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QuakeSpasm -- A modern, cross-platform Quake game engine based on FitzQuake.

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Unfortunately with HD textures, levels can take a long time to reload when you die or load a quicksave or regular save. It would be great if this didn't reload...

Per discussions in #32.

Not sure if this is the desired action, but when I return to a game after a minimize or alt-tab all the sounds that occurred since all play at once....

Commit for it on Ironwail https://github.com/andrei-drexler/ironwail/commit/85d042a2ccca4277d190cfa19c9a0699f8ecae0c

https://user-images.githubusercontent.com/90434262/189554968-4ea798e3-b54b-4e45-a08f-6fe6a0345987.mp4 Happens with both r_oldwater 0 and 1 For reference this doesn't happen in Ironwail or vkQuake.

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-4d65-9c56-5dd9bcc2ae5b Dynamic lights appear to be applied...

https://github.com/sezero/quakespasm/blob/master/Quake/r_world.c#L324 there are bad bsps out there with only 1 or 2 edges per face (ericw-tools seems to generate them). these degenerate faces can thus return -3 here... R_BatchSurface then...

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, which could result in bad reads...

Quake historically puts a limit of 50 degrees for the player's v_angle Z component. This limit seems arbitrary however, since the Z roll angle "sticks" and must be managed by...

In the start level (using the rerelease basedir), if you look at the water before episode 4, you can see that specific sections of the bottom surface incorrectly render over...