Git Product home page Git Product logo

quakespasm's Introduction

  QuakeSpasm

  ______________________________________________________________________


  Page last edited: June 2024.


  1. About

  QuakeSpasm is a modern cross-platform Quake engine based on FitzQuake.

  It includes support for 64 bit CPUs and custom music playback, a new
  sound driver, some graphical niceities, and numerous bug-fixes and
  other improvements.

  Quakespasm utilizes SDL-1.2 or SDL2 frameworks, choose one which works
  best for you. SDL2 has nicer features, smoother mouse input and better
  support for newer operating systems, but no CD-ROM support.


  2. Downloads

  -  Project Downloads: http://quakespasm.sourceforge.net/download.htm

  -  Latest code repository:
     https://sourceforge.net/p/quakespasm/quakespasm/ci/master/tree/

  -  Github mirror:
     https://github.com/sezero/quakespasm


  3. Hints

  Visit the FitzQuake homepage <https://celephais.net/fitzquake/> for a
  full run-down of the engine's commands and variables.

  -  To disable some changes, use "quakespasm -fitz"

  -  Quakespasm's custom data is stored in "quakespasm.pak". Install
     this file alongside your id1 directory to enable the custom console
     background and other minor features.

  -  For different sound backend drivers use :
     "SDL_AUDIODRIVER=DRIVER ./quakespasm"
     where DRIVER may be alsa, dsp, pulse, esd ...

  -  Shift+Escape draws the Console.

  -  From the console, use UP to browse the command line history and TAB
     to autocomplete command and map names.

  -  There is currently no CD Music volume support and SDL2 doesn't
     support CD audio. cd_sdl.c needs replacing with cd_linux.c,
     cd_bsd.c etc..

  -  In windows, alternative CD drives are accessible by
     "quakespasm -cddev F" (for example)

  -  Quakespasm allows loading new games (mods) on the fly with
     "game GAMENAME {-quoth/hipnotic/rogue}"

  -  Use "quakespasm -condebug" to save console log to "qconsole.log".
     SDL2 builds no longer generate stdout.txt/stderr.txt.


  Music Playback:

  Quakespasm can play various external music formats, including MP3, OGG
  and FLAC.

  -  Tracks should be named like "track02.ogg", "track03.ogg" ... (there
     is no track01) and placed into "Quake/id1/music".

  -  Unix users may need some extra libraries installed: "libmad" or
     "libmpg123" for MP3, and "libogg" and "libvorbis" for OGG.

  -  Use the "-noextmusic" option to disable this feature.

  -  As of 0.90.0, music is played back at 44100 Hz by default with no
     need to adjust "-sndspeed".

  -  See Quakespasm-Music.txt for more details.


  Controller Support:

  The SDL2 variant of Quakespasm supports Xbox 360 style game
  controllers.

  The default configuration uses the left analog stick for movement and
  the right for looking.

  If your controller doesn't work you can try placing this file
  https://raw.githubusercontent.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
  in your Quake directory, it is a community-maintained database that
  adds support for more controllers to SDL2.

  Controller Support - Cvars:

  -  joy_deadzone_look - Fraction of look stick travel to be deadzone,
     between 0 and 1. Default is 0.175.

  -  joy_deadzone_move - Same as above, but for the move stick. Default
     is 0.175.

  -  joy_deadzone_trigger - Fraction of trigger range required to
     register a button press on the analog triggers, between 0 and 1.
     Default 0.2.

  -  joy_outer_threshold_look - Outer deadzone for the look stick,
     between 0 and 1. Default 0.02.

  -  joy_outer_threshold_move - Outer deadzone for the move stick,
     between 0 and 1. Default 0.02.

  -  joy_sensitivity_yaw/pitch - Max angular speed in degrees/second
     when looking. Defaults are 240 for yaw (turning left/right) and 130
     for pitch (up/down).

  -  joy_exponent - For the look stick, the stick displacement (between
     0 and 1) is raised to this power. Default is 2. A value of 1 would
     give a linear relationship between stick displacement and fraction
     of the maximum angular speed.

  -  joy_exponent_move - Same as joy_exponent but for the move stick.
     Default is 2.

  -  joy_invert - Set to 1 to invert the vertical axis of the look
     stick.

  -  joy_swapmovelook - Set to 1 to swap the left and right analog stick
     functions. Default is 0, move on the left stick, look on the right
     stick.

  -  joy_enable - Set to 0 to disable controller support. Default is 1.

  Controller Support - Buttons:

  Some of the controller buttons are hardcoded to allow navigating the
  menu:

  -  Back - alias for TAB
  -  Start - alias for ESC
  -  DPad, analog sticks - mapped to arrow keys
  -  A Button - alias for ENTER in menus
  -  B Button - alias for ESC in menus

  These buttons can be bound normally:

  -  LTRIGGER - Left trigger
  -  RTRIGGER - Right trigger
  -  LSHOULDER - Left shoulder button
  -  RSHOULDER - Right shoulder button
  -  LTHUMB - Clicking the left thumbstick
  -  RTHUMB - Clicking the right thumbstick
  -  ABUTTON
  -  BBUTTON
  -  XBUTTON
  -  YBUTTON

  quakespasm.pak contains a default.cfg which has been updated to give
  some default bindings. L/R shoulder buttons are bound to weapon
  switching, and L/R triggers are jump and attack.

  The controller support started as Jeremiah Sypult's implementation in
  Quakespasm-Rift, and also uses ideas/code from LordHavoc's DarkPlaces.


  4. Compiling and Installation

  See the Downloads section to get the sourcecode, then below for
  platform specific instructions.  Quakespasm can also be built with the
  cross-platform Codeblocks.
  Quakespasm's (optional) custom data is now stored in the file
  quakespasm.pak. This file should be placed alongside your quakespasm
  binary and id1 directory.

  Compiling for Linux/Unix:

  After extracting the source tarball, "cd Quake" and edit the Makefile
  for music options.

  Streaming music playback requires "libmad" or "libmpg123" for MP3, and
  "libogg" and "libvorbis" for OGG files.

  Then type "make" to compile the program, and copy the "quakespasm"
  binary (and "quakespasm.pak") to your Quake game directory.
  Compile time options include

  -  make DO_USERDIRS=1 to include user directories support

  -  make DEBUG=1 for debugging

  -  make SDL_CONFIG=/PATH/TO/sdl-config for unusual SDL installations

  -  make USE_SDL2=1 to compile against SDL2 instead of SDL-1.2

  Compiling for Windows:

  QuakeSpasm developers cross-compile windows binaries using MinGW-w64
  <http://mingw-w64.sf.net> and MinGW <https://mingw.osdn.io>.  The
  project can also be built using Microsoft Visual Studio 2005 and newer
  versions.

  Compiling for Mac OS X:

  A Quakespasm App (including program launcher and update framework) can
  be made using the Xcode template found in the MacOSX directory.

  Alternatively, have a look at Makefile.darwin for more instructions on
  building from a console.


  Quake '2021 re-release':

  QuakeSpasm 0.94 has support for playing the 2021 re-release content:
  Copy the quakespasm binary to your rerelease installation and run as
  you normally do.


  5. Changes

  Changes in 0.96.2:

  -  Fix stack buffer overrun Mod_PolyForUnlitSurface: fixes crash when
     loading lim_daviddg.bsp from Liminal Spaces Jam.

  -  Fix potential buffer overflow in progs global string functions.

  -  Fix potential buffer overflow in Mod_LoadAliasFrame()

  -  Optimize BoxOnPlaneSide()

  -  Reserve enough space in PF_makestatic() for worst case scenarios.

  -  Improve handling of huge entities in SV_FindTouchedLeafs()

  -  Warn about bad maps with only 1 or 2 edges per face (e.g.: mj4m?,
     alk_dancing, ej3_bizz, rotj_entsoy...)

  -  Apply FOV gun scaling for r_showtris

  -  Sliders with visible values in options menu.

  -  game command now refuses setting a non-existing game directory

  -  Fix build in C23 mode.

  -  Minor code cleanups. Updated third party code, e.g. SDL, music
     codecs, etc.

  -  Thanks to Andrei Drexler, Alexey Lysiuk, Diordany van Hemert, and
     Jaime Moreira for patches.


