User Activity

  • Posted a comment on ticket #32 on QuakeSpasm

    LGTM

  • Posted a comment on ticket #33 on QuakeSpasm

    The vanilla game's quake.rc ends in: stuffcmds // start demos if not allready running a server startdemos demo1 demo2 demo3 DM4Jam's (https://www.quaddicted.com/reviews/dm4jam.html) ends in: stuffcmds // start demos if not allready running a server startdemos demo1 demo2 demo3 demos I'm assuming the demos is to hack around the old QS behaviour of ignoring startdemos? I don't think we add another hack around this hack; the correct fix is editing the quake.rc to not execute demos at the end.

  • Posted a comment on ticket #31 on QuakeSpasm

    The correct range is +/- 4096, but the range applies to entity positions, so checking the BSP bounds to determine whether to upgrade to protocol 999 is technically a heuristic that could have false negatives or positives. The problematic thing are maps that barely fit in the signon buffer of QS when running in protocol 666, and won't load in 999: - telefragged.bsp (RRP) - this one would cause false positives because it has geometry outside of +/- 4096 but no entities, and doesn't require protocol...

  • Posted a comment on ticket #34 on QuakeSpasm

    Looks good

  • Committed [64b981] on Code

    docs: update for recent joystick changes

  • Posted a comment on ticket #55 on QuakeSpasm

    You can use -sndspeed 44100 on the command line, and 44100Hz sounds should play at full quality - this has always been the case in QS, afaik? However, there are some caveats to doing this. To run the mixer at full quality 44.1kHz or 48kHz (rather than the Quake default 11.025kHz), IMO it would be desirable to have a more sophisticated mixer/sampler than what Quake has: needs some kind of dynamic range compressor/limiter/soft clipper. Quake's audio is clipping very frequently (e.g. hold down fire...

  • Posted a comment on ticket #48 on QuakeSpasm

    This is the first I've heard of this one - haven't had a chance to check the test maps, but it looks like a good catch based on the screenshots.

  • Posted a comment on ticket #47 on QuakeSpasm

    Yeah, this is one of the GLQuake differences / bugs compared with Win/dosquake. (.mdl brightness clamping is another - IIRC in dosquake, mdl's can never get fully 0, 0, 0 black if standing on a 0 lightmap sample, whereas in GLQuake they can.) The only reason not to fix this is, you can view it as a breaking change. e.g. mods released as "tested with Quakespasm" would get subtle visual breakage. OTOH by not correcting it, we have visual breakage in the original game, as seen in those screenshots.

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Username:
ewasylishen
Joined:
2011-12-30 02:03:50

Projects

This is a list of open source software projects that Eric Wasylishen is associated with:

  • Project Logo QuakeSpasm A modern, cross-platform Quake game engine based on FitzQuake. Last Updated:

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