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I'm not sure if other people are having a similar problem, but I think I finally figured out what's going on. Mac ProQuake's mouse support is hosed. Which comes from the fact that the Fruits of Dojo's version of mac quake completely screwed up mouse support.
I never played the FOD version when it came out, because after I loaded it up, I found out that the mouse sensitivity in the FOD version is insanely low. So low in fact, that if you don't set an extremely high sensitivity (like 35 or something), you barely move at all. But you can't just jack up the sensitivity to 35 or something high like that, because it's still screwed. Your aim starts jerking around like crazy, making it impossible to play.
It's wonderful that there's a proquake version for mac. But I'm telling you, you're going to have to write new mouse support, because the FOD version's code is pretty screwed. Whatever they did to the mouse makes it hopeless to even try playing.
Which comes from the fact that the Fruits of Dojo's version of mac quake completely screwed up mouse support.
I heard that about the Fruitz of Dojo port long ago so that this makes a lot of sense.
Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
I love this port but it's just not playable until mouse is fixed
I never had any mouse problem whatsoever with FoD Quake on OS X. Whether PPC nor Intel.
And now ProQuake is also working like a charm.
Mouse problem has nothing to do with any of these Quake ports!
Lemme tell you this: Default OS X mouse and accel simply sucks!
You know, if you run bare OS X, when moving your mouse faster, the cursor gets accelerated in a kind of uncontrolled way.
I just simply hate this feature and it has also some very bad flipside: mouse support may be totally screwed in most games!
Quake is one of them.
The solution? Download and install Alessandro Levi Montalcini's wonderful USB Overdrive UB control pannel.
This beauty allows every kind of mouse support.
Mainly mouse accel removal and multi button assignments
You can dramatically increase default OS X mouse speed too!
Once installed, for sure you'll never run OS X anymore without it!
The solution? Download and install Alessandro Levi Montalcini's wonderful USB Overdrive UB control pannel.
This beauty allows every kind of mouse support.
Mainly mouse accel removal and multi button assignments
You can dramatically increase default OS X mouse speed too!
Once installed, for sure you'll never run OS X anymore without it!
�jX
What a great post
Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
I'm using USB Overdrive since years. (OS 9 version is still available!)
Among first add-ons to graft on a fresh OS X system install, imho...
A huge help if you're working with a graphic tablet too!
I'm using USB Overdrive since years. (OS 9 version is still available!)
Among first add-ons to graft on a fresh OS X system install, imho...
A huge help if you're working with a graphic tablet too!
I've heard players complain about the mouse movement in Quake on Mac OS/X for 5 years. Finally someone has an answer
I'm sure this is going to make some people happy.
Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
I just checked: USB Overdrive 1.0 was available on March '99 MacAddict CD-Rom!
This explains why I've NEVER experienced problems with Quake (or whatever game) mouse support on any of my Macs!
(I also read complaints of Mac users and Quake, but it never rang a bell! )
Moreover: no way to assign your nifty binds to multi-buttons mice like Logitech Mx series without this control pane...
(Avoid original Logitech software )
Moreover: no way to assign your nifty binds to multi-buttons mice like Logitech Mx series without this control pane...
(Avoid original Logitech software )
Hmmm. Most Quake engines input code is not written properly to support more than 4 mouse buttons. I noticed this when doing engine coding and I fixed it in an unreleased version I made, after doing some research. I do not use any 3rd party software and have full support for all the buttons on my Logitech mouse now.
I wonder if this code can be fixed in the code for the Mac?
(I don't see why not since OS/X uses the same mice as Windows/Linux, I don't see how the input could be any different on the hardware level)
I think DarkPlaces and maybe ezQuake might have true extended mouse button support for OS/X without the need for 3rd party software, but I doubt any other engine (except possibly FuhQuake) would, if this is true.
/Future homework assignment, maybe I'll find time to take a look at the input code in Wood's project and see if I notice anything and see if I can get Woods to compile it
Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
Thanks a lot guys. I've used USB Overdrive before but it didn't occur to me to reinstall it and see if it fixes quake problems.
