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Since there is a proper dark places Quake VR port for the Oculus Quest i would be fun to be able to do crossplay between the Rift and the Quest.
Seems like quakespasm and dark places use different …
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The map "Tears of the False God" (ad_v1_80p1final) did not load with quakespasm-spiked.
Video showing the problem:
https://youtu.be/QZshFIlDi5g
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Are networking features planned on ironwail's roadmap? Features like that are usually present in some Quake 1 clients (FTE, ezquake) and allow smoother multiplayer gameplay. And, given that ironwail i…
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https://github.com/sezero/quakespasm/blob/master/Quake/r_world.c#L131
by pre-skipping leaf 0 (as required by pvs), that array reads 1 leaf and 1 pvsbit beyond the end of their respective arrays, whic…
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- "Source" should support being a relative path, e.g. `${MAP_BASE_NAME}.bsp` which would be interpreted as being in the working directory. Currently it generates a `Cannot fix relative path: ''` error…
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I think it would also be nice if we had a viewmodel position toggle, akin to how Mark V does, allowing quick switching between Quakespasm and vanilla-style.
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## QuakespasmNX
#### Game Update Version : 0.4.0
#### Current on `master` : 1.1.185
[This is a homebrew port of Quakespasm, a source port of Quake.
](https://github.com/fgsfdsfgs/QuakespasmN…
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I've been following this project closely for nearly 2 years now, not long after you changed from the old vitaQuake engine. Will ever release a VPK for this newer version? It's looking amazing.
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Having install the high res texture pack, all textures look great, except all animated textures, such as water, lava, portals, all look like a black texture with a strip of rainbox coloured noise acro…
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I could reduce the chances of links going dead by re-hosting a few things:
- GLQuake 0.98
- NetQuake FBCA
- QuakeSpasm for Steam installer
- ProQuake for Steam installer
Hosting a copy of GLQuake 0.9…