quakespasm has a strange behavior with the skill variable:
]skill 4
]restart
[...snip...]
]skill
"skill" is "3"
Client etb removed
Shutting down SDL sound
It might breaks map with extra difficulty levels like anwop .
It is *standart quake code*, which neither fitzquake nor we had ever touched ...
Search found 132 matches
- Mon Oct 08, 2012 8:58 pm
- Forum: General Discussion
- Topic: QuakeSpasm 0.85.8
- Replies: 9
- Views: 4295
- Mon Oct 08, 2012 8:48 pm
- Forum: General Discussion
- Topic: QuakeSpasm 0.85.8
- Replies: 9
- Views: 4295
Re: QuakeSpasm 0.85.8
In iq the flash turns off when the level ends, calling the function crashed quakespasm.
CODE HERE .
Crash happens because you are calling flash_off() from within flash_update()
and flash_update() has a shorter think time than flash_off(). Replace the flash_off()
call simply by a remove(self) in ...
CODE HERE .
Crash happens because you are calling flash_off() from within flash_update()
and flash_update() has a shorter think time than flash_off(). Replace the flash_off()
call simply by a remove(self) in ...
- Mon Oct 08, 2012 8:37 am
- Forum: General Discussion
- Topic: QuakeSpasm 0.85.8
- Replies: 9
- Views: 4295
QuakeSpasm 0.85.8
Version 0.85.8 of QuakeSpasm is released:
Downloads
Project page
ChangeLog:
* Made Quake shareware 1.00 and 1.01 versions to be recognized properly.
* Fixed control-character handling in unicode mode. Keyboard input tweaks.
* Made the keypad keys to send separate key events in game mode ...
Downloads
Project page
ChangeLog:
* Made Quake shareware 1.00 and 1.01 versions to be recognized properly.
* Fixed control-character handling in unicode mode. Keyboard input tweaks.
* Made the keypad keys to send separate key events in game mode ...
- Tue Aug 07, 2012 10:28 pm
- Forum: Engine Programming
- Topic: DarkPlaces effectinfo.txt
- Replies: 15
- Views: 6796
Re: DarkPlaces effectinfo.txt
I don't think "Hi, I'd like to start modding DarkPlaces, wats QuakeC?" newbie guy would stand a chance against a horde of curly brackets.
Well then, he should first learn how to use a decent editor, type without typos, code according to a given spec and bear the pain of fixing his mistakes ...
Well then, he should first learn how to use a decent editor, type without typos, code according to a given spec and bear the pain of fixing his mistakes ...
- Mon Jul 16, 2012 7:09 pm
- Forum: Programming Tutorials
- Topic: Bugfix: Involving playdemo and connection state
- Replies: 5
- Views: 14652
Re: Bugfix: Involving playdemo and connection state
Good catch. Applied this to both quakespasm and to uhexen2. (uhexen2 was actually not 'affected' by the issue the way you documented it, but it actually used to draw the console background over the intermission pic, i.e. drawing doubly. ugh..)
- Mon Jul 02, 2012 7:05 pm
- Forum: Engine Programming
- Topic: Fast Dynamic Lighting
- Replies: 31
- Views: 13693
Re: Fast Dynamic Lighting
Just resurrecting this old one regarding the endianness issue mentioned by szo.
The GL spec (page 97, 1.2.1 version) clearly states which bits are assigned to which components for the UNSIGNED_INT_8_8_8_8_REV type so endianness is basically not an issue - 4th component goes in bits 31-24, 3rd in ...
The GL spec (page 97, 1.2.1 version) clearly states which bits are assigned to which components for the UNSIGNED_INT_8_8_8_8_REV type so endianness is basically not an issue - 4th component goes in bits 31-24, 3rd in ...
- Fri Jun 29, 2012 7:18 pm
- Forum: Engine Programming
- Topic: FitzQuake Mark V - Easy to compile and ...
- Replies: 115
- Views: 496326
Re: FitzQuake Mark V - Easy to compile and ...
Isn't that in proquake?
Well, whatever it is, it is hard to be taken seriously given the fact that 1.01-ish source has been actually unofficially available for about 15 years due to that crack.com incident and those sources have no such indication about the original nominal sound clip dist being ...
