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Quakespasm bugs and suggestions

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  • Dutch
    replied
    That's a lot to ask from an engine designed to be mostly faithful. Dynamic lighting is a big task I'd imagine.

    For crosshair, type 'crosshair 0' in console.

    The water is opaque by default on my computer. I'm sure there's a cvar for that, in fact I'm positive. Don't remember it though.

    The teleport in E4M7 is always black, even back in winquake, because you aren't allowed to have two different liquid brushes in the same space, so they simply used a solid black brush.

    One bug I noticed though is falling objects (shell casings for example) make the water splash noise if they are ejected too close to a wall, I think the engine interprets their velocity through the wall or something. That's for mods though, can't think of any falling objects like this I'm normal quake.

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  • Ranger
    started a topic Quakespasm bugs and suggestions

    Quakespasm bugs and suggestions

    Quakespasm is officially my most preferred engine now, but it's not perfect just yet:

    suggestions
    -
    option to enable bloom
    option to disable transparent water via menu
    option to disable crosshair via menu
    optional lighting gun beam dynamic lighting (like directQ)
    optional shalrath, scrag and death knight projectile dynamic lighting
    adjustable particle transparency & density via menu
    adjustable liquid transparency via menu
    selectable individual liquid transparency (r_telealpha, r_lavaalpha etc)
    defaulting to 44khz sound mode

    bugs
    -
    teleport textures are transparent
    e2m3 nail trap doesn't work
    with 'r_novis 1', explosion sprites don't appear underwater
    water in Malice is not see-through anymore
    Last edited by Ranger; 08-15-2014, 11:24 AM.
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