[quote=Steve]Seems to just be QuakeSpasm and vkQuake at the moment. Though I’m sure QuakeSpasm Spiked will get updated too eventually.
I did try your compatibility patch with vkQuake. I kind of got it to work by taking the ent files from your pk3 and placing them inside the maps folder of the Dopa pak file. The text displayed correctly for difficulty selection but unfortunately not for the item pickups etc.[/quote]
Have you tried it in Quakespasm spiked or other brancehs of QS?
Oh i’ve read now that you’ve used VKQuake, I assume the last version you’ve downloaded. This works only for Quakespasm spiked, when I’ve tested it on Quakespasm and VKquake (so previous versions) crashed completely
I’ve only tested QuakeSpasm and vkQuake. I’m using a Mac, so there aren’t many pre-built options out there. I could never figure out how to compile QuakeSpasm Spiked but luckily I’m able to build vkQuake from source.
Do you mean send you the latest version that I’ve built? I don’t think it would work as it’s been built for Mac and requires library dependencies to be installed in order to run.
I’m no expert but feel free to leave a way to contact you and I’ll happily try and help, if you wanted to try building the latest version.
Haha No worries! I know what you mean. I’m not either, so it was a headache to initially get up and running. But it’s really quick to do now everything is set up. By the way, I saw that QuakeSpasm can be built using the same methods as vkQuake, so that Steam guide I posted can be ignored.
Fingers crossed new releases will be available soon.
You can change the renderer in the launch options. Right click the game on Steam, go into “properties”, and paste either of the following under launch options:
+r_rhirenderfamily “d3d11”
or
+r_rhirenderfamily “opengl”[/quote]
OpenGL will not work at all; they entirely removed it from the engine after Shadow Man. It’s just not in there anymore.
D3D 11 is still there but is not officially supported, so if you run into problems their customer support will tell you that your hardware sucks and that they’re not wasting time on potato farmers.
This is the best post I’ve seen yet about running the new expansions in QuakeSpasm.
They’ve made a pre-release build of QuakeSpasm available to download, containing the recent crash fixes. There’s also a temporary fix to Mg1 map messages until there’s support to read localization files.