  Changes in 0.96.1:

  -  Fix demo recording as client-only after connection to server (was
     broken by signon changes in 0.96.0. Thanks to Jozsef Szalontai for
     issue report.)

  -  Fix potential buffer overflow in COM_Parse(), e.g. with maps with
     oversized 'wad' fields. (Thanks to Andrei Drexler.)

  -  Minor code cleanups.


  Changes in 0.96.0:

  -  Adjustments to joystick defaults and behaviour.  See the
     "Controller support / Cvars" section above.

  -  Fix for a mouse grabbing issue on macOS.

  -  Add missing support for -ip command line option on unix / macOS.

  -  Backport angled sprites code from FTEQW (spriteframetype: 2, must
     have 8 frames per group.)

  -  Bump the progs execution runaway loop limit to 16M.

  -  Add signon buffer fragmentation to fix SZ_GetSpace errors on
     certain maps when using protocol 999.

  -  Increased MAX_DATAGRAM to 64000 to overcome packet overflows.

  -  Bump the MAXALIASFRAMES limit to 1024.

  -  Fix arrays to have proper sizes in gl mesh code, reflecting
     MAXALIASTRIS and MAXALIASVERTS correctly. (fixes SIGSEGV in
     mj4m4/mj4m5.)

  -  Increased default value of gl_farclip to 65536.

  -  Increase chase cam target trace distance to allow for chasecam to
     function in large open maps (useful e.g. for the func_vehicle mod.)

  -  Raised default maximum number of particles to 16384 (can be set
     up to 32768 with -particles on the command line.)

  -  Fix on-screen keyboard showing up suddenly on Steam Deck when
     starting a map.

  -  Fix viewmodel interpolation with >10Hz animations.

  -  Fix a memory leak when exiting game in SDL2 builds.

  -  Fix a possible crash when handling clipboard data on macOS.

  -  Fix a potential crash after loading of saved game.

  -  Fix possible out-of-bound reads when handling progs type sizes.

  -  Fix Dutch angle VP_PARALLEL_UPRIGHT sprites.

  -  Fix an issue with lights blending by using 10 bit color depth for
     lightmaps. (For GLSL mode only.) Disable with "-nopackedpixels",
     if necessary.

  -  No relative motions when the window is not focused.

  -  Status bar and intermission screen tweaks.

  -  Properly display monster counts > 3 digits.

  -  Fix console animation with scr_conspeed <= 0.

  -  Fix mouselook not working upon game quickload during a demo play.

  -  Haiku operating system support.

  -  Fix console when server is run noninteractively with stdin
     redirected from /dev/null.

  -  Updated Visual Studio project files.

  -  Minor code cleanups. Updated third party code, e.g. SDL, music
     codecs, etc.

  -  Thanks to Andrei Drexler, Alexey Lysiuk, Andrey Budko, Boris I.
     Bendovsky, Chris Cowan, Maciej Olędzki, Simon McVittie, OscarL,
     Eric Wasylishen, Jaycie Ewald and Spike for patches.


  Changes in 0.95.1:

  -  Allow mixing lit and unlit textures in the same map.

  -  Water texture mipmapping support - fixes glistening effect on
     distant water.

  -  Fix screen flashes in some maps with AMD's new drivers.

  -  Defend against zero-sized textures, e.g. __TB_empty in qbj_grue.bsp

  -  Fix possible file pointer leak in game load code.

  -  Minor code cleanups. Updated third party code, e.g. SDL, music
     codecs, etc.

  -  Thanks to 'temx' for his patches.


  Changes in 0.95.0:

  -  Add support for lit water (patch contributed by Josiah Jack, with
     fixes from Eric Wasylishen.)

  -  Add model scale support -- requires protocol 999. (Original patch
     contributed by Josiah Jack with fixes from temx and Andrei Drexler.
     Thanks to Eric Wasylishen, MH and Spike for useful discussions.)

  -  Add sv_cheats cvar for 2021 rerelease (patch from Andrei Drexler).

  -  Clear the startdemo list on game change (patch by Andrei Drexler).

  -  Try light trace from entity origin first (patch by Andrei Drexler).

  -  Backport a few fixes to the bundled SDL2-2.0.22 version.


  Changes in 0.94.7:

  -  Fix console history buffer wrapping.

  -  Fix wrong external texture use after vid_restart.

  -  Update lodepng from mainstream git.

  -  Miscellaneous source code cleanups.


  Changes in 0.94.6:

  -  Server protocol size check fixes for sounds and particles.

  -  An invalid memory access fix in the jpg screenshot writer.

  -  Basic dependency tracking in Makefiles.

  -  Backported a few fixes to the bundled SDL2-2.0.22 version.

  -  Minor build fix for C++ compilers.

  -  Other small improvements elsewhere in the code.


  Changes in 0.94.5:

  -  Compatibility with new SDL2 versioning scheme.

  -  Revised min/max/clamp macros' usage.

  -  Fixed a potential undefined behavior in R_DrawAliasModel.

  -  Fixed parsing of the time argument of svc_fog server message. (it
     has been broken for more than 20 years and has never seem to have
     been used.)

  -  Other small improvements elsewhere in the code.

  -  Backported a few fixes to the bundled SDL2-2.0.22 version.


  Changes in 0.94.4:

  -  Fixed getting stuck with loading plaque upon attempting to load a
     bad save from the menu

  -  Fixed SZ_GetSpace server crashes, e.g. in ad_magna or ad_mountain

  -  Fixed intermission camera angles during demo playback

  -  Don't reset onground flag on every new server message

  -  Re-enabled title demos by default (turn off with cl_startdemos 0)

  -  Don't autoplay next demo after a timedemo

  -  Fixed bad parsing of cdtrack in hipdemo1 from Scourge of Armagon

  -  Fixed serverinfo off-by-one nummodels/numsounds for protocol 15

  -  Support for Quake 2021 update 3

  -  Implemented quad/pentagram dlights for Quake 2021 rerelease

  -  Implemented 2021 rerelease localsound builtin & svc_localsound (56)

  -  Several other improvements to Quake 2021 rerelease support

  -  Several other small fixes and improvements all over the code

  -  Updated third party code (SDL, lodepng, miniz, some of the codecs,
     etc.)

  -  Thanks to Andrei Drexler, 'atsb' and 'temx' for their several
     patches.


  Changes in 0.94.3:

  -  Handle sky textures with non-standard sizes and warn about them
     (e.g. ad_tears)

  -  Allow loading textures not aligned to 16 pixels and warn about them
     (eg. the horde2 map of Dimension of the Machine from 2021 rerelease
     update/2.)

  -  Updated included SDL2 to latest version 2.0.18.


  Changes in 0.94.2:

  -  2021 rerelease: Support for playing the latest update.

  -  2021 rerelease: Fix pitch black models in lit areas in DOTM.

  -  2021 rerelease: Fix black candles in the DOTM start map.

  -  2021 rerelease: Look for QuakeEX.kpf under userdir, too.


  Changes in 0.94.1:

  -  Fix lightmap issues after vkQuake surface mark/cull optimizations
     merge (sf.net bug/50)


  Changes in 0.94.0:

  -  Initial support for playing the 'Quake 2021 re-release' content
     (thanks to Andrei Drexler for bulk of the work, Guillaume Plourde
     for Q64 bsp format support.)

  -  Fix rendering bug when cl_bobcycle was set to zero (sf.net bug/41)

  -  Fixed buffer overflow with large char skybox names (sf.net bug/38)

  -  Fixed a missing MAXALIASFRAMES bounds check (sf.net bug/37)

  -  OpenGL: workaround Intel UHD 600 driver bug (sf.net bug/39)

  -  OpenGL: merged surface mark & cull optimizations from vkQuake.

  -  Compensate viewmodel distortion at fov > 90 (based on code from
     Qrack, thanks to Andrei Drexler for the patch.)

  -  Raised MAX_GLTEXTURES limit from 2048 to 4096 for now.

  -  Changed 'model has a skin taller than 480' error into a warning

  -  Reject lit files if they're the wrong size (eg hipnotic/start.bsp
     vs id1/start.lit or just a bsp that no longer has any coloured
     lits, etc)

  -  External ent files are now versioned using 4 digit crc of the
     original map's ents, like [email protected], which is much safer. The
     old method (e.g. e1m1.ent) still works but isn't recommended.

  -  Support for external vis files.