Since it seems I've found some modern mac quake ppl here I'll ask a different question- what port are you guys using for playing quake? I have an archive here and it looks like their are mac quake versions of ezquake, fuhquake, and proquake. Is there a Qrack for mac?
One year ago, I built myself a SLI PC for recent games.
Although I've spent years of SP Quake gaming on Macs, I'm finally switched for this rig now.
Reasons among others:
- Recent Q1 maps & mods have such high engine requirements.
- No OS X ports of Bengt Jardrup's enhanced GLQuake or Fitzquake...
- Most of nuskool Q1 stuff doesn't run properly or even doesn't run at all on Mac OS engines.
- Once you're all set with DarkPlaces on PC, you'll just forget OS X port...
Otoh, I'm happy to play SP Quake sometimes out there, on my MacBook Pro and I mostly use Fruitz of Dojo GLQuake or ProQuake, now UB.
Both these ports are working well for vanilla Q1, MPs and the major part of custom SP maps & mods.
I keep using MacNehahra (carbon app / runs fine on Intel under Rosetta) for this gorgeous mod and FuhQuake with eye-candy hires texes, hud and models. (Sometimes ago a nice FuhQuake manual was available here, now I only found some remains of it on WayBackMachine)
I'm not a QWer myself, but EZQuake looks like the way to go in this case...
- No OS X ports of Bengt Jardrup's enhanced GLQuake or Fitzquake...
From what I have read here and there, it seems like this ProQuake port for OS/X is very solid. Is this true? In your experience?
Although this is not a total solution, but if Woods could make another compile raising MAX_EDICTS in quakedef.h from 600 to 2048 ...
// In Quakedef.h around line 108 or so
#define MAX_EDICTS 600 // Raise to 2048!
... this would allow OS/X users to run numerous maps that previously could not be run. Sure it wouldn't have centerprint logging, skybox, lit or fog support but tons of new single player maps would work.
ALSO!
If Woods increased whatever the equivalent of ...
// sys_win.c -- whatever the equivalent file is
#define MAXIMUM_WIN_MEMORY 0x1000000 // Raise to 0x2000000 aka 32Mb! Or even double that to 64 MB!
These 2 small changes would open new worlds of single player maps. Larger maps could run, like the ones with 200 and 300 monsters. The bulk of the maps that FitzQuake/JoeQuake/Qrack can run but GLQuake/ProQuake cannot would then be playable.
Anyway, just ideas for consideration. The values I recommend above are the values that JoeQuake 0.15 uses.
The increased MAX_EDICTS will allow many modern day single player maps that will not run in GLQuake/ProQuake to run. The increased memory allocation would help avoid situations where the default memory allocation Quake historically uses is not enough for a mod (where you normally would use the command line to raise the memory).
Of course, one thing I have noticed is many mod authors do not take proper care to name all of their files lower case and I believe OS/X is case sensitive. (Anything I even touch, I make all the filenames lower case. To my knowledge, there is not a single download hosted on this site or in a zip anywhere that I did not change all the filenames to lowercase -- side rant).
/End of ideas
Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
it seems like this ProQuake port for OS/X is very solid. Is this true? In your experience?
So far it seems so, yes. Although months of ProQuake vs years of FoD GLQuake is not a very conclusive experience...
Originally posted by Baker
I believe OS/X is case sensitive
I've never had any type of case sensitive problem with Quake on OS X or even in general OS X use.
But I usually unify everything Quake in lowercase (with nifty A Better Finder Rename CMM).
Recent Large maps (say, since Marcher Fortress) and huge amount of monsters are common cause of problem on Quake/OS X.
SoA, DoE, Malice, etc... They all run well in FoD GLQuake since UB update.
On PPC I once used MacNehahra to avoid GLQuake errors with such MP or mods.
Currently, Quoth (and more generally packs with modded progs and entities) don't feature well on any OS X port.
With recent stuff, I usually play the same maps on both WinXP and Mac OS X side by side.
On OS X, some monsters or entities are missing. Doors or events triggers are not working...
Shortly put, the player may be stuck or forced in a screwed gameplay without knowing it. Very annoying...
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