen [81.200.24.125] on 2012/11/02 21:55:57
oops, missed the update somehow, my bad. but no, r779 hasn't solve the problem either.
 Re: Vsync Bug
#418 posted by svdijk [84.29.228.99] on 2012/11/02 23:28:11
OK, one more: http://quakespasm.sourceforge.net/...
If this doesn't fix it, is there anywhere off-forum where I can contact you so we can stop spamming this thread?
 Re: Vsync Bug
#419 posted by pat0gen [81.200.24.125] on 2012/11/03 19:28:42
all the same with this rev(
here, my postbox:
seraph[dot]divine[dot]sd[at sign]gmail[dot]com
#420 posted by Spirit [80.171.83.130] on 2012/12/10 17:19:02
Trying to save in its (http://www.celephais.net/board/vi... gives me a segfault: https://pastee.org/s6a23
Built from SVN a while ago:
QuakeSpasm 0.85.9 (c) Ozkan Sezer, Stevenaaus
Exe: 12:41:37 Nov 14 2012
FITZQUAKE 0.85 SERVER (38429 CRC)
#421 posted by Spirit [80.171.83.130] on 2012/12/10 17:19:09
 Yeah
#422 posted by SleepwalkR [85.178.190.8] on 2012/12/10 19:43:45
same here. Relevant portion of stack trace:
0 libsystem_kernel.dylib 0x00007fff895ad212 __pthread_kill + 10
1 libsystem_c.dylib 0x00007fff91413af4 pthread_kill + 90
2 libsystem_c.dylib 0x00007fff91457e9e __abort + 159
3 libsystem_c.dylib 0x00007fff9141971d __chk_fail + 35
4 libsystem_c.dylib 0x00007fff914198f8 __sprintf_chk + 201
5 net.sf.quakespasm.QuakeSpasm 0x000000010004e9da PR_UglyValueString + 170
6 net.sf.quakespasm.QuakeSpasm 0x000000010004f3e2 ED_WriteGlobals + 194
7 net.sf.quakespasm.QuakeSpasm 0x000000010004a0b9 Host_Savegame_f + 761
8 net.sf.quakespasm.QuakeSpasm 0x00000001000402b4 Cbuf_Execute + 196
9 net.sf.quakespasm.QuakeSpasm 0x0000000100044682 _Host_Frame + 82
10 net.sf.quakespasm.QuakeSpasm 0x000000010005dd85 SDL_main + 549
 @Spirit, @SleepwalkR
#423 posted by szo [160.75.18.212] on 2012/12/11 11:14:31
Save crash should now be fixed in the svn as of rev. 791.
#424 posted by stevenaaus [49.176.66.94] on 2012/12/11 11:37:34
What is your command line ?
Can't you save game at all ? I can't reproduce this.
 Ta Oz
#425 posted by stevenaaus [49.176.66.94] on 2012/12/11 11:41:35
Interesting looking mod :)
 @stevenaaus
#426 posted by szo [160.75.18.212] on 2012/12/11 11:43:25
Not dependent on command line, depends on compiler. The crash was due to long global strings from the progs not fitting into an 256 chars long array (a stupid sprintf crash.) Grep your saves for "STORY_??" and see.
http://quakespasm.svn.sourceforge....
 Re: Traceline Crash When Using Player Lightning Hack
#427 posted by negke [31.19.141.88] on 2012/12/26 18:40:11
You said it was a QC error in my dev progs, but it's definitely a bug in the Quakespasm code. I just tested my new map in several other mods (including ID1 1.01) and it's reproducable in all of them, albeit not at every instance of the hack. No other source ports have a problem with it.
I also noticed a slightly teleporter and monsterjump behavior in comparison to Fitz085. Monsters teleported into a monsterjump trigger that worked fine in Fitz would either be kind of pushed out of the teleport destination and miss the trigger, or not be pushed in the same way (speed/height). This may or may not have to do with the fact the jump triggers are point entities using the bounds of another ent. I didn't examine this behavior in detail, though, just adjusted the entities until it worked in both ports.
