Now that there's an official QuakeSpasm git repo/GitHub mirror, this repo (https://github.com/ericwa/Quakespasm) is obsolete and no longer being updated.
See instead:
Other related projects:
unofficial mirror of QuakeSpasm SVN with branches for stuff I'm working on
Home Page: http://quakespasm.sourceforge.net
Now that there's an official QuakeSpasm git repo/GitHub mirror, this repo (https://github.com/ericwa/Quakespasm) is obsolete and no longer being updated.
See instead:
Other related projects:
Hello,
I recently updated QuakeSpasm on my Mac to QuakeSpasm-0.93.0-osx-SDL2, but I can't get it running. The launcher starts, but as soon I hit Start I get the following error message:
Quake Error
W_LoadWadFile: couldn't load gfx.wad
Basedir is:
/private/var/folders/9m/xby2x0c57r7c27l28jvzss9m0000gn/T/AppTranslocation/3EAD618A-94D8-4B27-A116-98F87F6D2511/d
Check that this has an id1 subdirectory containing pak0.pak and pak1.pak, or use the -basedir command-line option to specify another directory.
it would be great if we could have separate deadzones for each axis vs one shared by both sticks.
also, would be cool if the movement stick had option of being treated as digital, meaning youre either walking or not (unless you press the run button). would be more like how the game plays with kb/m.
might be easier to just say that run is not enabled on the joystick unless either the run button is depressed or the always run is enabled.
basically i just want to be able to walk like normal without having to hold the thumbstick at the exact angle for walking speed. frantic gameplay is not conducive to this.
thank you for the awesomeness
I know fitz ripped it out long ago. When you've got scr_sbaralpha 1 with the classic refdef restored, the gun position to compensate for the visibility loss of the weapon model is not. Double-barreled shotgun suffers from this the worst.
Here's a pic of just the shotgun. Qspasm left, Engoo right, everything lines up visually except for the weapon
(also seen in the picture is an inconsistency with overbright models, as software renderer clamped some of the overbright down. 0.5 setting to match that behavior too maybe?)
In Mod_LoadFaces at https://github.com/ericwa/Quakespasm/blob/master/quakespasm/Quake/gl_model.c#L1240 compare with QBSP at https://github.com/id-Software/Quake-Tools/blob/master/qutils/QBSP/BRUSH.C#L728 - QBSP does a case-insensitive name match, and so should the engine, otherwise surface flags may be wrong for their contents type.
Sometimes I see z-fighting, for example, here (e2m1): https://s8.hostingkartinok.com/uploads/images/2018/04/4861fdc3e227ebef4299cde3f36a6751.jpg
In original software-rendering WinQuake there is no problem, because original uses custom polygon culling without z-checking.
But with OpenGL we can't use same technique. I think, using negative polyoffset will fix this problem.
This is copy and pasted from GGRC's Discord channel. Someone found an issue with limits in the DM4Jam pack. Wanted to document here.
Hi guys, quick question. Is anybody experiencing crash when trying to save on certain maps in dm4jam, or it's just me? Namely "An Unpleasant Alcazar" by Danzadan and "Fear and Trembling" by Ionous. I'm running QuakeSpasm 0.93.1 on Mac OS. Thanks
If anyone interested, I found the issue. Saves strings buffers in QuakeSpasm are 512 chars long (function static const char *PR_UglyValueString (int type, eval_t *val)). The "problem" with these maps is that they use a lot of wad files, all of them are listed in "wad" field of the worldspawn entity. E.g. Ionious's map has the wad's list which is 721 chars long, here it is truncated: "C:\Worldcraft\WC\Q1tools\explorejam.wad;C:\Worldcraft\WC\Q1tools\retrorunic.wad;C:\Worldcraft\WC\Q1tools\map_jam4.wad;C:\Worldcraft\WC\id.wad;C:\Worldcraft\WC\Q1tools\retrojam2.wad;.."
negke_: @ericwa QS: Is it possible to make the traceline error only display a warning instead of dropping to console? Same with non_bspmodel crash?
Sometimes I've hit F9 intending to load the last autosave, but instead loaded the last quicksave (possibly not even in the current level) and lost gameplay progress.
Quakespasm comes with a few z-fighting fixes for some ID1 maps. I have just released a project here which provides a much wider range of these (and other) fixes for original Quake and its mission packs. Feel free to use from it what you want.
http://www.celephais.net/board/view_thread.php?id=1&start=29906&end=29906
The bulk of time in Q1 qbsp tools is spent is CSGFaces: it clips every brush against every other brush (i.e. an O(n^2) algorithm, so the qbsp run time will be proportional to the number of brushes squared).
That sounds wasteful! :o
You could use a spatial index (kd-tree? octtree? Isn't BSP a spatially sorted tree itself?) to speed this up to O(log(n)) or something like that. I only know my way around 2D indexes but even just projecting the brushes' bboxes to 2D and indexing that to weed out the no-intersection candidates would help a lot I guess.
Compiled for SDL2 from this git repo with Opus and Flac support enabled on Linux. If I have flac versions of the track in the music folder they will automatically play on their intended levels (e.g. opening demo plays track02) but the opus versions do not. If I view the console it says "Couldn't find a cdrip for track 2". However if I enter into the terminal music track02
it will play just fine. There is no difference on how the tracks are named between the flac and opus versions (e.g track02.flac, track02.opus).
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