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Quakespasm bugs and suggestions

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  • golden_boy
    replied
    I'm not sure I ever saw the Quakespasm authors on this forum, so not sure how much sense it makes to post feature requests here.

    They usually hang around func_msgboard, I get the impression that they have the mapping community in mind with their engine exclusively.

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  • Ranger
    replied
    BUGS
    -
    There is a lot of lag in big/complex maps
    like in scourge of armagon & Airquake

    Some textures can be seen through at far distances like in e1m1

    Moving models and those with an attached model are very jittery when moving - the tanks in Airquake

    Models, maps, sounds etc should be read from the folders as well - like directq does
    Last edited by Ranger; 10-01-2014, 08:15 PM.

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  • Dutch
    replied
    I absolutely swear by this engine. I've spent A LOT of time modding specifically for it. It's great.

    Here are 3 bugs I know of though:

    1) self.punchangles that use a combination of x and y axes (diagnoal punchangles) are very shaky and often do not reset to a true center of the screen.

    2) Angle adjustment of the player's viewpoint through forced fixangle code steps in increments of one, making for jerky angle adjustment (such as a spinning deathcam around the player's corpse). This can be rectified by adjusting think times, but severely limits how slow a deathcam can spin. I might add this is through chase_active, and not a byte message.

    3) Not so much a bug, but it would be nice to cvar disable the stair step and ramp smoothing of the player's viewpoint, in order to spawn non-viewweapon muzzleflash entities correctly (I had to trial and error a bunch of code to smooth out origin location to coincide with the weapon's muzzle for the flash when the player steps up a staircase or steep ramp).

    This engine is great, my dinosaur PC loves it and the fact that it supports huge limits but still looks old school is awesome, much like FTE's latest classic look. Keep it up.

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  • PrimalLove
    replied
    Ask and ye shall receive! BINGO

    Specifically this forum topic here.

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  • Ranger
    replied
    Is there a forum where they can be found for contact(instead of email)?

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  • PrimalLove
    replied
    Originally posted by Ranger View Post
    I see that QS was developed by Kristian Duske and John Fitzgibbons;
    where can I contact them & what are their usernames?
    Actually I believe they developed FitzQuake which Quakespasm is heavily based on. Tho it is possible they also helped with this development. Dunno. But here is the contact info.

    Kristian Duske
    [email protected]
    Fitzquake SDL Port

    John Fitzgibbons
    [email protected]
    celephais.net

    Cheers.

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  • Ranger
    replied
    I see that QS was developed by Kristian Duske and John Fitzgibbons;
    where can I contact them & what are their usernames?

    Leave a comment:


  • R00k
    replied
    AA has modded his own QS for multiplayer! I hear it owns but... never seen it.

    WELCOME back Armor!

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  • ArmOrAttAk
    replied
    Quakespasm rules!

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  • Ranger
    replied
    suggestions
    -
    anisotropic filter option via menu
    point sampling filter option (for classic 'blocky texture' quake look) via menu
    option to enable vertex lighting

    bugs
    -
    water surface is bugged; has visible gaps on the surface
    Last edited by Ranger; 08-15-2014, 11:25 AM.

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  • Mindf!3ldzX
    replied
    fluffy pillows haha, love it!

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  • Spirit
    replied
    You can find the contact details in the readme text.

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  • Ranger
    replied
    Who's the author of QS?

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  • R00k
    replied
    I myself had problems with transparent teleporters with InTheShadows mod but found that it was a problem with protocol 666 and Nehara support for alpha entities. Doubt quakespasm would have same prob but well who knows.

    Qrack does support large maps like QS etc
    Etc but doesnt have a 'proper' Linux build

    QS is a faithful looking engine so u are not going to see elaborate particle effects or other fluffy pillows

    Leave a comment:


  • NightFright
    replied
    Instead of having an option for enabling/disabling transparent water, a slider for water opacity would make more sense (with "1" being opaque and anything lower transparent).

    Anyway, r_wateralpha <value> is what you would wanna type into the console for setting water transparency.

    Leave a comment:

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