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Extra bloaty junk to modernise stuff a bit.
Home Page: http://triptohell.info/moodles/qss/
License: GNU General Public License v2.0
This project forked from ericwa/quakespasm
Extra bloaty junk to modernise stuff a bit.
Home Page: http://triptohell.info/moodles/qss/
License: GNU General Public License v2.0
Setting the flag "cl_bob 0" in the "autoexec.cfg" file for the Malice conversion does nothing.
However, setting it manually in the console works without issue.
Obviously an issue as having to manually set console commands every time you load the game isn't ideal.
Thanks.
I don't know if it's a config or what. They look normal in the original game.
How do you disable quicksave?
I checked through the config file and found nothing for quicksave except keybinds.
Thank you.
I just extracted QSS from the website's link, the win64 version, it says 0.93.2
I ran gl_info but it doesn't seem to finish its output, it seems to end mid-line in a line, these are the two last lines
GL_ARB_TEXTURE_STORAGE_MULTISAMPLE
GL_ARB_
Issue: Grenades and rockets have no trails with AD 1.80p1
Reproduced with clean install: QSS: Win64 (x86-64) / 2021-April-01 + ad_v1_80p1final.zip + id1/Pak0.pak & Pak1.pak
Notes:
If I use impulse 9 on the AD start map and imediately fire a couple of rockets at the start of current play session, first 2 rockets have trails.. but from the 3rd rocket onwards, the trail disappears.
AD 1.7 impacted as well
Lava/Vore balls have trails as usual, so I think only weapons are impacted.
QSS build:
Git Revision: 1a8fa87
Git Date: 2021-04-01
Compile Date: Thu Apr 1 04:13:01 UTC 2021
In E3M2, there's a spot where the player can get stuck just by running forward on a platform trying to get by a door/wall. This bug happens very easily by accident on a normal playthrough, as some players will naturally try to get around the wall by walking here.
This doesn't happen in WinQuake, Quakespasm, or the 2021 rerelease. It does happen in QSS and vkQuake.
The player gets stuck between the blue pillar in the first picture and the wall on the right while standing on the raised floor. (The gap on the left doesn't seem to be enterable; is the map asymmetrical, or is the bug asymmetrical?) It seems like the presence of a raised floor causing the player to step up is somehow allowing the player through a thin gap that they normally can't go through, and then they can't exit that spot. (Maybe QSS has the collision changed in a way that makes it process checking for stepping-up before checking if the player fits through a gap?)
Not asking so much for myself but more on behalf of others. I see so many people running with -Fitz
just to get the demo reel playing, then ask questions about how to avoid z-fighting in maps, not knowing that passing -Fitz
stops loading the fixes from the pk3 file that comes with the engine.
I just think it'd be a win for all parties. It seems very preferential to criple the demo reel and think an archivable CVAR to disable demos on execution would be much more preferable.
Have you gotten a taste of HRTF? In case you're unaware, it's a form of surround sound which can be played through any standard ear/headphones and soundcard. It's available in GZDoom and Yamagi Quake II, where it's rather amazing to hear. Any chance of integrating that?
The official bethesda source port is out and it came with a new episode.
That episode errors out in QS/QSS
Could we possibly have a command like valve's r_drawclipbrushes to help with developing of maps / levels?
Example: https://wiki.sourceruns.org/wiki/R_drawclipbrushes
In the "Shrak" TC by Quantum Axcess, head gibs (like h_viscor or h_zed) don't use their skin ingame (chessboard pattern). This seems to be a known issue which has been addressed in Mark V (invalid skin #) and should be ported from there.
Additionally
Tested with latest unmodified QSS x64 build from 2020-10-17.
Cbuf_AddText ("startmap_sp\n"); line 374
This alias doesn't seem to be defined in this file, but is this why "new game" does nothing. Trying to use alias made in host.c line 1091
When pressing "Tab", the info bar shows difficulty levels as "Skill [number]". Preferrably these should be labeled "Easy", "Normal", "Hard", "Nightmare" for easier identification.
If it's possible, a survival Coop mode would be nice; along with whatever is necessary to allow this to work on maps with only a single player spawn point. Ideally one would be allowed to choose the number of lives, along with the ability to, 'coop spy,' and look through the eyes of other players.
see here
https://www.reddit.com/r/quake/comments/jcc9on/unable_to_start_a_new_game_in_quakespasmspiked/
basically everything seems to be working fine, except for starting a new game using the main menu
at first I think it could be something about missing opengl extensions, but that would not explain why "map start" works just fine
might it be something funny going on during quake.rc loading?