 Soundtrack Music Sounds Fuzzy/muffled?
#428 posted by Johnny Law [76.126.53.122] on 2013/01/13 17:50:52
I'm wondering if this is a known issue or if there are some relevant console settings I could tweak.
I've ripped my Quake CD to OGG and MP3 forms. When the soundtrack files are played using DarkPlaces, Fitzquake Mark V, or DirectQ, they sound "right". With QuakeSpasm though they don't.
My usual test track is the first one ("Aftermath") that plays during the intro demo as well as on DM4. In the "DA NA NA - DA NA NA NA" hits, correct playback has some high frequencies in there that give those hits some prickly edges, but in QuakeSpasm they just sound kindy sludgey.
 Re: Soundtrack Music Sounds Fuzzy/muffled?
#429 posted by svdijk [84.29.228.99] on 2013/01/13 20:19:16
That's because the tracks are downsampled to 11025 Hz by default. With "-sndspeed 44100" they'll sound as expected.
#430 posted by Johnny Law [76.126.53.122] on 2013/01/13 22:01:57
Thanks!
I've also run across the sndspeed "controversy" in the Fitzquake Mark V thread now.
 +Some Features For Anyone Interested ...
#431 posted by Baker [69.47.162.203] on 2013/04/11 12:45:51
(Source only ..)
After making sure I was aware of all the Quakespasm changes, I carefully added a few Mark V features that I really miss when using Quakespasm on my Macs.
10 changed source files which go in Quake folder of Quakespasm source OR ... alternatively changes .diff file
The diff changes the version to "0.85.9" just so I could be certain that I was using the right one during testing.
Dynamic light speedup, record demo at any time, widescreen correction (as far as I know Quakespasm doesn't have this), and making the gun the same size regardless of the fov.
#432 posted by erc [46.197.69.124] on 2013/04/11 16:29:11
...making the gun the same size regardless of the fov.
This. I guess this feature should be implemented in all engines currently active - at least as a cvar. Nice thought.
 Is That MH's Fix?
#433 posted by RickyT23 [31.53.116.69] on 2013/04/11 16:34:31
 Gun Size
#434 posted by FifthElephant [82.12.230.210] on 2013/04/11 17:15:37
r_gunangle
or
r_viewmodelfov
Usually does the trick... mine is set to this in the autoexec.cfg -
r_gunangle 2
or
r_viewmodelfov 110
 @FifthElephant
#435 posted by erc [46.197.69.124] on 2013/04/11 17:18:20
I have just tried the cvars you suggested in the latest QuakeSpasm... to no avail. They are sadly unrecognized.
 I Thought Maybe QS...
#436 posted by FifthElephant [82.12.230.210] on 2013/04/11 21:05:21
may have been forked from Fitz or something. :-/
 @Baker
#437 posted by szo [78.190.180.163] on 2013/04/11 22:32:21
Please try the svn version: we might be releasing a 0.85.9 soon(ish). Source snapshot and pre-built binaries are temporarily at: http://quakespasm.sourceforge.net/...
 I'll Do That
#438 posted by Baker [69.47.162.203] on 2013/04/12 04:04:53
I have to say, after reviewing your code changes in detail super-detailed review of Quakespasm changes, I think Quakespasm with all things considered is the best Quake engine ever top to bottom measured by platform interoperability, project structure, debugging and convenience.
 @szo ...
#439 posted by Baker [69.47.162.203] on 2013/04/12 05:03:36
I just looked over the changes between 8 and 9 and something MH would say goes like this:
You have IN_Activate and IN_Deactivate referenced everywhere, but really you should just check that in one place in the source once per frame.
Not that I've actually conquered this myself ... yet. Spike would recommend a Q3-like message queue (don't handle SDL messages immediately, queue them --- then handle once per frame --- so you have a single point of evaluation per frame and one place it happens).
