Partaking in the nestalgia of Quake 1 with contributions including:
Retexturing/Converting old maps, implementing Threewave Capture The Flag updates, and/or general suggestions for improvement of software related to Quake 1
timbergeron.com
This project forked from shpoike/quakespasm
QSS-M, a port of ID Software's original Quake, evolved from Quake 1.09 to Fitzquake, Quakespasm, Quakespasm Spiked, and now Quakespasm Spiked Multiplayer. NetQuake competitive multiplayer clients began with ProQuake, progressed to Qrack or Mark V, and arrived at QSS-M, thanks to voluntary contributions
Home Page: https://qssm.quakeone.com
License: GNU General Public License v2.0
Partaking in the nestalgia of Quake 1 with contributions including:
Retexturing/Converting old maps, implementing Threewave Capture The Flag updates, and/or general suggestions for improvement of software related to Quake 1
timbergeron.com
Tim, I tried to update to your latest version, which I haven't updated in a while. I was met w/ this error:
./QSS-M-l64: /lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.33' not found (required by ./QSS-M-l64)
./QSS-M-l64: /lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.34' not found (required by ./QSS-M-l64)
It appears my version of Linux, which is the latest Zorin OS, only goes up to GLIB 2.31.
$ ldd --version
ldd (Ubuntu GLIBC 2.31-0ubuntu9.9) 2.31
Copyright (C) 2020 Free Software Foundation, Inc.
This is free software; see the source for copying conditions. There is NO
warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
This is kind of a shot in the dark, but let me explain a bug I'm experiencing. Note that I'm not entirely sure what is causing this, but I've spent a good amount of time trying to track it down and do the detective work.
I'm using QSS-M with Scarlet mod, which includes Copper.
The bug that I've had the entire time I've been building my mod regards close quarters with other players. If two players collide, even teammates, sometimes it can cause one of the players to careen off at great speed. What I've noticed in particular is if I'm touching another player, and if I turn as quickly and wildly as I can, I can essentially "throw" that player across the map.
I can't find anywhere in my QuakeC code where I can control this. Also, I can't test it on vanilla Quake (no mod), bc w/out the bots I don't have another player to "throw". My suspicion is this might be from ClipVelocity()
in your sv_phys.c
file.
What do you think? Any help would be appreciated, bc this bug is making melee engagements frustrating bc players end up bouncing off each other.
EDIT: My buddy ChatGPT suggests this may be the issue, but he doesn't always know what he's talking about.
Wanted to inquire about sounds being muted based on distance. It seems like all sounds play at the same volume regardless of where on the board they occur.
When I try to play single player, the game loads multiplayer maps instead.
Hya !
I'm trying to play the classic quake campaign and the new extensions via QSS-M, everything work great except that when I'm on the hub and enter in a portal/splitgate to start a level it sends me on DM maps. It's the same if i load a level manually (eg : e1m1) and then finish the level. It sends me on a DM map.
My deathmatch parameter is set to "0".
Is there any fix for this ?
Thanks a lot !
Seems no matter how I configure my coop server, next map always goes to DM2, or another DM map.
Same behaviour with different -game loaded as well.
deathmatch is 0
coop and teamplay are 1.
What am I missing here?
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