Instructions to replicate bug, hit button in front of player from save file... might have to wait for a few secs before hitting it for the hell knight to be in a favourable position. Hell knight will get crushed as shutters are moving up away from him. Bug exists in qss 0.93.2, does not exist in qs 0.93.0. occurs regardless of independent physics.
I've installed a dedicated COOP server on a virtual machine in the cloud (free!) and I've been trying to use RCON to control it remotely. The readme says that usual NQ rcon commands are supposed to work. I've attached screen shots:
Same builds (7/8) on client and server.
console on the server verifying the commands
my local client, verifying that I'm connected to the server, that the rcon_password is enabled, and that rcon is an "unknown command".
I'm seeing a really strange micro-stuttering effect in QSS specifically when playing on AD maps with fog when using networking/renderer isolation on my 120hz monitor. It's hard to describe but it's almost as if frames are being repeated or displayed out of order.
It's very noticeable in several situations. It is most noticeable when strafing around objects. The best description might be that it almost looks like a deinterlacing or ghosting effect, as if frames are being somehow combined. To me it looks like a weird frame timing/presentation issue.
Perhaps importantly: the issue isn't present for the first few seconds after a map is loaded, but starts around the moment when the ambient sounds begin to play, so whatever is happening in the background at map start is perhaps involved.
I think it seems to be limited to AD maps with fog, or at least I haven't noticed the issue on other maps yet if it is present.
The problem doesn't occur in vanilla QS, vkQuake or FTE. I can test other engines if you like.
I have tried capturing at 120fps in OBS Studio but it just ends up with horrible framerates in the final video. I doubt I can capture a video that would properly showcase the problem.
I can provide any other information you require to diagnose this issue.
Windows 10 Pro 20H2
HexaCore Intel Core i7-5820K @ 3300 MHz
16 GB DDR4-2800
EVGA e-GeForce GTX 980 4GB
GeForce Driver version 465.89
QSS 2021-03-25
Arcane Dimensions 1.80 with patch 1
1920x1080 @ 120hz
host_maxfps 0 or 150 (makes no difference)
vsync on or off (makes no difference)
On the 64bit Linux running qss 0.93.2 entering any one of these commands: viewframe, viewmodel, viewnext, or viewprev will crash qss to desktop. 3 of the 4 crashes with only a generic Segmentation fault, but viewmodel will crash qss to the desktop with:
"QUAKE ERROR: Mod_FindName: NULL name"
The windows build seems to be affected in the same way, but this affects qss only, qs doesn't exhibit this behavior.
I've built from src and tried the precompiled binary for Linux from http://triptohell.info/moodles/qss/ and neither one seems to support texture replacements. If I run the windows build through wine on Linux texture replacements work fine.
I see no error messages in regards to missing any library files or any other error message on start up in the quake console or terminal where I launch qss from.
Episodes like "Dwell" cannot display all particles due to internal limits. In order to avoid having to use the -particles command line parameter, it should be considered to raise the limit for particles to at least 8k, better even 16k or 32k like in some other ports.
Someone named "Spoike" does commits there...
https://sourceforge.net/p/fteqw/activity/?page=0&limit=100#5dcd805cee24ca3d950babdd
Currently there are not many ports out there that can run Nehahra flawlessly - Mark V probably being the most recent and reliable one. Since QSS is a very popular port for pretty much anything else, it should be considered to make it work with Nehahra, too. I don't know how much work it would be to do so and I am aware the effort would just be made for this one mod, but it's one of the best ever made (at least for some) and shouldn't be neglected as a part of the Quake legacy.
In DoE's R2M3 "Elemental Fury II", lavamen #2-4 do not spawn in their lava pools, but on the floor/level below. Additionally, they won't stay put (as they should), but roam around freely and chase the player. They can still be killed to reveal the switches. Cannot be fixed by setting "sv_gameplayfix_setmodelrealbox 0". First lavaman spawns and behaves correctly.
Suspicion: droptofloor () from lavaman.qc (in void() lavaman_awake) might not work as intended when models are spawning in these suspended lava pools.
Problem does not occur in official Quakespasm v0.93.2 x64 (from 2019-11-12).
Updated QSS to the latest dev build and I got this:
A toggle in the menu to allow for AD maps to fall back to the classic Quake particle system only for those who want to play these maps without the new particles.