In Mark V, this is a major goal to be in the late summer release. The way Quake handles input activation/deactivation is not good, case in point often in many engines if I ALT-TAB out and then back in, the brightness corrects and then it for some reason goes back to system normal (not what the Quake brightness option is set to).
If I can get a proper handle on this in the coming months --- after the feature is in a released Mark V for long enough to be considered road-tested -- I see if I can rework Quakespasm to use it.
 OMG Man.
#440 posted by stevenaaus [49.176.68.198] on 2013/04/12 06:14:38
cheers for the patches Baker.
 @Baker
#441 posted by szo [160.75.18.212] on 2013/04/12 07:45:22
Personally, I'm not very happy with our IN_Activate() & co being called from everywhere, either. It was done at some point during development of whichever version I can't remember, and it gradually got messier. It was partially adopted from uhexen2 but with more messiness. Needs addressing in newer versions, yes.
As for new version wrt your fov changes: I think they would not be needed anymore after the fov_adapt (Hor+) stuff, yes?
As for the demo changes: I know the idea is appealing, but I believe it needs a little more maturing? (esp. after reading the fog, etc. concerns in the code?)
 Well ...
#442 posted by Baker [69.47.162.203] on 2013/04/12 08:22:19
Both fog and skybox are hacks. They are read from worldspawn client-side [not via server svc] which violates client-server ideology.
Arguing against demo record in that context is like arguing against save games.
The issue is uncorrectable because to do it right, you would need the QuakeC source code to every map that uses a skybox to fix it. Except there are several dozens of closed source single player mods.
But Quakeworld has had demo record since 1996, ProQuake since 1999 and JoeQuake since 2003.
Do you tell people that want demo record --- and keep it mind that no demo record is recording that info, nor save games for that matter --- that because of design-flawed after-the-market implementations of fog/skybox [id Software's Quake didn't provide these, the after-the-market modification community did = all of us] that as a result you want to make it hard to record a demo?
Not that demos that record today in Quakespasm record skybox or fog -- because they don't.
I get your point and agree with it. Except we have to work with the world we've got, not the one we want.
How are the demos recorded in Quakespasm with say the "Necros savegame/loadgame trick alias" superior to the record at any time feature? They aren't.
So then the question just becomes user convenience.
But have you noticed an explosion of demo recordings lately? They are using Mark V.
I'm not trying to win an argument -- I view this with the same disappointed angle as you if you remember a discussion about mod cvars aren't recorded in Quake saves --- there isn't an absolute proper "win" to be had here.
Quake save games and demos are never going to record the entire server state.
#443 posted by [160.75.18.212] on 2013/04/12 09:03:19
... has had demo record since ...
This sounds more like no other thing supports demo record, where you possibly mean ability to record after connect :)
I see your points, though. If Steve has no objections I can include the demo stuff in 0.85.9.
#444 posted by [160.75.18.212] on 2013/04/12 11:06:32
OK then, applied the demo stuff at r847:
http://sourceforge.net/p/quakespas...
So, v0.85.9 will support demo recording after connecting to server.
Will upload a source snapshot and prepare test binaries later today.
 Demo With Reloads And Non-system, Gamma??
#445 posted by slapmap [178.70.208.81] on 2013/04/12 13:50:41
Is it possible to continue recording a demo after level change or a reload (and demo would actually play back after reload point)? I know DP allows that, any other (hw accelerated win32) engine?
And any (again hw accelerated win32) engine that has internal not system gamma controls (again besides DP)
Posting in a top engine thread, but its about any engine.
#446 posted by Spike [86.139.74.209] on 2013/04/12 14:03:17
Anything that uses stuffcmds cannot be saved into saved games, and will need special care for clients that record mid-game.
Saying that the fog is part of the map is just about the least hacky way to do it, and will work in all saved games or demos, so long as there's no stuffcmds.
