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I got a weird problem with QuakeSpasm, but I see it also in other source ports.

The bullets do not come out of the weapons, but out of the bottom of the screen????

See attachment.

Is there a command or other solution for this?
Attachments:
Well known bug in vanilla Quake. Many mods fix it including the Small Mod Compilation.

See here.
Post edited October 01, 2015 by etb
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etb: Well known bug in vanilla Quake. Many mods fix it including the Small Mod Compilation.

See here.
I tried those three fixes with QuakeSpasm and it made no difference to the nails fired from the nailgun, they still come out from the floor, the sides, and even the middle of the screen when I look up (or so it seems).

So am I missing something with getting this fix to work?

On a different note, I also found a nailgun fix (with other fixes included) for Abyss of Pandemonium, and the fixes were all bundled into a pak5.pak. That one works fine, so it is just the base game, hipnotic and rogue.
That's strange, I tried just now and it worked fine.
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etb: That's strange, I tried just now and it worked fine.
Which version of QuakeSpasm and did you use all three of those files? The first in the ID1 folder, the second extracting to HIPNOTIC and ROGUE and the third going into ROGUE?
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etb: That's strange, I tried just now and it worked fine.
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korell: Which version of QuakeSpasm and did you use all three of those files? The first in the ID1 folder, the second extracting to HIPNOTIC and ROGUE and the third going into ROGUE?
It weird thing is, I don't have this problem in GLQuake itself. Fireing weapons looks correct.

But in Quakespasm and also DarkPlaces it comes out of the bottom of the screen.
Tried the fixes, works fine for the nailgun, but the new lasergun from "Scrouge of Armagon" has still that problem. The lasers come out of the screen. It look very weird :-D

Can you share that pak5.pak file?
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Jonathan_The_Gamer: Can you share that pak5.pak file?
PAK5.PAK is only for Abyss of Pandemonium as it has a number of different map and weapon fixes, so it won't be any good for the base game, Scourge of Armagon or Dissolution of Eternity.
I am using quakespasm just downloaded and compiled from svn, so I guess it is the last version.
I tested only the base quake mod, I unpacked the progs.dat file in a directory called .quakespasm/nails and executed the game with quakespasm-svn -game nails
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etb: I am using quakespasm just downloaded and compiled from svn, so I guess it is the last version.
I tested only the base quake mod, I unpacked the progs.dat file in a directory called .quakespasm/nails and executed the game with quakespasm-svn -game nails
I think mine is version 0.90.x, it was the latest version when I downloaded it last week. I downloaded both the Windows 32-bit and 64-bit versions, but have only tried using the 64-bit one.

I would have thought that extracting progs.dat to the ID1 folder would mean you wouldn't need to create a folder (e.g. nails) and call that via -game, but I'll give it a try. I could also try creating a new .pak file containing the data file and seeing if it picks it up then, but I'll need to find a way to create a pak file as it has been a very long time since I last did that (and I think that was for HL1).
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korell: I would have thought that extracting progs.dat to the ID1 folder would mean you wouldn't need to create a folder (e.g. nails) and call that via -game, but I'll give it a try. I could also try creating a new .pak file containing the data file and seeing if it picks it up then, but I'll need to find a way to create a pak file as it has been a very long time since I last did that (and I think that was for HL1).
Quake prioritizes data inside pak files over loose files. Both possibilities (i.e. new mod or new pak file) should work.
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mk47at: Quake prioritizes data inside pak files over loose files. Both possibilities (i.e. new mod or new pak file) should work.
Ah! I always thought it was the other way around. I'll give it a try and let you know how I get on.
Woo! Putting the files from those three fixes into pak files (one pak file for each game, and using the next pak number to load it afterwards) worked. Now all my nails are correctly placed and the other fixes should be applied too.

I used pakscape 2 to create the pak files and just dropped the files in, then saved the pak files into the ID1, Hipnotic and Rogue files accordingly.
Share that files!
See if these work. They are 7z archives (renamed to .jpg to get them to upload here on GOG, so just download them and rename them to id1.7z, hipnotic.7z, rogue.7z and impel.7z) containing the pak files for the fixes that you posted.

Just extract them and put the relevant pak file into the relevant folder.

The pak file numbers should be next in sequence with the ones already present, but if you have added others you may need to rename the pak files.

Impel.7z is for Abyss of Pandemonium, so if you don't have that mission pack (it doesn't come with the GOG installer but can be downloaded for free) then you don't need it.
Attachments:
id17z.jpg (469 Kb)
rogue7z.jpg (472 Kb)
impel7z.jpg (88 Kb)
Thank you for your pak files.

Too bad it does nof fixer the laser gun in "Armagon"

See atachment.
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