  -  Save: remove CR/LFs from level name to avoids broken saves, e.g.
     with autumn_sp map.

  -  Music: improvements to mp3 tag detection / skipping.

  -  Music: umx loader fix for malformed / crafted files.

  -  New console command music_jump: Jump to given order in music, like
     Unreal's music change - only for module (tracker) music.

  -  Updated third-party libraries (music codecs, SDL, etc.) Other minor
     fixes, tidy-ups and protability tweaks.

  -  Source repository moved to git.


  Changes in 0.93.2:

  -  Lightmaps are now dynamically allocated (from QSS), and
     BLOCK_WIDTH/HEIGHT raised from 128 to 256.

  -  Fixed several uncheked limits that would crash the Slayer's
     Testaments mod (sf.net bug #33).

  -  Raised MAXALIASTRIS from 2048 to 4096, so that the Slayer's
     Testaments mod works.

  -  Fixed 'pants' and 'shirt' types so that those textures load
     correctly on platforms where char type is unsigned by default
     (sf.net bug #28).

  -  Windows audio: WASAPI-enabled SDL2 dlls function properly now.

  -  Update the third-party libraries. Other fixes/cleanups.


  Changes in 0.93.1:

  -  Fixed a fog regression which was introduced in 0.93.0.

  -  Fixed a crash (buffer overflow) with invalid vis data.

  -  Fixed buttons crushing players in 64-bit builds.

  -  Change controller movement to use cubic easing by default; added
     "joy_exponent_move" cvar.

  -  config.cfg is no longer written in case of a Sys_Error.

  -  Fixed Opus encoded cd tracks not being recognized as ripped tracks.

  -  Update the third-party libraries. Other fixes/cleanups.


  Changes in 0.93.0:

  -  Raise default "joy_deadzone_trigger" cvar to 0.2.

  -  Raise console buffer size to 1MB.

  -  Raise MAX_STATIC_ENTITIES from 512 to 4096.

  -  Raise MAX_STACK_DEPTH from 32 to 64.

  -  Raise command buffer size from 8K to 256K to support large configs.

  -  Remove MAX_EFRAGS and MAX_MAP_LEAFS limits.

  -  Remove "Loadgame buffer overflow" limit, which could happen when
     loading DP or QSS saves.

  -  Adjust "exceeds standard limit of" debug warnings to include the
     actual QS limit.

  -  Change "game" command to now exec quake.rc.

  -  Change "games" / "mods" commands to list all subdirectories.

  -  Restore vid_refreshrate from fitzquake-0.85 for SDL2 builds.

  -  Alpha-masked model support. (MF_HOLEY: 0x4000).

  -  Invalid skin index now draws skin 0 (WinQuake behaviour) instead of
     blue checkerboard.

  -  Change default screenshot format to png. The 'screenshot' command
     now supports optional format (tga, png or jpg) and quality (1-100)
     arguments.

  -  Revert "always run" changes from 0.85.9 and move the QuakeSpasm
     customizations to a new "cl_alwaysrun" cvar: Set to 1 in order to
     scale forward/side/up speed by "cl_movespeedkey" (usually 2), and
     to make "speedkey" act as "slowkey".

  -  Change the "always run" menu option to offer three choices:
     off        (cl_alwaysrun 0, cl_forwardspeed 200, cl_backspeed 200)
     vanilla    (cl_alwaysrun 0, cl_forwardspeed 400, cl_backspeed 400)
     quakespasm (cl_alwaysrun 1, cl_forwardspeed 200, cl_backspeed 200)

  -  New "r_scale" cvar. Set to 2, 3, or 4 to render the view at 1/2,
     1/3, or 1/4 resolution.

  -  New "r_viewmodel_quake" cvar. Set to 1 for WinQuake gun position
     (from MarkV).

  -  New "find" / "apropos" command, searches for commands/cvar names
     for the given substring (from Spike).

  -  New "randmap" command for loading a random map.

  -  New "gl_cshiftpercent_contents", "gl_cshiftpercent_damage",
     "gl_cshiftpercent_bonus", "gl_cshiftpercent_powerup" cvars for
     tuning the strength of specic view blends.

  -  GL2 renderer: use a GLSL shader for world faces. Fixes reports of
     integrated+discrete GPU laptops having inconsistent fog rendering.

  -  Fix macOS startup delay (avoid calling gethostbyname() for ".local"
     hostnames).

  -  Fix memory corruption in PF_lightstyle with out of bounds
     lightstyles.

  -  Fix crash in BoundPoly with polygons extending beyond +/-9999.

  -  Fix QS window to stay on the current monitor when changing video
     modes (SDL2 only).

  -  Fix possible freeze in SV_TouchLinks regardless of what QC does in
     the touch function.

  -  Fix for maps with empty strings for vector keys (e.g. "origin");
     don't read uninitialized memory.

  -  Support for Open Watcom compiler.

  -  Update the third-party libraries.


  Changes in 0.92.1:

  -  Fixed large menu scale factors (was broken in 0.92.0).

  -  Fixed PAUSE key (was broken in 0.92.0).

  -  Updated some of the third-party libraries.


  Changes in 0.92.0:

  -  SDL2 Game Controller support.

  -  Contrast support with new "contrast" cvar, behaving the same as
     MarkV. It may be a useful alternative to the existing gamma control
     for laptops in a bright environment, etc. Raising contrast gives
     less of a gray/washed out look than raising gamma, but at a
     disadvantage: colors near white get clipped to white.

  -  RMQ protocol (999) support, adapted from RMQEngine.

  -  New "-protocol x" command line option. Accepted values for 'x' are
     15 (NetQuake), 666 (FitzQuake, default), and 999 (RMQ).

  -  New "setpos" console command.

  -  New "vid_borderless" cvar for getting a borderless window.

  -  Increased MAX_MAP_LEAFS from 65535 to 70000 and MAX_LIGHTMAPS from
     256 to 512 in order to handle the oms3 map pack.

  -  Server edicts are now allocated using malloc instead of allocating
     on the hunk.

  -  gl_clear now defaults to 1.

  -  Fix items falling out of the world on oms3.bsp on SSE builds.

  -  Worked around an OSX 10.6 driver bug when using FSAA, which was
     leading to an unplayable HOM effect on the rest of the screen.

  -  Fix wrong trace endpoint from the tracepos console command.

  -  Updated some of the third-party libraries. Other fixes/clean-ups.


  Changes in 0.91.0:

  Bugfixes:

  -  Fix unwanted fog mode change upon video restart.

  -  Work around Intel 855 bug in status bar drawing with "r_oldwater 0"
     and "scr_sbaralpha 0".

  -  Fix an obscure GLSL bug where changing gamma would result in the
     screen turning to noise.

  -  Fix GLSL gamma causing the tiled screen border to turn white when
     "sizedown" is used.

  -  Fix an alias model VBO renderer bug where a model not precached
     during map start wouldn't be drawn.

  -  Fix the order of OpenGL context creation and window creation in
     SDL2 video.

  -  Fix a calling convention issue in windows DPI awareness function
     pointers.

  -  Fix a random texture recoloring after video mode change.

  -  Fix a liquid turning to garbage after several video mode changes
     and "r_oldwater 0".

  -  Fix a wrong alpha-sorting bug introduced in 0.90.1.

  -  Fix "flush" command not reloading mdl's from disk (bug introduced
     in 0.90.1).

  -  Prevent a possible buffer overflow in Cbuf_Execute (old Q1/Q2 bug).

  -  Prevent a possible vulnerability in MSG_ReadString (old Q1/Q2 bug).

  Visual improvements:

  -  New cvars r_lavaalpha, r_slimealpha, r_telealpha for fine-tuning
     specific liquid opacities (from DirectQ/RMQEngine, non-archived,
     default to 0), and new worldspawn keys _wateralpha, _lavaalpha,
     _slimealpha, _telealpha, _skyfog (unique to Quakespasm, similar to
     the behaviour of the "fog" worldspawn key).

  -  GLSL gamma is now supported on older hardware without NPOT
     extension.

  Interface improvements:

  -  New r_pos command to show player position.

  -  NaN detection in traceline with "developer 1" set now warns instead
     of errors.

  Code cleanup / Other:

  -  Update third-party libraries.

  Raised limits:

  -  Default max_edicts 8192 (was 2048) and no longer saved to
     config.cfg.

