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You can see all the changes from the previous version here: http://sourceforge.net/p/quakespasm/news/2014/10/quakespasm-0900/
One of the major changes is that the soundtrack music now plays at CD quality independently of the sound effects quality. This has caused me to rewrite the soundtracks and troubleshooting guides a bit; the general upshot is that if you were previously using the sndspeed command-line option just to improve the music, now you might want to stop doing that. More details in the "Sample Rate" section of the soundtracks guide.
http://steamcommunity.com/sharedfiles/filedetails/?id=119489135
http://steamcommunity.com/sharedfiles/filedetails/?id=287224659
I also made a small change to the owner's manual guide to reflect that the current QuakeSpasm now turns OFF vertical autoaim by default (i.e. it defaults to sv_aim 1).
http://steamcommunity.com/sharedfiles/filedetails/?id=120426294
One other particularly interesting change for this version, although it's not (yet) something that the guides discuss, is that the new QuakeSpasm will support maps that use the "bsp2" format. This format raises several limits and is typically used for gigantic maps such as Something Wicked This Way Comes[www.quaddicted.com] and Rubicon Rumble Pack[www.quaddicted.com]. QuakeSpasm now joins DarkPlaces, (experimental builds of) FTEQW, and QuakeForge as a Quake engine that supports that format.
http://steamcommunity.com/sharedfiles/filedetails/?id=120426294
http://steamcommunity.com/sharedfiles/filedetails/?id=123626484
http://steamcommunity.com/sharedfiles/filedetails/?id=287224659
Also in the Owner's Manual ("Compatibility" section): a few more gameplay-compatibility fixes that could be needed when using DarkPlaces.
P.S. everyone should check out Daz's Quake videos: http://steamcommunity.com/id/darrenweekes/videos/?appid=2310
As part of this, I really wanted to link to one recommended soundtrack download and describe specifically how to use it, as opposed to just dumping a bunch of links and saying "uh use one of these I guess". The problem is that I couldn't find any existing soundtrack package that had the right file naming/placement/format/packaging to be used with all Quake engines; also none of them correctly handled the CD pre-emphasis. So, I made a new soundtrack package that fits the bill. That's now linked at the top of the guide.
Troubleshooting guide also updated with a few more soundtrack-related issues.
http://steamcommunity.com/sharedfiles/filedetails/?id=119489135
http://steamcommunity.com/sharedfiles/filedetails/?id=287224659
Please let me know if you run into any problems using that new package of soundtrack files.
FTE is an interesting "Swiss army knife" engine with a ton of features. When you get the latest automated build, there's always the chance that something will have been broken in a recent code change, but it's a very cool piece of work.
http://steamcommunity.com/sharedfiles/filedetails/?id=118401000
http://steamcommunity.com/sharedfiles/filedetails/?id=120426294
http://steamcommunity.com/sharedfiles/filedetails/?id=119489135
http://steamcommunity.com/sharedfiles/filedetails/?id=123626484
http://steamcommunity.com/sharedfiles/filedetails/?id=287224659
http://steamcommunity.com/sharedfiles/filedetails/?id=287224659
We may have more Quake-ers dropping by because of Quake's birthday and/or the upcoming Steam sale, so I want to encourage anyone trying to get back into Quake to read guides & post questions.
I do have a list of changes I want to make to the guides. I'll post them here both sort of as a public encouragement to help me get around to it, and also because some of this info might be useful to other folks.
Soundtrack:
Troubleshooting:
Owner's Manual:
Bots:
Quake Engines general changes:
Quake Engines per-engine: