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Fitzquake 0.85 Released At Last!
New in this version: increased map and protocol limits (can load all known limit-breaking maps,) model interpolation, per-entity alpha support, new network protocol, more external texture support, hardware compatability improvements, many bug fixes, and a cleaner source release to make it easier to install and compile.

Go! http://www.celephais.net/fitzquake

(Thanks to the beta-testers: Baker, JPL, negke, Preach, and Vondur.)
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Yeah... 
writing a whole new memory system would solve this :P 
EzQuake 
Has some code IFDEF'd labelled "DarkPlaces memory manager" that dynamically allocates memory as needed. 
Memory 
Oh, dynamically allocating as needed is easy. Keeping track of what memory you have allocated, freeing it in the correct places, keeping contiguous blocks where needed, ensuring nothing gets stomped, and transitioning from Quake's cache/hunk/zone system - that's hard.

It's the kind of thing where - unless you *REALLY* need it, or unless it scratches some particular itch you have - you might be better off just upping the default Heapsize. 
 
I forgot "...and doing it all efficiently..." :) 
If It Works ... 
The ezQuake #IFDEF DARKPLACES_MEMORY_MANAGER code -- if it works -- is rather simple.

Shockingly simple, actually. 
Alias Models + External Textures 
Does FitzQuake support external textures for alias models?

/Btw ... FitzQuake is about the only non-DarkPlaces engine that renders a skybox when submerged in a liquid with r_wateralpha < 1. I never had a doubt ;) 
Argh .. Nevermind 
I thought this was added in 0.85 
Regarding -heapsize And Such 
Is there any particular reason why things like -heapsize aren't automatic and dynamic? 
 
Yes, check 5 posts above yours. 
This Thread Beats The Record Folks 
On september 16, year 2000, 'maiden' posted the #237 message on the infamous thread at Qmap, called:

- - - - - - - - - - - - - - - - - - - - - - -
QuakemapDesigner... Err Designs Quake Maps.
Posted by Shambler [194.112.32.102], 31/08/2000 09:13 GMT
" The modestly named QuakeMapDesigner has been shouting about the Quake maps he's, err, designed at his QuakeMapDesigner site. They look like deathmatch and/or CTF maps to be (though I can't be sure), and QMD is after some reviews, so be sure to pick up some maps and give him an honest appraisal of their quality.
P.S. He's French apparently - any relation to you, Bal?? =) "
- - - - - - - - - - - - - - - - - - - - - - -

So just for you to remember the " good old days " folks and congrats on this thread, because it has a higher number of posting message.

Cheers!

QMD
"Where imagination means, levels!"
P.S.: QMD stands for "QuakeMapdesigner" and not " Quick Masturbation Discharge ". 
Crikey! 
When that message was posted I was running around, truant from 6th form, popping magic pills and sleeping in every day. 
 
"FitzQuake is about the only non-DarkPlaces engine that renders a skybox when submerged in a liquid with r_wateralpha < 1."

No it isn't. ;) 
Weird... 
i'm not even sure why any engine would fail to draw the skybox when underwater, unless they specifically added code to do it. Otherwise you'd think that "if sky polygons are visible, draw skybox" is the most obvious logic. Or even the more dumb and simple "always draw the skybox" approach. 
User Error 
I had underwater fog on and didn't make the connection between that and the traditional fog. Skyboxes are viewed as infinitely far away. JoeQuake, Qrack, FuhQuake, ezQuake just draw the underwater fog.

And I believe none of the above even draw the skybox with any fog setting.

Bad post on my part! 
True Tho 
 
 
Yeah, fog needs tweaking for an infinitely distant skybox, and at the very least the fog end value needs tweaking also even without an infinitely distant one. Haven't looked at FQ's skybox code yet but I wouldn't be too surprised if it did something like double the fog end value when drawing the sky. 
Some FQ 0.85 Bugs 
In TexMgr_LoadImage8 you have "if (glt->flags & TEXPREF_ALPHA && !(glt->flags & TEXPREF_CONCHARS))" (also the same in a few other places) - "glt->flags & TEXPREF_ALPHA" needs parentheses. 
More Bugs 
The initial value of gl_max_anisotropy should be 1. This fixes the infinite loop in the cvar callback and is conformant with the spec (i.e. a value of 1 specifies normal isotropic filtering). 
Mh: 
fitzquake disabled gl_fog and just does a fixed-opacity blend over the sky, unless gl_skyfog is 1 (fully fogged) and then it just draws solid-colored, textureless sky polys.

As for the other bugs, thanks... i'll have to check those out. 
So 
Just learned that there's a 256 frame limit which seems to be an engine side cap.

Going to make changes to have the thing fixed on our end, but thought I'd ask - is there any reason not to fix it? Apart from the obvious 'hardly anyone wants 256+ frames of animation'. 
Ijed: 
That limit was raised in protocol 666, and the frames seem to always be passed as 32-bit ints internally, so i'm not sure what the problem would be. Is it crashing? 
Yeah 
Without a warning and only when I add more than 256 frames. I thought I remembered something about it being mentioned in documentation but couldn't find it again.

In any case the model is going on a diet - there are some unnecessary frames in there that can be pruned. Just thought I'd mention it. 
Frame Reduction 
One trick you can use to get rid of frames is to create framegroups from some animations. The safest candidate is the stand animation, since there's no action the monster performs which needs to be synced with the frames. Anything more complicated than that would almost always cause difficulties, but that one should be safe enough. If you're only 8 or 10 over the limit, that might just get you back.

Once you know that trick, you can also make longer idle animations, knowing that they will only cost you one frame. I've not done it yet, but it's one of those ideas that's been knocking about... 
Interesting 
That's a cool idea - although there are actions that need to be run like idle sounds, and we've got some idle tic stands as well.

Having said that there's some stuff that can use it such as the simpler trap style entities like wasps, spikemines and maggots. 
Ijed... 
okay, i'll look into it. Thanks for the report. 
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