(Follow-up: an option to choose Nearest Neighbour or Bilinear texture filtering on the QSS particle system would also be appreciated, to better fit unfiltered map textures)
Issue: The crosshair is misaligned vertically from the actual shooting.
Found an issue with latest AD (v1.80p1) when setting variable in autoexec.cfg: scr_sbaralpha 1
Repro steps:
Workaround: setting scr_sbaralpha 1 directly in config.cfg doesn't seem to introduce the issue.
Notes:
"alpha" "1" is supposed to force the entity alpha to 1.0, even if it has water polygons. Here is the description from fitzquake's readme:
added support for per-entity alpha, and it works even without a custom progs.dat, works on static entities too, and both bsp and mdl models. Set values directly in the map and/or control it with quakec. When setting alpha, a value of "0" is interpreted as "default", which means 1.0 for most things, but for water polygons it t means obey the value of r_waterwarp. A value greater than 0, up to 1.0, will explicitly set the alpha, and override r_wateralpha for water polygons. A value of -1 will explictly set the alpha to 0 (invisible), and override r_wateralpha. (requires the new protocol, except for alpha -1, which makes things invisible even with protocol 15)
(from: http://www.celephais.net/fitzquake/files/fitzquake085.txt )
Test map: alpha1.zip . Water alpha is set to 0.5 in worldspawn, the func_wall on the left overrides alpha to 1.0 and should be opaque.
result with 0.93.1ish aka r10:
In case it helps, this doesn't happen with static ents (changing the func_wall to func_illusionary works around the bug).
Quake crashes with a segfault when started with -dedicated flag because Mod_LoadMD3Model tries to load textures.
external .lits load fine but transparent water classic maps is not possible without hard patching (which I would rather not).
Hi there-
when using large numbers of textures in a pk3 (eg. 5gb for AD) the textures will not show up in-game. However when the same pk3 is extracted to the AD folder (creating a 'textures' subfolder) the textures load fine.
There must be some kind of bug in the pk3 handling that makes it freak out when either dealing with large numbers of files, or possibly large sizes of pk3 files. I'm unsure which of the two it is.
If necessary I can upload a test setup which reliably fails.
Cheers-
Same as Novum/vkQuake#309
I don't have too much experience with the protocol extensions or the netcode in general. Any advice would be appreciated.
It's not a huge issue, but I would like not to regress on this if possible.
In E4M7 "Azure Agony", once you enter the first water pool in the start area (with the star-shaped center), some Zombies (at least two on Easy) will spawn after a few seconds. These are supposed to appear underwater, but instead they spawn above the water surface, floating in the air. Tested with latest unmodified QSS x64 build from 2020-10-17.
Might be related to my other reported issue with lavamen in DoE's R2M3.
Update
It seems it's also like that in original DOS Quake. Unsure whether this is intended behavior or not. In my opinion, the Zombies should at least be properly placed on the ground above the pool.
After defeating Armagon in "Scourge of Armagon" (MP1), the camera is shifting under the floor for some reason and all subsequent parts of the cutscene become broken, showing the scenes from completely incorrect angles. Tested with latest unmodified QSS x64 build from 2020-10-17.
Problem does not occur in official Quakespasm v0.93.2 x64 (from 2019-11-12).
With recent release of remastered Quake came an addon that adds original maps from Quake64, appears to use custom bsp format, maybe straight from original console port. Attempting to run maps from downloaded and extracted q64 mod results in failure:
map start
Warning: Mod_LoadBrushModel: maps/start.bsp has wrong version number (1362506784 should be 29)
Couldn't spawn server maps/start.bsp
I remember I talked about this in discord with Shpoike but it seems that he didn't like the idea, honestly, I don't like the normal quakespasm distortion at all and if I remove the distortion I think it looks very very weird.
What if you leave it as an option? I mean, set as default the quakespasm distortion but let the users a cvar that can set the original distortion of the water :)
For some reason, SV_SaveSpawnparms
only manages to catch the first client, and SetChangeParms
only gets called on that client. Happens on all protocols and cl_nopext
/pr_checkextension
configurations. Everything works as expected in upstream. Resulting issue is that in co-op, only one player keeps their items.
Steps to reproduce:
quakespasm +coop 1 +maxplayers 4 +map e1m1 & quakespasm +connect localhost
changelevel e1m2
on the host.SetChangeParms
was skipped for their entity during level transition.Implementation exactly as it is in GZDoom, dropping a folder will attempt to run it as a -game argument.