Well, whatever it is, it is hard to be taken seriously given the fact that 1.01-ish source has been actually unofficially available for about 15 years due to that crack.com incident and those sources have no such indication about the original nominal sound clip dist being ...
- Fri Jun 29, 2012 5:02 pm
- Forum: Engine Programming
- Topic: FitzQuake Mark V - Easy to compile and ...
- Replies: 115
- Views: 496326
Re: FitzQuake Mark V - Easy to compile and ...
What source code are you referring to? (whoever is that JPG??) The original q1source.zip doesn't have such a note.r00k wrote:Code: Select all
vec_t sound_nominal_clip_dist=1500.0; // JPG - changed this from 1000 to 15000 // (I'm 99% sure that's what it was in 1.06)
- Fri Jun 29, 2012 10:09 am
- Forum: Engine Programming
- Topic: FitzQuake Mark V - Easy to compile and ...
- Replies: 115
- Views: 496326
Re: FitzQuake Mark V - Easy to compile and ...
A question: Where do you know that sound_nominal_clip_dist was 1500 in dosquake? (Even in the infamous crack.com-leaked quake source it was set as 1000 in snd_dma.c and not changed anywhere else.)
- Fri Jun 29, 2012 9:53 am
- Forum: Engine Programming
- Topic: FitzQuake Mark V - Easy to compile and ...
- Replies: 115
- Views: 496326
Re: FitzQuake Mark V - Easy to compile and ...
Didn't look deep but here's one bug: you still have svn_main.c:localmodels as [5], whereas you need [6] (an old fitz085 bug: see MAX_MODELS)
- Thu Jun 28, 2012 5:10 pm
- Forum: Engine Programming
- Topic: Touch links
- Replies: 10
- Views: 3579
Re: Touch links
If you are testing with e2m2 buttons, make sure that you start the map in easy (0) skillr00k wrote:[...] I cannot reproduce this bug in Qrack
- Thu Jun 28, 2012 5:02 pm
- Forum: Engine Programming
- Topic: Touch links
- Replies: 10
- Views: 3579
Re: Touch links
QuakeSpasm currently uses Bill Currie's solution from QuakeForge. Here is the relevant QF commit:
http://quake.git.sourceforge.net/git/gi ... c7136d97b7
http://quake.git.sourceforge.net/git/gi ... c7136d97b7
- Sun Apr 15, 2012 4:51 pm
- Forum: Engine Programming
- Topic: QMB Engine goes crossplatform via SDL
- Replies: 25
- Views: 10680
Re: QMB Engine goes crossplatform via SDL
I could compile it on Archlinux with only minor code changes (paths and one function).
Well, of course you can: after wrestling with the makefile which is one major incompatible element in that git repo (didn't bother looking for further.) Upon seeing something labeled as "cross platform", one ...
Well, of course you can: after wrestling with the makefile which is one major incompatible element in that git repo (didn't bother looking for further.) Upon seeing something labeled as "cross platform", one ...
- Sun Apr 15, 2012 1:19 pm
- Forum: Engine Programming
- Topic: QMB Engine goes crossplatform via SDL
- Replies: 25
- Views: 10680
Re: QMB Engine goes crossplatform via SDL
I guess is should have been more specific that it's the QMB Quake Engine that has gone crossplatform
I can't see crosss-platform character in this: you can't even link because the makefile doesn't know about case sensitivity for -lglee, which makes me wonder how it was compiled without issues on a ...
I can't see crosss-platform character in this: you can't even link because the makefile doesn't know about case sensitivity for -lglee, which makes me wonder how it was compiled without issues on a ...
- Mon Apr 09, 2012 2:44 pm
- Forum: OpenGL Programming
- Topic: ARB_texture_non_power_of_two and Mac
- Replies: 14
- Views: 22628
Re: ARB_texture_non_power_of_two and Mac
Yeah. For that though, I'll need to overhaul the texture management in uhexen2 (may start by porting over Fitzquake/Quakespasm code.)mh wrote:I'd still pad the 2d stuff at least if not able to use npo2; the quality drop-off is just too much otherwise.