Its for this reason that csqc was designed to avoid random writebyte etc use, depending upon entities and stats. Stats can be trivially regenerated by the server (because they're dependant upon some global or field, and mapped correctly in the worldspawn function). Ents are regenerated automatically via the same mechanism that covers pvs, which must be present anyway. The fact that 515 added tempentity hacks to dp which got popularized by xonotic is a disapointment that breaks saved games all too easily.
Yes, saved games and demos will never record the entire state, but the key thing is that they don't have to - so long as the mod abstains from stuffcmd (and similar extensions). The rest can be reproduced from the state that is preserved.
Which is how mvds and qtv work. Note that mvds allow you to switch perspective from one player to another on the fly, while qtv is capable of adding new spectators mid game, all without access to the original game state.
TLDR version: stuffcmd is evil and cannot be supported properly. Stats rock.
 More Stuff!
#447 posted by sock [190.138.50.32] on 2013/04/12 14:40:02
stuffcmd is evil and cannot be supported properly.
What do you suggest that MOD creators use instead of stuffcmd? I know several MODs that use stuffcmd to change fog parameters for example, how else can the MOD issue console commands without the echo to the console?
 @slapmap
#448 posted by szo [88.238.212.116] on 2013/04/12 16:03:26
<quote>Is it possible to continue recording a demo after level change or a reload (and demo would actually play back after reload point)?</quote>
IIRC, QuakeSpasm has support for that since v0.85.7.
 Test Builds For New Version
#449 posted by szo [88.238.212.116] on 2013/04/12 16:10:16
at: http://quakespasm.sourceforge.net/...
If nothing goes wrong, I guess I'll release this as v0.85.9.
 Random Btw Comment
#450 posted by negke [31.18.177.112] on 2013/04/12 16:50:26
I don't know about others, but in my view the console and status bar alpha values that QS defaults to are way too transparent. I'd prefer 0.8 and 0.9 respectively - currently it's sometimes unnecessarily harder to read on bright or busy backgrounds. I also wonder why this is forced on by the engine while other things like the slow console speed remain unchanged.
 Test Build
#451 posted by slapmap [178.70.208.81] on 2013/04/12 17:40:06
Works fine, didn't test much just tried insta/reload demo recording.
#452 posted by Spiney [91.179.159.247] on 2013/04/12 20:49:29
I also wonder why this is forced on by the engine while other things like the slow console speed remain unchanged.
Should honestly just get rid of the console sliding imo...
#453 posted by Spiney [91.179.159.247] on 2013/04/12 20:50:13
(should have been in quote tags)
 FSAA In OS X Version ?
#454 posted by Barnak [207.162.105.10] on 2013/04/12 21:16:30
Is there an option to turn ON the FSAA, on the OS X version ? This is a must have !
 And Command-H On OS X ?
#455 posted by Barnak [207.162.105.10] on 2013/04/12 21:18:20
I forgot to ask about the command-H feature, on OS X. Can we put Quakespasm to background ? Another must have.
 V0.85.9
#456 posted by szo [78.182.3.169] on 2013/04/12 21:30:15
Version 0.85.9 of QuakeSpasm is released:
* fixes for several undefined behaviors in C code (gcc-4.8 support.)
* implemented Hor+ style field of view (FOV) scaling, useful for
widescreen resolutions. configured by new cvar fov_adapt: set it to 1
and your fov will be scaled automatically according to the resolution.
enabled by default.
* adjusted string buffers for PR_ValueString and friends to fix crashes
with excessively long global strings seen in some rude mods.
* toned down warning messages from PF_VarString() a bit.
* fixed fitzquake's map existence check in changelevel (used to leak
file handles which would end up in a Sys_Error() due to consuming all
free handles if many maps reside not in pak files.)
* fixes/cleanups in chat mode handling. client no longer gets stuck in
chat mode upon disconnect.
* mouse grab/key_dest fixes and key cleanups.