  -  Default heapsize 256 MB (was 64 MB).

  -  Default zone 4 MB (was 384 KB).

  -  Raised MAX_SFX to 1024 (was 512).


  Changes in 0.90.1:

  Bugfixes:

  -  Fix dynamic light artifact where changing lightmap are rendered one
     frame late (bug introduced in 0.90.0).

  -  Fix texture memory leak when changing video modes with SDL2.

  -  Fix a rare incorrect mdl lighting on 64-bit builds. (details here:
     https://forums.insideqc.com/viewtopic.php?f=3&t=5620)

  -  Fix fullbrights turning black after "kill" command (bug introduced
     in 0.90.0).

  -  Clear all fog values on map change to prevent colored fog carrying
     over to jam3_tronyn.bsp.

  -  Allow loading saves with } character in quoted strings, fixes issue
     with retrojam1_skacky.bsp.

  -  Fix viewmodel not lerping on extended-limit maps.

  -  Fix crash on out-of-bounds skin number.

  Performance:

  -  Use multithreaded OpenGL on OS X for better performance.

  -  New, faster mdl renderer using GLSL. Disable with "-noglslalias".

  Visual improvements:

  -  New gamma correction implementation using GLSL. Fixes all known
     gamma issues (affecting the full display, persisting after
     quitting, or darkening the screen on OS X). Disable with
     "-noglslgamma".

  -  Use high-quality water by default (r_oldwater 0).

  -  Shadows use stencil buffer to avoid overlapping artifacts (from
     MarkV.)

  -  r_noshadow_list cvar added (from MarkV.)

  Interface improvements:

  -  Support pausing demo playback with the "pause" command.

  -  Autocompletion for "game", "record", "playdemo".

  -  Experimental windowed fullscreen mode available with
     vid_desktopfullscreen 1 (only in SDL2 builds, takes effect upon
     entering fullscreen mode the next time.)

  -  Silence "exceeded standard limit" messages unless developer cvar is
     >= 1.

  -  Some spam moved from developer 1 to 2: "can't find tga/lit/ent",
     "trying to load ent", "bad chunk length", "meshing",
     "PR_AlocStringSlots: realloc'ing"

  Code cleanup:

  -  Clean up IDE project files to build on fresh systems.

  -  Update 3rd-party libraries.


  Changes in 0.90.0:

  -  Fix issues on Windows systems with DPI scaling.

  -  Unix/Mac user directories support. Disabled by default,
     'make DO_USERDIRS=1' to enable it.

  -  SDL2 support. Disabled by default, 'make USE_SDL2=1' to enable it.

  -  Revised keyboard input code.

  -  Revised/improved the 'game' command, i.e. on-the-fly mod changing.
     It now accepts an optional second argument for mission packs or
     quoth support i.e. -hipnotic, -rogue, or -quoth. For example, for
     WarpSpasm: "game warp -quoth"

  -  Command line: "-game {quoth/hipnotic/rogue}" is now treated the
     same as -quoth, -hipnotic, or -rogue.

  -  Console speed now resolution-independent.

  -  Disabled gl_zfix, which caused glitches and is undesirable for new
     maps. Replacement .ent files to fix z-fighting for several id1 maps
     added to quakespasm.pak.

  -  PF_VarString buffer bumped to 1024, avoids truncated centerprints
     from the 'In The Shadows' mod.

  -  Support for opengl non-power-of-two-textures extension (disable
     with command line: "-notexturenpot".)

  -  Support for OpenGL vertex buffer objects (VBO, OpenGL 1.5 or newer)
     for world and brush models (disable with command line: "-novbo".)

  -  Antialiasing (FSAA) support (command line: -fsaa x, where x can be
     0, 2, 4, 8).

  -  Fence textures support.

  -  Dynamic light speedup. Speedup loading of tga and pcx external
     images.

  -  Brush model drawing speedup.

  -  Support for BSP2 and 2PSB map formats.

  -  Support for Opus, FLAC, and tracker music (S3M, IT, UMX, etc.), as
     compile-time options.

  -  Music and sfx now mixed at 44100 Hz to avoid downsampling music.
     Low-pass filter applied to the sfx if -sndspeed is 11025 (the
     default), to preserve the same sound quality as 0.85.9.  New
     -mixspeed option sets the rate for mixing sfx and music, and output
     to the OS (default 44100), setting it to 11025 reverts to 0.85.9
     behaviour. New snd_filterquality cvar, value can be between 1
     (emulate OS X resampler) and 5 (emulate Windows resampler),
     controls the sound of the low-pass filter.

  -  Better Hor+ field of view (FOV) scaling behavior.

  -  Better cross-map demo playback support.

  -  Fix screenshots when screen width isn't a multiple of 4.

  -  Fix a lighting glitch due to floating point precision.

  -  Fix a looping sounds glitch.

  -  Fix a vulnerability in file extension handling. Tighten path
     handling safety.

  -  Initialize opengl with 24-bit depth buffer at 32 bpp.

  -  Reset all models upon gamedir changes. (Fixes failures with mods
     using custom content.)

  -  Fix broken behavior upon gamedir changes if -basedir is specified
     on the command line.

  -  NET_MAXMESSAGE and MAX_MSGLEN limits bumped to 64000.

  -  MAX_EFRAGS bumped to 4096, and MAX_CHANNELS to 1024.

  -  MAX_ENT_LEAFS bumped from 16 to 32 to work around disappearing or
     flickering brush models in some situations. Also, if an entity is
     visible from MAX_ENT_LEAFS or more leafs, we now always send it to
     the client.

  -  Fix cvar cycle command not working sometimes.

  -  Host_Error upon missing models. (Prevents segmentation faults.)

  -  Change sv_aim default value to 1 (i.e. turn off autoaim)

  -  Add 'prev' and 'next' keywords to the 'cd' command.

  -  Work around a linux cdrom issue (playback might not start for a
     while after a stop).

  -  Quakespasm content customization moved from engine-embedded into a
     new optional quakespasm.pak file.

  -  Version bumped to 0.90.0 (because Quakespasm has a decent life of
     it's own)

  -  Other fixes and clean-ups.


  Changes in 0.85.9:

  -  Fixes for several undefined behaviors in C code (gcc-4.8 support.)

  -  Implemented Hor+ style field of view (FOV) scaling, useful for
     widescreen resolutions. Configured by new cvar fov_adapt: set it to
     1 and your fov will be scaled automatically according to the
     resolution. Enabled by default.

  -  Adjusted string buffers for PR_ValueString and friends to fix
     crashes with excessively long global strings seen in some rude
     mods.

  -  Toned down warning messages from PF_VarString() a bit.

  -  Fixed Fitzquake's map existence check in changelevel (used to leak
     file handles which would end up in a Sys_Error() due to consuming
     all free handles if many maps reside not in pak files.)

  -  Fixes/cleanups in chat mode handling. Client no longer gets stuck
     in chat mode upon disconnect.

  -  Mouse grab/key_dest fixes and key cleanups.

  -  The "speedkey" now acts as "slowkey" when "always run" is on.

  -  Support for demo recording after connection to server. (thanks to
     Baker for a patch)

  -  Corner case fixes in COM_Parse() for quoted strings and support for
     C-style /*..*/ comments.

  -  Changed lightmaps to GL_RGBA instead of GL_RGB.

  -  Better parse for opengl extensions list (from quakeforge.)

  -  Vsync saving/loading fixes.

  -  Fixed pointfile loading.

  -  Multiple cleanups in gl_vidsdl.c.

  -  Opus music decoding support (as an optional patch only.)

  -  Several other minor fixes/cleanups.


  Changes in 0.85.8:

  -  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.

  -  Text pasting support from OS clipboard to console. (windows and
     macosx.)

  -  Support for the Apple (Command) key on macosx.

  -  Fixed increased (more than 32) dynamic lights.

  -  Music playback: Made sure that the file's channels count is
     supported.

  -  Support for Solaris.

  -  Switched to using libmad instead of libmpg123 for MP3 playback on
     Mac OS X.

  -  Better support for building the Mac OS X version using a makefile,
     support for cross-compiling on Linux.

  -  Fixed a minor intermissions glitch.

  -  Increased string buffer size from 256 to 384 for PF_VarString to
     work around broken mods such as UQC.

  -  Restored original behavior for Quake registered version detection.

