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Hello! I've started playing Quakespasm and noticed that light produced buy gunshots and explosions only visible on character's models, but not on the level itself. I used to light some dark corners with shotgun and now it's not possible. I tried to find a variable in console myself, but no luck. How to fix this?
There are some bugs you can easily overcome by doing one of the following things:
Brightness issues should be fixed with GLSL gamma in 0.90.1, if your
system supports OpenGL 2. For reference on older systems:
Some versions of Xorg and SDL have brightness issues.
Try setting "export SDL_VIDEO_X11_NODIRECTCOLOR=1", or if you have
Xorg >= 7.5 and broken brightness, these patched libSDL binaries may
help.
o Gamma patched libSDL (i686-linux)
http://sf.net/projects/quakespasm/files … z/download
o Gamma patched libSDL (x86_64-linux)
http://sf.net/projects/quakespasm/files … z/download
The "game" command doesn't execute quake.rc in the new game directory
being switched to. This means any custom key bindings in a mod's
config.cfg or special settings in a quake.rc won't be loaded. The only
workaround is launching the engine with the -game command-line switch
instead of using the game console command. Or, after running the game
command, you can run "exec quake.rc" by yourself (YMMV).
It sounds like "r_dynamic 0" is set, try "r_dynamic 1" in the console.
Madfox, the problem is not about dark corners, it's about dynamic lights working incorrectly.
ericw, r_dynamic is 1. Shots and explosions produce orange transparent blobs, but no light is seen on the level. Things like gibs and shells are being lit correcly even with "r_dynamic 0". ProQuake has the same thing, Darkplaces works fine. And switching r_dynamic to 0 in DP makes it look exactly like the rest of the engines I tried, so it is about dynamic lights. They don't work for some reason in other engines.
r_flashblend 0 - defaults to off in newer version of QS.
gl_flashblend, I think?
Yes, my bad.
YES! Yes, it is gl_flashblend! It was set to 1 by default, gl_flashblend 0 makes everything right! Thank you so much for help!