* the "speedkey" now acts as "slowkey" when "always run" is on.
* support for demo recording after connection to server. (thanks to
Baker for a patch)
* corner case fixes in COM_Parse() for quoted strings and support for
C-style /*..*/ comments.
* changed lightmaps to GL_RGBA instead of GL_RGB.
* better parse for opengl extensions list (from quakeforge.)
* vsync saving/loading fixes.
* fixed pointfile loading.
* multiple cleanups in gl_vidsdl.c.
* Opus music decoding support (as an optional patch only.)
* several other minor fixes/cleanups.
 What About The OS X Vcersion ?
#457 posted by Barnak [207.162.105.10] on 2013/04/12 21:39:54
So if I understand, there's still no FSAA and command-H features for the OS X version ?
 @Barnak
#458 posted by szo [78.182.3.169] on 2013/04/12 21:47:03
No, not yet, unfortunately.
 Grrr!
#459 posted by Barnak [207.162.105.10] on 2013/04/13 00:17:44
Then this update is useless to me...
AAARGH ! I'M GONNA KILL ONE THOUSAND OF FIENDS AND PEEL-OFF A SHAMBLER !
 Barnak
#460 posted by SleepwalkR [92.231.108.8] on 2013/04/13 00:27:41
You can send QS to the background by switching to windowed mode (Alt+Enter) - it's a bit clumsy, but it works. To release the mouse, hit Esc to go to the menu.
Regarding FSAA, If you have a high resolution screen, you can just run QS at its native resolution and everything will be pretty much as smooth as if you were running with FSAA. I run QS at the native res of my 27" iMac and I don't miss FSAA at all.
 \o/
#461 posted by LeopolD [31.16.14.16] on 2013/04/13 10:34:08
Another release, nice!
Just downloaded it, will play some later
 Windows Performance
#462 posted by Baker [69.47.162.203] on 2013/04/14 09:07:21
I did a timedemo with the Win64 bit build out of curiosity and it did about 40 fps for demo1.dem.
I wondered if this was a Win64 issue, so I did a timedemo using Win32 Quakespasm. Again 40 fps.
Thinking this might be a sound issue, I started up again with -nosound. timedemo results were the same.
I get about 180 to 200 fps doing timedemo demo1 for other FitzQuake engines. And while SDL might be a factor, I've run DarkPlaces SDL before and it runs normal speed.
Could be compiler used for Windows builds? My Mac runs Quakespasm fine +++ @ 447 fps for timedemo demo1
 If It's Exactly 40fps
#463 posted by SleepwalkR [92.231.225.50] on 2013/04/14 09:21:19
That sounds like the framerate is capped somehow.
#464 posted by Baker [69.47.162.203] on 2013/04/14 09:26:16
I was rounding a bit. I had host_maxfps set to 999 and vsync off.
 Nevermind
#465 posted by Baker [69.47.162.203] on 2013/04/14 09:28:17
I set gl_flashblend 1 and got 200 fps.
 Making The Gun A Normal Size
#466 posted by FifthElephant [82.12.230.210] on 2013/04/27 20:33:36
In other engines you can make the gun visible by putting v_gunangle or r_viewmodelfov... any idea what the command is to do this for quakespasm? Right now it's hidden behind the status bar.
 5th
#467 posted by mfx [92.230.88.212] on 2013/04/29 02:41:42
i´ve no clue, running on QS either, that problem never occured...
 Makefile Origins
#468 posted by zeroeth [128.104.153.137] on 2013/05/03 05:16:49
I recently ran make on QuakeSpasm, Yamagi Quake2 and ioq3 and they all have such painless build processes. Literally 'make'
Does anyone know how QuakeSpasms Makefile was crafted? If by tool or by hand?
 Re: Makefile Origins
#469 posted by szo [160.75.18.212] on 2013/05/03 07:42:28
It was originally based on/inspired from tyr-quake's makefile with some additional bits from uhexen2, and then updated/improved as needed.