  -  Minor demo recording/playback tweaks.

  -  Minor tweaks to the scale menu option.

  -  unbindall before loading stored bindings (configurable by new cvar
     cfg_unbindall, enabled by default.)

  -  New icon.

  -  Miscellaneous source code cleanups.


  Changes in 0.85.7:

  -  Added support for cross-level demo playback

  -  gl_texturemode is reimplemented as a cvar with a callback and the
     setting is automatically saved to the config

  -  Fixed execution of external files without a newline at the end

  -  Reduced memory usage during reloading of textures

  -  Fixed compilation on GNU/kFreeBSD (Debian bug #657793)

  -  Fixed backspace key on Mac OS X

  -  Disable mouse acceleration in Mac OS X

  -  Worked around recursive calling of the anisotropic filter callback

  -  Console word wrap and long input line fixes

  -  Verified correct compilation by clang (using v3.0)

  -  Several other small changes mostly invisible to the end-user


  Changes in 0.85.6:

  -  More work for string buffer safety

  -  Reverted v0.85.5 change of not allowing deathmatch and coop cvars
     to be set at the same time (was reported for possibility of causing
     compatibility issues with mods)

  -  Several cleanups/changes in the cvar layer

  -  Minor SDL video fixes.


  Changes in 0.85.5:

  -  SDL input driver updated adding native keymap and dead key support
     to the console

  -  Fixed a crash in net play in maps with extended limits

  -  Verified successful compilation using gcc-4.6.x

  -  Added workaround against GL texture flicker (z fighting),
     controlled by new cvar 'gl_zfix'

  -  Read video variables early so that a vid_restart isn't necessary
     after init

  -  mlook and lookspring fixes

  -  Added support for loading external entity files, controlled by new
     cvar 'external_ents'

  -  Made mp3 playback to allocate system memory instead of zone

  -  Some updates to the progs interpreter code

  -  Fixed r_nolerp_list parsing code of fitzquake

  -  Made sure that deathmatch and coop are not set at the same time

  -  Several code updates from uHexen2 project, several code cleanups.


  Changes in 0.85.4:

  -  Implement music (OGG, MP3, WAV) playback

  -  A better fix for the infamous SV_TouchLinks problem, no more hard
     lockups with maps such as "whiteroom"

  -  Add support for mouse buttons 4 and 5

  -  Fix the "unalias" console command

  -  Restore the "screen size" menu item

  -  Fixed an erroneous protocol check in the server code

  -  Raised the default zone memory size to 384 kb

  -  Raised the default max_edicts from 1024 to 2048

  -  Revised lit file loading, the lit file must be from the same game
     directory as the map itself or from a searchpath with a higher
     priority

  -  Fixed rest of the compiler warnings

  -  Other minor sound and cdaudio updates


  Changes in 0.85.3:

  -  Fix the "-dedicated" option (thanks Oz) and add platform specific
     networking code (default) rather than SDL_net

  -  Much needed OSX framework stuff from Kristian

  -  Add a persistent history feature (thanks Baker)

  -  Add a slider for scr_sbaralpha, which now defaults to 0.95
     (slightly transparent, allowing for a nicer status bar)

  -  Allow player messages longer than 32 characters

  -  Sockaddr fix for FreeBSD/OSX/etc networking

  -  Connect status bar size to the scale slider

  -  Include an ISNAN (is not-a-number) fix to catch the occassional
     quake C bug giving traceline problems

  -  Enumerate options menus

  -  Add a "prev weapon" menu item (from Sander)

  -  Small fix to Sound Block/Unblock on win32

  -  Lots of code fixes (some from uhexen2)

  -  Sys_Error calls Host_Shutdown

  -  Added MS Visual Studio support

  -  Add a "-cd" option to let the CD Player work in dedicated mode, and
     some other CD tweaks.


  Changes in 0.85.2:

  -  Replace the old "Screen size" slider with a "Scale" slider

  -  Don't constantly open and close condebug log

  -  Heap of C clean-ups

  -  Fix mapname sorting

  -  Alias the "mods" command to "games"

  -  Block/Unblock sound upon focus loss/gain

  -  NAT (networking protocol) fix

  -  SDLNet_ResolveHost bug-fix allowing connection to ports other than
     26000

  -  Bumped array size of sv_main.c::localmodels from 5 to 6 fixing an
     old fitzquake-0.85 bug which used to cause segfaults depending on
     the compiler.

  -  Accept commandline options like "+connect ip:port"


  Changes in 0.85.1:

  -  64 bit CPU support

  -  Restructured SDL sound driver

  -  Custom conback

  -  Tweaked the command line completion and added a map/changelevel
     autocompletion function

  -  Alt+Enter toggles fullscreen

  -  Disable Draw_BeginDisc which causes core dumps when called
     excessively

  -  Show helpful info on start-up

  -  Include real map name (sv.name) and skill in the status bar

  -  Remove confirm quit dialog

  -  Don't spam the console with PackFile seek requests

  -  Default to window mode

  -  Withdraw console when playing demos

  -  Don't play demos on program init

  -  Default heapsize is 64 MB.

  -  Changes to default console alpha, speed

  -  Changes to cvar persistence gl_flashblend (default 0), r_shadow,
     r_wateralpha, r_dynamic, r_novis.


  6. Copyright

  -  Quake and Quakespasm are released under the GNU GENERAL PUBLIC
     LICENSE Version 2: http://www.gnu.org/licenses/gpl-2.0.html
  -  Quakespasm console background image by AAS, released under the
     CREATIVE COMMONS PUBLIC LICENSE:
     http://creativecommons.org/licenses/by/3.0/legalcode


  7. Contact

  -  QuakeSpasm Project page:
     https://sourceforge.net/projects/quakespasm/
  -  Bug reports:
     https://sourceforge.net/p/quakespasm/bugs/


  8. Links

  -  QuakeSpasm Homepage: http://quakespasm.sourceforge.net
  -  Downloads: http://quakespasm.sourceforge.net/download.htm
  -  FitzQuake Homepage: https://celephais.net/fitzquake/
  -  Func Quakespasm forum:
     https://celephais.net/board/view_thread.php?id=60452
  -  Inside3D forums: https://forums.insideqc.com

quakespasm's People

Contributors

ahesford avatar alexey-lysiuk avatar andrei-drexler avatar andrey-budko avatar beworld2018 avatar diordany avatar ericwa avatar erysdren avatar fpiesche avatar helmutg avatar josiahjack avatar kduske avatar macil avatar novum avatar perpixel avatar protocultor avatar sezero avatar skitt avatar smcv avatar svdijk avatar temx avatar vsonnier avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

quakespasm's Issues

Increase instruction limit

There was some recent discussion about increasing the instruction limit in QS and Ironwail.
I figured I'd get the ball rolling.

Shotgun start

The Doom community loves its pistol starts and (and so do I). There's a flag many Doom source ports support : "-pistolstart". Do you think Quake could make with a "-shotgunstart"? I suppose it could reset your inventory upon level transitions but keep your runes.

Mac Windowed Mode Out Of Focus Input

In latest QS on Mac if you are in windowed mode and you move your mouse over the out of focus QS window, the game receives the input despite the application being out of focus.

fix/bug: ext texture loading for unnamed textures

A few map developers forgot to name textures in their maps and therefore they do not currently load.

The most popular map where this happens is aerowalk, which has 3 unnamed textures.

unnamed16
unnamed17
unnamed10

Other popular maps I've discovered with unnamed textures: cmt4, ctf5

FTE fix in Mod_LoadTextures (gl_model.c)

if (!tx->name[0])
{
q_snprintf(tx->name, sizeof(tx->name), "unnamed%d", i);
Con_DPrintf("Warning: unnamed texture in %s, renaming to %s\n", loadmodel->name, tx->name);
}

Add ability to load QuakeEX.kpf from gamedir

Thank you for all of the great work in supporting localization!

Currently, QuakeSpasm supports loading QuakeEX.kpf from the basedir, or on Linux from the userdir as well. It would be nice if support was added to read from the gamedir for the players who use old release Quake and only want to load the .kpf when playing mg1 or a mod that specifically needs it.

[Feature] Search for localization file in engine folder

Version: 0.94.1
Platform: Arch Linux 5.13.12

I was trying to figure out why localization was working when I first launched the game, but failed on subsequent attempts. Turns out I happened to be in my steamapps/common/Quake/rerelease directory in order to pull the mg1 directory into ~/.quakespasm.

