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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Quakespasm bugs and suggestions
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BUGS
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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 doesLast edited by Ranger; 10-01-2014, 08:15 PM.
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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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Is there a forum where they can be found for contact(instead of email)?
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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.Originally posted by Ranger View PostI see that QS was developed by Kristian Duske and John Fitzgibbons;
where can I contact them & what are their usernames?
Kristian Duske
[email protected]
Fitzquake SDL Port
John Fitzgibbons
[email protected]
celephais.net
Cheers.
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I see that QS was developed by Kristian Duske and John Fitzgibbons;
where can I contact them & what are their usernames?
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AA has modded his own QS for multiplayer! I hear it owns but... never seen it.
WELCOME back Armor!
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suggestions
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anisotropic filter option via menu
point sampling filter option (for classic 'blocky texture' quake look) via menu
option to enable vertex lighting
bugs
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water surface is bugged; has visible gaps on the surfaceLast edited by Ranger; 08-15-2014, 11:25 AM.
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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
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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.
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