 A Little Problem
#470 posted by erc [46.197.69.124] on 2013/05/14 10:33:03
I don't know what causes this but I have noticed that age-old problem of screen tearing (whilst in presence of flickering/styled lights) reappeared under the latest version, 0.85.9. When I revert back to 0.85.8, things are smooth, no more tearing.
I managed to overcome this problem while I was still using FitzQuake two years ago, through these cvars:
host_maxfps "120" (actual refresh rate is 85Hz)
vid_vsync "1"
I am still using the same cvars and the same autoexec. Triple buffering is enabled through NVIDIA control panel, while vsync is left as "application controlled". Tried different rates for host_maxfps to no avail. I am clueless. I guess the two versions handle something differently than each other. Can anyone help me out?
 Tearing.
#471 posted by Spike [86.140.148.180] on 2013/05/15 01:26:54
tearing is most noticable around dlights on account of them changing every single frame. a 'good' engine will tweak the dlights to only update at most 20 times a second, that'll reduce the hideousness of it.
vsync should kill all occurences of actual tearing, but dlights will still be able to produce epilepsy-inducing flickering...
if changing the maxfps value between different values above 85 actually changes your ingame fps rate (don't use timedemos, go by show_fps instead) then it implies that your driver/engine is completely ignoring your vsync preference for some reason. some engines might possibly need a vid_restart for it to take effect. Or maybe its just broken.
Just force vsync on in your driver control panel. :P
 Quakespasm - IPV6 Support Request
I suppose this is the place to ask, but can ipv6 support be added to QuakeSpasm?
Other than that, this is a great Quake engine. Keep up the good work!
 Quakespasm Steam Easy Installer
#473 posted by Baker [69.47.162.203] on 2013/06/12 08:38:30
Download
Untested since I don't have Quake via Steam.
 Save Game Problems
#474 posted by Six-Shoota [77.236.188.107] on 2013/06/15 20:49:03
I've got some problems with save games - missing runes. Is there any solution?
 Re: Quakespasm Steam Easy Installer
#475 posted by Johnny Law [76.126.53.122] on 2013/06/16 16:49:39
FYI I tried out that installer. The system I tried it on has Steam installed at the default location, so I don't know if it finds non-default Steam installs automatically, but it works fine.
I also tried using it concurrently with the "ProQuake for Steam" and they both work (and uninstall) correctly without interfering with each other.
#476 posted by Johnny Law [76.126.53.122] on 2013/06/16 19:01:55
One more bit of info about that:
There's a popular installer used by Steam-ers that dumps the DarkPlaces engine and libraries into the Steam folder. That has at least one DLL file that overlaps with QuakeSpasm's libraries (SDL.dll) and one with ProQuake's libraries (zlib1.dll).
I don't know if there's any mismatch in those DLLs between the different installers that would cause functional issues running any of the engines. But certainly using the QuakeSpasm or ProQuake uninstaller will remove a library that is used by DarkPlaces.
I don't know if you want to try anything cleverer to deal with that (like sticking engine+libraries in a subfolder and using -basedir to get at the data files). Maybe a warning in the README though.
#477 posted by Baker [69.47.162.203] on 2013/06/17 04:04:32
Thanks for the feedback on that and it gives me some insight on future improvement (see if the installer can be made to rollback a file overwritten). My main goal was to provide a method for the "barely computer literate" (and those people are not rare) to install Quakespasm.
 Add:
#478 posted by Baker [69.47.162.203] on 2013/06/17 08:11:31
Enthusiasts like you --- yes I do know -- are the reason this game forges ahead. Credits to you and your diverse mindset. You may not think it matters -- and whether or not you think it does: it does. Sure, maybe others don't notice, but natural born winners have a spider-sense that notice others of our kind.