Bonus points for .zip and .pk3 support on this front.
Hi!
I wanted to run a little test using a headless ARM computer I have as a dedicated server. When running version 0.92.1-275-g2ac22f6c
with -game ad
, the game crashes with the following backtrace:
#0 0x00461046 in Mod_LoadSubmodels (l=0xb613a16c) at gl_model.c:2322
in = 0xb613a99e
out = 0xa6d4fa38
i = 0
j = 0
count = 1
inq1 = 0xb613a99e
inh2 = 0xb613a99e
#1 0x00461638 in Mod_LoadBrushModel (mod=0x9e2640 <mod_known+91000>, buffer=0xb613a0f8) at gl_model.c:2456
i = 31
j = 6
bsp2 = 0
header = 0xb613a0f8
bm = 0x20
radius = -0.49984026
#2 0x0045c1ba in Mod_LoadModel (mod=0x9e2640 <mod_known+91000>, crash=false) at gl_model.c:417
buf = 0xb613a0f8 "\035"
stackbuf = "\002\000\000\000X\277\251\246\303\v\000\000\310BʦP\353\377\276\000\022\252\246\270Cʦ8\233\063\243\003\000\000\000\003\000\000\000\307\v\000\000\270Cʦp\353\377\276\330\a\252\246Ǧx\376\064\243\003\000\000\000\003\000\000\000\301\n\000\000P\006ʦ\220\353\377\276\231,M\000Ǧx\376\064\243\003\000\000\000\330\a\252\246\307\351\f\303!\364d\301\260\353\377\276\231,M\000h\240Ϧx\376\064\243\003\000\000\000\000\b\252\246\300\n\000\000\024\006ʦ\320\353\377\276\231,M\000\060\240Ϧx\376\064\243\003\000\000\000(\263\251\246\273\n\000\000\350\004ʦ\360\353\377\276\231,M\000\300\237Ϧx\376\064\243\002\000\000\000ĭ\251\246\260\n\000\000T\002ʦ\020\354\377\276\231,M"...
mod_type = 29
#3 0x0045c23e in Mod_ForName (name=0xa666ce57 "maps/ad_brk/wood04.bsp", crash=false) at gl_model.c:445
mod = 0x9e2640 <mod_known+91000>
#4 0x004ad1d4 in PF_sv_precache_model () at pr_cmds.c:1200
s = 0xa666ce57 "maps/ad_brk/wood04.bsp"
i = 176
#5 0x004c5752 in PR_ExecuteProgram (fnum=474) at pr_exec.c:603
i = 20
ptr = 0xa3351e38
st = 0xa66af0d4
f = 0xa6793bd4
newf = 0xa678fbd8
profile = 178
startprofile = 178
ed = 0xa33517d8
exitdepth = 0
#6 0x004c2760 in ED_LoadFromFile (
data=0xa6accdb8 "\n{\n\"_dirt\" \"-1\"\n\"_minlight\" \"25\"\n\"classname\" \"func_breakable\"\n\"cnt\" \"3\"\n\"count\" \"3\"\n\"health\" \"5\"\n\"model\" \"*62\"\n\"style\" \"2\"\n}\n{\n\"_dirt\" \"-1\"\n\"_minlight\" \"25\"\n\"classname\" \"func_breakable\"\n\"cnt\" \"3\"\n\"cou"...)
at pr_edict.c:1056
func = 0xa6793bd4
ent = 0xa33517d8
inhibit = 0
usingspawnfunc = 0
#7 0x004cc78e in SV_SpawnServer (server=0xbefff018 "start") at sv_main.c:3103
dummy = "\000\000\000\000\000\000\000"
ent = 0xa32a7008
i = 105
#8 0x004a5392 in Host_Map_f () at host_cmd.c:855
i = 2
name = "start\000\377\276\360\333\024\246\006\000\000\000\250\300S\246\350\333\024\246\070\360\377\276\000\000\000\000@\360\377\276@\360\377\276\350\333\024\246\000\000\000\000P\360\377\276a\233I\000\374jN\000\310\333\024\246"
p = 0x0
#9 0x00499642 in Cmd_ExecuteString (text=0xbefff098 " map start", src=src_command) at cmd.c:825
cmd = 0xa657c728
a = 0x0
#10 0x00498884 in Cbuf_Execute () at cmd.c:216
i = 11
text = 0xa653c0a8 " map start\n; map start\n 1; map start\n start\nfg\nstuffcmdsstuffcmdser.cfg\nexec autoexec.cfg\nstuffcmdsdsoexec.cfg\nstuffcmdsoexec.cfg\nstuffcmdsexec.cfg\nstuffcmdsc.cfg\nstuffcmdsexec.cfg\nstuffcmdsdsec.cfg\ns"...