As it happens, the file QuakeEX.kpf needs to be in the current working directory in order for localization to function properly. I think it would be more convenient if the file were searched for from the engine folder, so that users could launch the game from any directory.

Intermission Camera Points in Wrong Direction During Demo Playback

The info_intermission camera will point in the (opposite?) direction than expected when a level is completed during the playback of a demo.

Version

Quakespasm 0.94.3

OS

Arch Linux, x86-64

Replication

  1. Record demo and launch a map, e.g. record mydemo and map e1m1
  2. Trigger the map's changelevel
  3. Stop the demo recording
  4. Play the demo back

Good afternoon I have a problem with limits

Is it possible to bring them to the limit of very large values or cancel them altogether?
The project is so huge that you need to increase the limits on Brushes to 200 thousand brushes on one card.
increasing the allocated memory in order to use the maximum that can be shoved into the card at such limits.

no audio with Intel Display Audio devices

Audio is not initialized on WIndows if 'Intel display audio' is the only available audio device AND a modeset is issued.
This is a known issue with Intel Drivers (see Intel document ).

Sound Initlalisation
Coundn't opem SDL audio:  WASAPI can't find requested audio endpoint: Element not found.

I could fix this by simply retrying again 2 seconds later.

Unfortunately audio device is also lost later in the game when switching to another video resolution or switching from vid_fullscreen 0 <-> 1.
What is needed is some kind of snd_restart command and ideally a check if the audio device is available and if not, an automatic restart of the audio device.

the same issue can be observed with vkQuake, Ironwail and probably with other forks.

Why had that worked for me all this years? I had a headphone connected to the system ( realtek HD audio) and Quakespasm would find the headphone, initialize audio and when Intel Display Audio re-apperared, SDL/ WASAPI would switch back to the default audio device!

MacOS: Game mishandles clicks if unpaused while the mouse isn't over the window

If you're playing on MacOS in windowed mode with the game paused (menu or console open) so the mouse is visible, and then you unpause the game while the mouse is outside of the game window, then your mouse will disappear and you can look around as normal, but the next time you click, the game will lose focus. This also happens if you cmd-tab to an unpaused game while your mouse isn't over where the game window is. It seems the game isn't completely capturing the mouse properly.

You can even trigger this issue even just by pausing and unpausing depending on where your cursor appears: the mouse usually appears over the game window when you open a menu, but if you look down and to the right or left and then pause, the mouse may reappear beyond the rounded corner of the window and then trigger this issue when you unpause.

The issue is weirder if you unpause the game while it's over the game window's titlebar or over the MacOS system menu. The mouse can become frozen or invisible even after you pause the game again, staying broken until you close the game.

This issue exists in QuakeSpasm-Spiked and vkQuake too but worse. Both of those ports make the window resizable and it seems like this issue interacts badly with that feature: if you unpause the game with your mouse at the window border -- which can easily happen frequently, because if you last looked far to the left or right when you open the escape menu, the mouse will be positioned exactly on the window border -- then the game will actually freeze whenever you're holding the mouse down until you let go of it, and the issue doesn't go away until you pause the game again and unpause with the mouse not at the window border.

Some Quality of Life features that aren't too radical

Hey, I love this port! It runs way better than Darkplaces on my Linux box, doesn't bloat my game with extra "effects" (I especially hate the way model interp works in darkplaces because the nailgun fires weirdly and you can see a nail travel between both barrels), it's nearly perfect for me.

I do however feel it is a tad rough around the edges in some ways.

I have a few suggestions for some more modern QoL features (which should all be optional) to make it slightly more playable in lieu of what is considered to be core features of modern games. Please understand I grew up largely with modern games and this has been a throwback for me, and seeing some core features not available is really difficult to get used to.

The main pain point is saving, which has been automated in some very nice ways in more modern games, in ways I feel aren't detrimental to the experience and are actually quite positive.

I understand that one of the goals of this port is authenticity, without adding too many bloated features. However, I feel that taking the good while fixing the bad is a good way to improve something without fundamentally changing it.

Anyway, some saving suggestions:

  1. Please add a setting (possibly on by default as people may get caught out) which will autosave in a new slot at the start of every map (except the title map). Autosaves are common in modern games and it would be easy for someone playing Quake now to die and lose multiple hours of progress, not realising they haven't saved in a while. I died a few times on a level and upon pressing fire it restarted, and seemed to have my same inventory, so I think it's already autosaving to some extent, it would just be nice to do it explicitly so we can quit the game and not lose our progress.
  2. Pressing the fire button when dead should load the last save available rather than throwing you back to the start of the level
  3. In the same vein, please add a quicksave and quickload hotkey to the controls, bound to F5 and F9 by default. I like that I can quicksave but it would be nice to be able to change the button in-game

Some other suggestions:

  1. Please add keybinds for every weapon key to the controls menu, so we can bind them specially if we want.
  2. Many of us have screens that are much higher resolution than the game was designed for, which makes the menu really small, even when scaled. As a result, having to go into the Single Player menu just to load or save is really inconvenient, especially when there's enough space on the screen now to fit every menu item at once, especially if you get rid of the useless Help/Ordering button. A "simplified menu" option could help with this, which makes the menu more like Doom (all options available at once, no submenus). I get that it's not authentic, though, and is probably the worst suggestion on this list.
  3. (This is the most controversial and will likely get the most hate in the comments) More modern games (many in the same vein as Quake such as Half Life) have a "Last weapon used" button. I feel it could be useful here as quick weapon swaps are a core part of Quake. I get that it's technically a gameplay change and could have multiplayer implications (as well as others), so maybe it should be singleplayer only.
  4. The ability to turn off "Auto select pickup weapons" with 3 settings - on, which is as of now, off, which completely disables it, and partial which only switches to weapons we don't have yet.

Also, I know they are pretty terrible, but does this port have support for any of the official expansions at all?

Lastly, completely unrelated, does anyone know a good source port for Hexen 2? I intend to play that after this. I have found a few in the past but they all seemed to be very feature bloated or broken.

[BUG] - USB audio headset not outputting any sound, prevents the engine from gracefully shutting down

Key Details

  • OS: Arch Linux 6.8.3
  • Audio: Realtek ALC1220
  • CPU: Intel i7 7700k
  • Headset: Sennheiser Momentum 3 connected via USB 3.0
  • SDL version: 2.26.5 (unsure if this is relevant)

Tested on Quakespasm, vkQuake, and Ironwail; all exhibit the same issue:

When I have my headphones plugged into any USB port on my computer, I do not get any audio from the game running in the aforementioned source ports. Additionally, this bug seems to prevent the game from shutting down as well - when attempting to quit the game from the main menu or the console, the window just hangs there and never disappears; I have to kill it's process from the terminal for it to go away.

When switching my default audio device to something other than the USB headset audio, everything works as expected. Weirdly this seems to only happen on my headphones, as I recall using other USB audio devices (DACs, etc) without any issue on this same PC. I've tried swapping different USB cables and ports to rule out faulty hardware, but the issue persists.

Audio from my headphones works fine everywhere else too, including other games which use SDL as well (again, not sure if this is relevant or not, possibly related to #23 ?)

Bad water transparency layering in start level

In the start level (using the rerelease basedir), if you look at the water before episode 4, you can see that specific sections of the bottom surface incorrectly render over specific sections of the top surface. (Specifically, lower surface's far-left corner renders over any part of the upper surface, and the rest of the lower surface's left two-thirds renders over everything in the upper surface except for a section on the near-left.)

spasm0000

Related: Novum/vkQuake#656. I thought this was vkQuake specific at first but guess not. This issue does show up slightly differently between the two ports though.

Host & play on localhost

Issue

Platform: Linux 6.6.2-arch1-1

The engine automatically assigns an IP address if none was set from the command line, my system selects 127.0.1.1. During the communication on my localhost, both 127.0.0.1 and 127.0.1.1 are used. The engine does not like this.

Steps to Reproduce

  1. Host a multiplayer game with one instance of QuakeSpasm, while having the IP address set to any ipv4 loopback address other than 127.0.0.1.
  2. Use another instance of QuakeSpasm on the same host to connect to that address (either manually or with the Search for local games... feature).