#479 posted by Spirit [80.171.82.109] on 2013/06/17 15:38:49
Maybe Windows has something like LD_PRELOAD? Then you could just rename the DLL and load it specifically for each engine.
 Apologies
#480 posted by Baker [69.47.162.203] on 2013/06/18 04:12:36
I have sort of a self-deprecating arrogant sense of humor and I shouldn't be exercising that stupidity in someone's elses thread but rather limiting this bad taste humor to my own little corners.
@spirit: Windows has the "/DELAYLOAD:<blah.dll>&... compile option at least with sources compiled in Visual Studio (the Quakespasm guys cross-compile on Linux so I don't know if that exists in their compiles) ... and ... unfortunately, as far as I know, the way Quakespasm and many engines are linked (the linker) the name of the .dll cannot be changed at run-time without a great deal of a code rewrite (although I think DarkPlaces goes full dynamic since it doesn't actually require any of the .dlls to run). DarkPlaces used to come with "non-standard" dlls, like the zlib1.dll wasn't the official zlib1.dll but some other one although I think that has been rectified in more recent times. Unsure about the other DLLs.
 Music Folder
#481 posted by Dooomer [60.190.100.244] on 2013/06/18 06:29:49
Dear developers of Quakespasm,
Is it possible to switch the music folder path to the convention used by darkplaces? i.e., from id1\music\track01.ogg to id1\sound\cdtracks\track001.ogg ?
Using unified conventions for replacement stuff will greatly improve daily playing life of those that like to keep more than one engine handy in the quake folder.
Thanks in advance.
Cheers
 Well, As I Am Already Here To Make Requests, Why Not?
#482 posted by Dooomer [60.190.100.244] on 2013/06/18 06:56:49
I would also like to ask for external ent support, as well as multiple game dir support, if they are not too hard to implement. Thanks.
#483 posted by Johnny Law [76.126.53.122] on 2013/06/18 06:57:03
Unified conventions are indeed cool, but I think that the "music" folder pretty much is the convention now. DarkPlaces, QuakeSpasm, Fitzquake Mark V, and DirectQ will all play music files that are placed there.
(DarkPlaces will _also_ find music tracks if they are in sound/cdtracks ... that's fine, but probably you won't get all the other engines to adopt that behavior.)
#484 posted by Johnny Law [76.126.53.122] on 2013/06/18 06:59:23
In other news: Baker, you are a good dude but also pretty confusing!
#485 posted by szo [160.75.18.212] on 2013/06/18 07:56:44
Is it possible to switch the music folder path to the convention used by darkplaces? i.e., from id1\music\track01.ogg to id1\sound\cdtracks\track001.ogg ?
No, we won't do that. The 'music' directory is already supported by darkplaces and is a standart in later id games as well.
I would also like to ask for external ent support,
Quakespasm already supports external ent files for quite some time.
 Great To Know!
#486 posted by Dooomer [60.190.100.244] on 2013/06/18 09:52:59
Didn't know that DP can support the music folder convention QS is using.
Also great is the ent support. Didn't know it already exists.
Any chance of having multiple game dir support soon?
#487 posted by necros [99.227.215.224] on 2013/06/18 21:43:17
also /sounds/cdtracks is a gross folder path...
 Like Necros Said Id1/sounds/cdtrack Is Gross
#488 posted by Baker [69.47.162.203] on 2013/06/21 05:14:25
And I'm glad Quakespasm won't support it.
@Johnny Law
> Baker, you are a good dude but also pretty confusing!
The first rule they teach you in journalism and mass communications is people can't look away from an exciting train wreck. But the important thing is I'm a train wreck for the benefit of Quake.
You may now return to discussing ... uh ... .ent files and cdtrack folders and other really ... erm ... appealing topics.
Quakespasm = the best thing since sliced-bread but I hope it adds some Mark V features tomorrow. Exit stage left; trips on stage prop but makes it look cool ...
 What
#489 posted by Friction [91.154.119.202] on 2013/06/21 23:55:49
|