User Activity

  • Modified a comment on discussion Help on QuakeSpasm

    Just noticed a lift bug using host_maxfps 250. It's as if you hit something going up, you take damage, and the lift goes down before reaching the top.

  • Posted a comment on discussion Help on QuakeSpasm

    Just noticed a lift bug using host_maxfps 250. It's as if you hit something going up, you take damage, adn the lift goes down before reaching the top.

  • Modified a comment on discussion Help on QuakeSpasm

    (Wish I could rename the thread title to 250 instead of 240) BTW Quakespasm mouse turning seems to have much more precision than Darkplaces (and uhexen.) Even when both are set to 250 fps. I think the reason is that Quakespasm performs more physics/input sampling per time. EDIT: just noticed that on e3m2 if host_maxfps is 160 the blue key will fall all the way, at 170 it doesn't fall fast enough. EDIT2: Only on the SDL version is the mouse motion seem more smooth/precise.

  • Modified a comment on discussion Help on QuakeSpasm

    (Wish I could rename the thread title to 250 instead of 240) BTW Quakespasm mouse turning seems to have much more precision than Darkplaces (and uhexen.) Even when both are set to 250 fps. I think the reason is that Quakespasm performs more physics/input sampling per time. EDIT: just noticed that on e3m2 if host_maxfps is 160 the blue key will fall all the way, at 170 it doesn't fall fast enough.

  • Posted a comment on discussion Help on QuakeSpasm

    (Wish I could rename the thread title to 250 instead of 240) BTW Quakespasm mouse turning seems to have much more precision than Darkplaces (and uhexen.) Even when both are set to 250 fps. I think the reason is that Quakespasm performs more physics/input sampling per time.

  • Modified a comment on discussion Help on QuakeSpasm

    Thanks for the head-ups on sv_altnoclip 0 , works great, just like in Google Earth. In Darkplaces I use the see ents from outside the map noclip to see where any remaining monsters are, or to quickly look for some leftover supplies before exiting. You can use with r_fullbright to see monsters in the pitch black teleporter cages that Quake 1 uses as well.

  • Posted a comment on discussion Help on QuakeSpasm

    Thanks for the head-ups on sv_altnoclip 0 , works great! In Darkplaces I use the see ents from outside the map noclip to see where any remaining monsters are, or to quickly look for some leftover supplies before exiting. You can use with r_fullbright to see monsters in the pitch black teleporter cages that Quake 1 uses as well.

  • Posted a comment on discussion Help on QuakeSpasm

    In Darkplaces while outside the map via noclip you can see all entities inside the map (and GZDoom.) It would be nice to see this in QuakeSpasm as well. I remember I modified QuakeWorld to do this, just took a few lines modified. Also when noclipping in Darkplaces you're able to move just forward (no vertical component) while looking downward. It would be nice to see this as well.

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smoothshoes
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2011-06-28 23:12:42

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