Technical Info

I've captured the packets using tcpdump -nXXi lo port quake:

Click to reveal the dump
23:20:16.931804 IP 192.168.2.15.26000 > 192.168.2.15.35793: UDP, length 37
	0x0000:  0000 0000 0000 0000 0000 0000 0800 4500  ..............E.
	0x0010:  0041 348f 4000 4011 80ae c0a8 020f c0a8  .A4.@.@.........
	0x0020:  020f 6590 8bd1 002d 85ad 8000 0025 8331  ..e....-.....%.1
	0x0030:  3237 2e30 2e31 2e31 3a32 3630 3030 0055  27.0.1.1:26000.U
	0x0040:  4e4e 414d 4544 0065 316d 3100 0204 03    NNAMED.e1m1....
23:20:17.666983 IP 192.168.2.15.26000 > 192.168.2.15.35793: UDP, length 37
	0x0000:  0000 0000 0000 0000 0000 0000 0800 4500  ..............E.
	0x0010:  0041 34f9 4000 4011 8044 c0a8 020f c0a8  .A4.@[email protected]......
	0x0020:  020f 6590 8bd1 002d 85ad 8000 0025 8331  ..e....-.....%.1
	0x0030:  3237 2e30 2e31 2e31 3a32 3630 3030 0055  27.0.1.1:26000.U
	0x0040:  4e4e 414d 4544 0065 316d 3100 0204 03    NNAMED.e1m1....
23:20:18.418091 IP 127.0.0.1.51189 > 127.0.1.1.26000: UDP, length 12
	0x0000:  0000 0000 0000 0000 0000 0000 0800 4500  ..............E.
	0x0010:  0028 5b59 4000 4011 e069 7f00 0001 7f00  .([Y@[email protected]......
	0x0020:  0101 c7f5 6590 0014 ff27 8000 000c 0151  ....e....'.....Q
	0x0030:  5541 4b45 0003                           UAKE..
23:20:20.917000 IP 127.0.0.1.51189 > 127.0.1.1.26000: UDP, length 12
	0x0000:  0000 0000 0000 0000 0000 0000 0800 4500  ..............E.
	0x0010:  0028 5e46 4000 4011 dd7c 7f00 0001 7f00  .(^F@.@..|......
	0x0020:  0101 c7f5 6590 0014 ff27 8000 000c 0151  ....e....'.....Q
	0x0030:  5541 4b45 0003                           UAKE..
23:20:20.922503 IP 127.0.0.1.26000 > 127.0.0.1.51189: UDP, length 9
	0x0000:  0000 0000 0000 0000 0000 0000 0800 4500  ..............E.
	0x0010:  0025 e724 4000 4011 55a1 7f00 0001 7f00  .%.$@[email protected].......
	0x0020:  0001 6590 c7f5 0011 fe24 8000 0009 8153  ..e......$.....S
	0x0030:  9e00 00                                  ...
23:20:23.417969 IP 127.0.0.1.51189 > 127.0.1.1.26000: UDP, length 12
	0x0000:  0000 0000 0000 0000 0000 0000 0800 4500  ..............E.
	0x0010:  0028 5f11 4000 4011 dcb1 7f00 0001 7f00  .(_.@.@.........
	0x0020:  0101 c7f5 6590 0014 ff27 8000 000c 0151  ....e....'.....Q
	0x0030:  5541 4b45 0003                           UAKE..
  1. The server 192.168.2.15:26000 first sends two packets to the client 192.168.2.15.35793 with server information.
  2. The client 127.0.0.1:51189 then attempts to connect to the server with 127.0.1.1:26000 three times.
  3. The server replies, but with 127.0.0.1 rather than 127.0.1.1.
  4. The client doesn't like this and denies the legitimate replies.

The console reads:

Click to reveal the log
trying...
wrong reply address
Expected: 127.0.1.1:26000 | 020065907f00010136000000ffffffff
Received: 127.0.0.1:26000 | 020065907f0000010000000000000000
wrong reply address
Expected: 127.0.1.1:26000 | 020065907f00010136000000ffffffff
Received: 127.0.0.1:57428 | 0200e0547f0000010000000000000000
wrong reply address
Expected: 127.0.1.1:26000 | 020065907f00010136000000ffffffff
Received: 127.0.0.1:57428 | 0200e0547f0000010000000000000000
wrong reply address
Expected: 127.0.1.1:26000 | 020065907f00010136000000ffffffff
Received: 127.0.0.1:57428 | 0200e0547f0000010000000000000000
still trying...
still trying...
wrong reply address
Expected: 127.0.1.1:26000 | 020065907f00010136000000ffffffff
Received: 127.0.0.1:26000 | 020065907f0000010000000000000000
wrong reply address
Expected: 127.0.1.1:26000 | 020065907f00010136000000ffffffff
Received: 127.0.0.1:34333 | 0200861d7f0000010000000000000000
wrong reply address
Expected: 127.0.1.1:26000 | 020065907f00010136000000ffffffff
Received: 127.0.0.1:34333 | 0200861d7f0000010000000000000000
wrong reply address
Expected: 127.0.1.1:26000 | 020065907f00010136000000ffffffff
Received: 127.0.0.1:34333 | 0200861d7f0000010000000000000000
still trying...
No Response

Server          Map             Users
--------------- --------------- -----
UNNAMED         e1m1             1/ 4
== end list ==

Host_Error: CL_Connect: connect failed

Potential Fix

You can actually connect to the server without a problem if you manually type 127.0.0.1, but this workaround doesn't fix the issue for the Search for local games... feature.

I've written a potential fix that uses the netinet/in.h header to make an exception if the reply comes from localhost, which is defined as 127.0.0.1 in the header. This solves the issue on my system.

Edit: There's another potential fix here that checks both the send and read addresses. This fix also allows the engine to check the ports after confirming that both addresses are localhost, which is necessary (see the log).

And also a third potential fix that doesn't fiddle with the low level stuff, but is less accurate than the second one (see the comments).

Notes

  • The default IP address is set here.
  • The fix doesn't check if it was sent to a localhost address. (the second fix does)
  • The first fix also doesn't deal with a possible bad actor on the localhost.
  • I'm not sure if the first two fixes work on other platforms.

gl_overbright cvar not working

This issue happens with the current git build. It does not happen with 95.1 release.

Also the issue is not present with -noglsl

Maybe it was caused from the "blending lights" fix?

Case sensitive game command

Issue

Sometimes I leave my CAPS on by accident, this leads to an issue with the game command. For example:

I'm trying to load Arcane Dimensions, which lives in a subdirectory called ad in my basedir.

  1. I accidentally run the command GAME AD.
  2. The engine sets com_gamedir to <path_to>/AD, and doesn't load the ad subdirectory.
  3. I try to correct my action with the command game ad.

This leads to the following (the difference between lower- and uppercase is very subtle with the default charset):
game-cmd-bug

This happens because I'm running QuakeSpasm on Linux, and the filesystem utils are case sensitive.

To summarize: the issue is that the engine uses case sensitivity for loading game directories, but doesn't do the same for comparing a requested gamedir with the current com_gamedir.

Potential Fix

I wrote a quick fix that solves the issue. However, I'm also considering the fact that QuakeSpasm aims for portability and that this change may annoy users that run it on an OS for which the filesystem utils are not entirely case sensitive (like Windows if I remember correctly).

To address that, I wrote another potential fix, however I feel like a platform dependent solution is out of place in common.c.

I'd like to hear what the maintainers think about this, if they're interested in fixing the issue.

Provide a detailed documentation on how to compile and run the engine

Hi,

I played Quake1 with Quakespasm several years ago on Windows and it was pretty easy to install and run the game.
I have quake1 .pak files and now I want to install the latest quakespasm and play the game on Linux natively without Wine.
There is a Linux package of quakespasm but, honestly, I have no idea how to compile or even run the engine with the game.
I was not able to find any required information on this in the archive. Quakespasm.txt says See the Downloads section to get the sourcecode, then below for platform specific instructions. but there is no information on how to compile and run it under the Downloads section. There is also not much information on the internet on how to do it.

vkQuake does a better job on this - there is a clear instruction in their repo. Nevertheless, I am not sure how much it is compatible with mods like Quakespasm .

Crash in `SV_AreaTriggerEdicts()` function

The given crash is very rare, but it happened from time to time on different maps/mods. Recently, I managed to reproduce a bit more reliably.

