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<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Recent changes to feature-requests</title><link>https://sourceforge.net/p/quakespasm/feature-requests/</link><description>Recent changes to feature-requests</description><atom:link href="https://sourceforge.net/p/quakespasm/feature-requests/feed.rss" rel="self"/><language>en</language><lastBuildDate>Mon, 28 Feb 2022 16:20:56 -0000</lastBuildDate><atom:link href="https://sourceforge.net/p/quakespasm/feature-requests/feed.rss" rel="self" type="application/rss+xml"/><item><title>Lower color depth options (8bit, 16bit)</title><link>https://sourceforge.net/p/quakespasm/feature-requests/18/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;I'm trying to get my Quakespasm to look as crusty as possible, because that's how I like playing older games like this. I think one crucial thing that is missing to finish the look is to be able to lower the color depth below the 24/32 bit colors that Quakespasm.exe and Quakespasm-sdl12.exe allow for.&lt;/p&gt;
&lt;p&gt;Adding this feature would nearly complete the retro look for this source port, it would only be missing some texture warping and vertex warble.&lt;/p&gt;
&lt;p&gt;Thanks for your time and all the work you all have already put in this sourceport.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Vitoria Litwinczyk</dc:creator><pubDate>Mon, 28 Feb 2022 16:20:56 -0000</pubDate><guid>https://sourceforge.net23babe99ed57079fc8b490e749f94e09f846a093</guid></item><item><title>#16 support for "basegame"</title><link>https://sourceforge.net/p/quakespasm/feature-requests/16/?limit=25#5d13</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;Personally, I'm not interested in this feature.&lt;/p&gt;
&lt;p&gt;Eric, what do you think?&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Ozkan Sezer</dc:creator><pubDate>Fri, 03 Sep 2021 18:53:59 -0000</pubDate><guid>https://sourceforge.net4b32c5e66dda0be5d7f5d32c3254a188ceab9ed5</guid></item><item><title>#16 support for "basegame"</title><link>https://sourceforge.net/p/quakespasm/feature-requests/16/?limit=25#92ad</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;I was reminded by the latest QS release news to wander back by and check on this.&lt;/p&gt;
&lt;p&gt;I'm fairly sure that vkQuake commit above would also be apply-able to QS. Anything I might be able to do to help along the possibility of getting this change in QS? Or alternately, any thoughts about why it's not suitable for QS?&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Joel Baxter</dc:creator><pubDate>Fri, 03 Sep 2021 18:30:36 -0000</pubDate><guid>https://sourceforge.netd5c7611185e2e6174ad5c44c3089a666251d1a49</guid></item><item><title>Configurable  names for screenshots</title><link>https://sourceforge.net/p/quakespasm/feature-requests/17/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;I would really appreciate it if the filenames of screenshots contained the name of the current map and optionally a date/timestamp.&lt;/p&gt;
&lt;p&gt;Something like E1M1_20200122_140425.png instead of just SPASM0001.png&lt;/p&gt;
&lt;p&gt;If multiple shots are taken within 1 second then just append an incrementing number or whatever to them.&lt;/p&gt;
&lt;p&gt;This would be very helpful for a project I'm considering,&lt;/p&gt;
&lt;p&gt;I love QuakeSpasm. Thanks.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">stoo</dc:creator><pubDate>Fri, 22 Jan 2021 14:07:56 -0000</pubDate><guid>https://sourceforge.net81b9ee34558bb5623ff7dab3c7f3eb2183f8a040</guid></item><item><title>#16 support for "basegame"</title><link>https://sourceforge.net/p/quakespasm/feature-requests/16/?limit=25#edd0</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;FWIW, the QSS behavior is rolled into vkQuake too as of this commit: &lt;a href="https://github.com/Novum/vkQuake/commit/8b52a5ba316d4b41fb2d778257b686d4389a006f" rel="nofollow"&gt;https://github.com/Novum/vkQuake/commit/8b52a5ba316d4b41fb2d778257b686d4389a006f&lt;/a&gt;&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Joel Baxter</dc:creator><pubDate>Sun, 04 Oct 2020 07:42:04 -0000</pubDate><guid>https://sourceforge.net760bc28257f99b541392849d26402014084738a9</guid></item><item><title>#16 support for "basegame"</title><link>https://sourceforge.net/p/quakespasm/feature-requests/16/?limit=25#2472</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;Spike's QSS implementation isolated here: &lt;a