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Mainly asking about the physics being uncoupled from the framerate thing, but the other neat features of spiked would be cool too!
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When i switch from windowed mode to fullscreen mode this happens:
ERROR-OUT BEGIN
Shutting down SDL sound
QUAKE ERROR: Couldn't set fullscreen state mode
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This is an old bug inherited from WinQuake, which has been fixed in a number of ports, suchs as Ironwail and Quakespasm Spiked.
https://github.com/sezero/quakespasm/assets/2611432/9b4a06e3-889f-4d6…
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https://github.com/NixOS/nixpkgs/blob/nixos-23.11/pkgs/games/quakespasm/default.nix#L90
https://github.com/NixOS/nixpkgs/blob/nixos-23.11/pkgs/games/ironwail/default.nix#L74
[quakespasm](https://g…
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On Mac at FOVs > 100 get rendering artifacts exiting teleporter on e4m3 on MacBook Pro 14 M1 QuakeSpasm-0.96.0-osx-SDL2. See below.
![spasm0000](https://github.com/sezero/quakespasm/assets/6867459…
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Not sure if this is a SDL or nvidia driver issue. New nvidia driver has support for wayland explicit sync.
Frame rate drop to 50% of desktop's configured refresh rate ( vulkan ) in full scree…
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NOTE: This is an extreme use case.
So recently, SDL was updated to include a mixer that will resample sounds. Back in like 2013, I remember I was trying to avoid resampling all together, becuase Im…
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Hi. Would it be possible to implement a resolution scaling function similar to Quakespasm's OpenGL implementation for the original Quake? It a nice touch of nostalgia to try and capture that original…
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https://imgur.com/a/gmSt4qy
The screenshot with the darker shotgun is Ironwail, the screenshot with the lighter shotgun is Quakespasm. Both latest versions, both the exact same graphics settings. v…
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Howdy!
I'd love to port your rotating model in multiplayer setup to quakespasm, any chance you can help?