The crash occurs consistently at the beginning of Ranger Dynamics level, rm_dynamics, from Re:Mobilize. Here is a stripped down version of the mod rm1.0-stripped.zip with saved game included.

Steps to reproduce

  • Start the current HEAD (70df2b6) using full or stripped version of the mod, optionally with -nosound command line option
  • Load Ranger Dynamics, map rm_dynamics, and save the game right after that
  • Load the saved game
  • If it doesn't crash within ten seconds, repeat loading of the saved game, optionally with restarting Quakespasm

Callstack

SV_AreaTriggerEdicts(ent=0x000000015e656510, node=0x0000000100599648, list=0x00000001263db4e0, listcount=0x00007ff7bfefeb68, listspace=525) at world.c:294:13
SV_AreaTriggerEdicts(ent=0x000000015e656510, node=0x00000001005995d8, list=0x00000001263db4e0, listcount=0x00007ff7bfefeb68, listspace=525) at world.c:322:3
SV_AreaTriggerEdicts(ent=0x000000015e656510, node=0x00000001005995a0, list=0x00000001263db4e0, listcount=0x00007ff7bfefeb68, listspace=525) at world.c:320:3
SV_AreaTriggerEdicts(ent=0x000000015e656510, node=0x0000000100599568, list=0x00000001263db4e0, listcount=0x00007ff7bfefeb68, listspace=525) at world.c:320:3
SV_AreaTriggerEdicts(ent=0x000000015e656510, node=0x0000000100599530, list=0x00000001263db4e0, listcount=0x00007ff7bfefeb68, listspace=525) at world.c:320:3
SV_TouchLinks(ent=0x000000015e656510) at world.c:347:2
SV_LinkEdict(ent=0x000000015e656510, touch_triggers=true) at world.c:502:3
SV_StepDirection(ent=0x000000015e656510, yaw=2.3561945, dist=1) at sv_move.c:256:3
SV_MoveToGoal at sv_move.c:414:3
PR_ExecuteProgram(fnum=1404) at pr_exec.c:616:4
SV_RunThink(ent=0x000000015e656510) at sv_phys.c:144:2
SV_Physics_Step(ent=0x000000015e656510) at sv_phys.c:1160:2
SV_Physics at sv_phys.c:1218:4
Host_ServerFrame at host.c:650:3
_Host_Frame(time=0.00200000009) at host.c:723:3
Host_Frame(time=0.00200000009) at host.c:786:3

Entity class was monster_army, but sometimes it crashes on spark as well.
Optimization and platform have no effect on it, reproduced with 64-bit Intel macOS and with 32-bit VS2022 debug builds.
Removal of this srand() call seems to make its reproduction more deterministic.

Any hope for GLES support?

Hi there. @ericwa

Is there any hope that Quakespasm gets GLES support?
It would be specially interesting for X-less, running Quakespasm without an X server.
Nowadays, SDL2 runs perfectly on KMSDRM thanks to it's KMSDRM backend, no X is needed. But for that, only GLES is supported in some platforms like the Raspberry Pi (using the standard KMS/DRM graphics stack, NOT the old and deprecated Broadcom stuff).

Center Print Deletes Con Notify

I tested with all other non-qs engines and QS appears to be the only engine that deletes the console notification when a center print occurs. See video below.

2023-08-06.15-22-43-1.mp4

Cannot bind CAPS LOCK

The scenario is that I'm using QuakeSpasm on Linux and have XKBOPTIONS="ctrl:nocaps" with the intention of using CAPS LOCK as CTRL. Most apps see the CAPS LOCK as a CTRL key, but QuakeSpasm does not. Other games have this issue as well -- seeing CAPS LOCK as CAPS LOCK instead of CTRL -- but those games allow binding CAPS LOCK.

Support for binding CAPS LOCK was added to vkQuake.
Please see Novum/vkQuake@8bfb38e

Flatpak build

Please consider making quakespasm available on flathub.org
Currently there is no good way to install Quakespasm on Fedora.

Lightmapped liquids support

All major QS forks seem to be getting lit water support, enabled by compiling a map using ericw tools with the -splitturb option enabled in qbsp.

The whole Quake community feel this is a groundbreaking feature, as it increases immersion by a lot when there are liquids in the scene.

How difficult would it be to backport it to QS?

Animated lights appear to be blended incorrectly with the static lightmap, resulting in odd colours

This image shows a scene with two lights in Ironwail (it looks the same in vkQuake, and similar in the KEX remaster engine). One light is not animated (style 0) and the other is set to pulse slowly (style 2). The result is that the animated light appears to be blended correctly with the static light, leading to a very bright light near the lava surface.
ironwail0008

However, in Quakespasm, the blend results in a strange green colour.
quakespasm

This seems to be most noticable with orange lights (lava) and grey textures. I didn't notice the problem nearly as much if I changed the texture to something brighter or more saturated. I could reduce the green tint in Quakespasm by lowering the brightness of the lights significantly, but it negatively affected the visuals in other engines.

There was some discussion about the issue in the Quake Mapping discord, and Pyro posted this relevant link.

You can get the test map here.

certain .ent files not loading

outputted .ent file for e1m1, e1m2, e1m4, e2m2, e2m3, e2m7 (using ericw-tools-v0.18.1-90-g03ed069-win64) does not load while 95%+ of all other .ents do

tested in 0.94.3

[Bug] ENT files not loaded in SoA/DoE

In spite of using correct checksums for .ent files in SoA and DoE (e.g. [email protected] for Kex version of HIP1M1 or [email protected] for Kex version of R1M1), definitions are not loaded. It also does not work after removing checksum part completely (e.g. h1m1.ent).

Can be easily checked by altering map title in .ent file and loading it with the map afterwards. ID1 seems to work as intended. Same issue in Quakespasm-Spiked x64 v2021-10-06.

Tested with: Quakespasm 0.94.1 (x64)

Test files for HIP1M1 and R1M1

Stack corruption when printing edicts

There is a potential write outside of stack buffer inside PR_ValueString() function.
To reproduce, load Oozing Blasphemy with Arcane Dimensions 1.81, and do edicts in console.

It may crash at the following line

sprintf (line, "%s", PR_GetString(val->string));
because of attempt to write more bytes than were "allocated" here
static char line[512];

Should it allocate a temporary buffer on the heap if stack one is too small?
Or, is it better to just use q_snprintf() to output only value's part?

call modeset only when needed

it seems that quakespasm and ironwail are issuing a modeset even when it's not needed.
A modeset occurs if game resolution and framerate matches the desktop settings. vkQuake seem to issue a modeset only if resolution or framerate differ from desktop settings.

with vid_fullscreen 0 a modeset is called as well if game resolution matched the desktop resolution.
With 'Intel Display Audio' devices this leads to uninitialized/lost audio.

Flatpak distribution

Hello again!

You may remember me from making a similar request for your Hexen II source port - I'm again running into trouble getting Quakespasm to run on my Steam Deck, specifically because the Deck's operating system does not ship with libopusfile installed which the binary Quakespasm builds require.

As mentioned in the HoT request, adding system libraries to SteamOS is a major pain in the neck - specifically as it's an immutable distro with a read-only root partition; this can be overridden but system updates will wipe any changes to system packages. And as with Hammer of Thyrion, for this reason I've put together a Flatpak build for Quakespasm which will run out of the box on the Deck and any other Flatpak-enabled Linux system and is easy to keep up to date as Flathub will take care of building updated versions including dependencies and the end-user Flatpak installation will transparently check for updated versions on a regular basis.

The build I've put together is a mostly default Quakespasm build with the exception of building SDL2 instead of 1.2 (as this is the default SDL runtime for Flatpak) and enabling FLAC, Opus and XMP (which I could easily switch to Mikmod if you'd prefer this) for maximum audio support.

As with Hammer of Thyrion, I'll be happy to take care of maintenance of these builds and reproducing any issues users report with the Flatpak builds; and as with HoT Flathub's submission requirements need me to ask for permission from you to distribute Quakespasm this way - is this okay with you?

Stop load function from reloading level textures

Unfortunately with HD textures, levels can take a long time to reload when you die or load a quicksave or regular save.
It would be great if this didn't reload the textures when it can identify that you're on the same level as you were before.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.