href="https://github.com/neogeographica/Quakespasm/commit/7ad76c35b87746d6976064fbe3d4c25e2dc5ebce" rel="nofollow"&gt;https://github.com/neogeographica/Quakespasm/commit/7ad76c35b87746d6976064fbe3d4c25e2dc5ebce&lt;/a&gt;&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Joel Baxter</dc:creator><pubDate>Tue, 11 Aug 2020 00:15:03 -0000</pubDate><guid>https://sourceforge.netb5bcc856fea0c15d4be1795ca471decc77b9687f</guid></item><item><title>#16 support for "basegame"</title><link>https://sourceforge.net/p/quakespasm/feature-requests/16/?limit=25#caa5</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;It looks like &lt;a href="https://github.com/Shpoike/Quakespasm" rel="nofollow"&gt;https://github.com/Shpoike/Quakespasm&lt;/a&gt; has an implementation both of multiple -game args and also of multiple -basegame args. If there's interest in getting this into the main branch here I can take a look at isolating those changes.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Joel Baxter</dc:creator><pubDate>Tue, 28 Jul 2020 18:48:57 -0000</pubDate><guid>https://sourceforge.net04b0cbe54604f90f058361ecccc11746159a0b6e</guid></item><item><title>#16 support for "basegame"</title><link>https://sourceforge.net/p/quakespasm/feature-requests/16/?limit=25#b7a0</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;It's probably worth mentioning that FTE also has "-basegame" support but it works slightly differently, which might cause some confusion. FTE supports multiple basegame args, and as far as I can tell, with FTE as soon as you start using "-basegame" you have to be explicit about all game directories including id1.&lt;/p&gt;
&lt;p&gt;So for example with my change here, you could run the Copper-based release "ctsj" using an existing copper installation with these args:&lt;br/&gt;
  -game ctsj -basegame copper&lt;/p&gt;
&lt;p&gt;But with FTE it seems like you would need to do this:&lt;br/&gt;
  -game ctsj -basegame id1 -basegame copper&lt;/p&gt;
&lt;p&gt;FTE's argument handling and filesystem implementation is different enough that I didn't want to tackle trying to mimic that behavior here.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Joel Baxter</dc:creator><pubDate>Sat, 25 Jul 2020 20:39:49 -0000</pubDate><guid>https://sourceforge.netfe002f0faaa5ffcef88bcf8b1cde2261383eb53a</guid></item><item><title>support for "basegame"</title><link>https://sourceforge.net/p/quakespasm/feature-requests/16/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;With more and more releases for Arcane Dimensions and Copper, the approach of "merge these files into your existing AD or Copper directory" is annoying. It's error-prone and is a stumbling block for less technically-minded users. If we could instead deal with them like Quoth releases, i.e. in their own isolated gamedir, it makes a lot of stuff easier: installation, launching, and proper cleanup (including savegames and config).&lt;/p&gt;
&lt;p&gt;For Quoth this is done with a dedicated "-quoth" flag that indicates the "quoth" directory should be used as a basegame. Rather than add more dedicated flags, how about a generic "-basegame" flag. There's some potential for interesting/messy corner-cases because of the need to continue to support existing behavior, but I took a shot at it here to illustrate how it might work: &lt;a href="https://github.com/neogeographica/Quakespasm/commit/5b849b3abe32809f7047b24b790b177a0a8dc60c" rel="nofollow"&gt;https://github.com/neogeographica/Quakespasm/commit/5b849b3abe32809f7047b24b790b177a0a8dc60c&lt;/a&gt;&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Joel Baxter</dc:creator><pubDate>Sat, 25 Jul 2020 19:28:16 -0000</pubDate><guid>https://sourceforge.netcdde6cd57561417fda23af11b8d2ff87c5bd7309</guid></item><item><title>Correct aspect ratio for GUI.</title><link>https://sourceforge.net/p/quakespasm/feature-requests/15/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;So instead of this &lt;a href="https://www.old-games.ru/forum/attachments/quake01-png.208116/" rel="nofollow"&gt;https://www.old-games.ru/forum/attachments/quake01-png.208116/&lt;/a&gt; we get this &lt;a href="https://www.old-games.ru/forum/attachments/quake00-png.208115/" rel="nofollow"&gt;https://www.old-games.ru/forum/attachments/quake00-png.208115/&lt;/a&gt; (screenshots from other port, but that does not matter). Same for main menu.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Nick Frost</dc:creator><pubDate>Sun, 12 Jul 2020 08:21:12 -0000</pubDate><guid>https://sourceforge.netba01cfba18c771ec9e015201b08d45312e8727cd</guid></item></channel></rss>