line = " map start\000\000\060\000cfg\000e-look enabled\r\000creenshot\"\r\000ick\"\r\000;fov 30;wait;fov 50;wait;fov 70;wait;fov 90;bind F11 zoom_in; sensitivity 3\"\r\000\377\276\000\000\000\000\360\354\377\266\004Xֶ\001\000\000\000\000\000\000\000\000\000\001", '\000' <repeats 24 times>, "\001", '\000' <repeats 124 times>...
quotes = 0
comment = 0
#11 0x004a3b38 in Host_Init () at host.c:1003
No locals.
#12 0x004d5d50 in main (argc=13, argv=0xbefff654) at main_sdl.c:142
t = -1224855843
time = 3.2704419817919037e-307
oldtime = 6.4660271879726615e-312
newtime = 3.2705166777260294e-307
I think that the crash was not present in the original quakespasm-0.93.1.tar.gz
, but I'm not sure because I had quickly removed it, having found the networked gameplay very jerky (with packet loss icon flashing all the time).
There is no crash if I start vanilla Quake and play it for a while.
Mods like "Quake 25 Wolfenstein 3D" won't launch due to a Draw_PicFromWad: pic "num0" truncated error.
This happens since QSS won't accept NUM graphics which are not 24px wide (in the case of this Wolf3D mod, it's 16px). This was already irrelevant in FitzQuake and pretty much any other engine.
Was doing some cooperative with a couple friends using the Copper mod (though ive confirmed this happens in vanilla also) and every level load it seemed to randomly select a player to be the special one that gets to show their shirt/pants colors, and everyone else's is forced as white. This is a bug, right? gl_nocolors is off and when it is on it does default colors and not white anyway. All three of us were using the 2021-05-11 build on windows.
Apologies if I left something essential out, I've never submitted a bug report here before and idk what the etiquette is.
Quakespasm/quakespasm/Quake/sv_main.c
Line 1764 in 18c2efc
Was this on purpose? It breaks Arcane Dimensions without protocol extensions (cl_nopext = 1)
I think it'd be advantageous for this project to include the option for the underwater warp effect found in Vanilla Quake and WinQuake. It is possible to achieve it as shown in Mark V and vkQuake. As such putting this effect in with a console command or even in the options would be great for this project.
"Rapture" is known for its long texts at the end of each episode. These are not printed completely in latest QSS, e.g. right after entering the teleporter in the first map or at the end of "Rain Palisade - Final" (rainend.bsp).
Example screenshot from WinQuake, showing the way it is supposed to look (rainend). In QSS, text is cut after line 19 ("When the rain baron hit the dirt he").
mh wrote this about the issue before it was fixed in Mark V:
"I did a rough calculation of the text length and it comes out at ~900 chars. Now, Quake copies the centerprint text to a 1024 char buffer (in SCR_CenterPrint), so it's possible that this particular text is exceeding the buffer size and being chopped. That's possibility one.
Quake also counts the lines of text (stored to scr_center_lines) and I make it 29 lines, or 232 pixels high. Now, FitzQuake implements a GL_SetCanvas mechanism for laying out the 2D GUI elements, and centerprints use CANVAS_MENU, which is constrained to a 320x200 viewport (via a glViewport call), so anything outside of that viewport gets discarded by the driver. Add in the "Congratulations" banner and you can easily see why the text gets chopped. That's possibility two.
Possibility one is unlikely but it is nonetheless something that you should try to fix.
Possibility two is definitely what's going on here; the text is just too large for a 320x200 viewport.
Unfortunately this is a case where the mod author was careless: the same problem would occur on any engine running at a sufficiently low resolution. It doesn't occur on non-Fitz-based engines at higher resolutions simply because they don't use the same constrained viewport."
Tested with latest unmodified QSS x64 build from 2020-10-17.
I'm working on a PSVITA port of the engine and I'm experiencing incorrect texture bindings in main menu only. Any idea what could be the cause? I doublechecked that the OpenGL implementation is fine by debugging strictly all the texture uploads that the game performs and everything should work fine.
Some references on the system:
Quake (Registered Version) Main Menu:
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