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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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Down On Darkplaces Is *bad* 
DarkPlaces is structured in a radically forward thinking way.

The memory management, the QuakeC handling, movie playing capability, the protocol, true interpolation (try setting max fps to 500 and watch what other engines do when you use a lift) and on and on.

Most engines don't even have simple basic fixes like not aborting when a model isn't found, a chase cam that doesn't poke through walls, colormapping of dead player bodies, view weapon capability and on and on.

Most new features engines have added in recent times are things that DarkPlaces has had for several years.

LordHavoc's work has been far, far ahead of the times even in the early days (DP has had color mapping of dead bodies since 2000). 
To Be Honest 
I don't think that because DP has a different behaviour and different features compared to "standard" engines (e.g FitzQuake... ) that it can be said that DP is "bad": it is just different.
Well, I don't want to drop down DP just because it crashes my PC once, and I'm pretty sure I can find many people that think DP is better than FitzQuake, just because there are used with it 
Gb 
I think you think to know my thoughts while you don't. :p

Darkplaces is an amazing engine in my opinion. Sadly it breaks Quake "compatibility" a bit too much. So I don't think it is that good to play Quake singleplayer maps/mods.

What I said up there should be read as: Many newbies go for Darkplaces just because it has realtime lighting, parallax(?) mapping, shiny water and maybe the soundtrack support. They don't give a fuck about the "developer features". But then they mostly don't play custom maps either I guess, so ... 
I Love You! 
I have been waiting for SO long for someone to create a quake client that properly interpolates the monsters, yet doesn't stick in a ton of eyecandy....

Darkplaces was nice and had correct interpolation, but changed too much stuff and had too much eyecandy and the exe size got too big.

Every other client used the same copy&paste interpolation from some tutorial that would not correctly smooth the monsters' movement when connecting to a remote server.... They would still be all jerky.

But this new fitzquake does it right! The monsters on FvF look great now that they aren't hopping around like they are spastic!

Finally a GOOD ProQuake replacement....

Great Work!


http://www.fvfonline.com

connect FvF.ServeQuake.com 
Feature Request 
How about adding in ProQuake remote console functionality for remote administration of servers (RCON)?

I could really, really use that.... It makes things so easy. 
Gunter: 
do you mean, adding support so a fitzquake client can RCON to a proquake server? 
RCON 
Yes, or some other way to remotely control a server. ProQuake's RCON works well and is easy to use. And since ProQuake already contains this functionality, it seems like it would be easiest to just copy the ProQuake stuff. Then FitzQuake would be able to RCON to a ProQuake server or to a FitzQuake server.

Another nice ProQuake feature that would be easy to add is the longer text chat lines....

I'm going to compose an e-mail with more feedback/bug reports/suggestions. 
Late To The Party, As Always 
Christ, if someone's naming Forwards Compatible as "secretly one of the best releases of 2008" then the rest of y'all should be ashamed of yourselves. 
Metlslime: 
I was wondering if you looked into LordHavoc's dynaimc lights speed up option and the possibility of putting it in Fitzquake? Thx 
Yhe: 
I haven't really looked into it yet, but based on baker's post, it sounds like that was merely a speedup to the code for determining the floor light value under a monster (since that is how monsters and players are lit, based on what they're standing on.)

Second, i already probably use that optimization, since i got my .lit support code from darkplaces, and that includes the changes to R_LightPoint and related functions.

The major issue with glquake lighting in general is that it requires uploading new lightmap textures anytime the lightmaps change, which is one of the slowest things you can do with a video card. At some point I will look at ways that can be improved; I can think of a bunch off the top of my head (using 8bpp textures when level has no colored light, uploading more, smaller rectangles of texture data instead of fewer, larger ones, etc.) 
One More Question 
What is the proper command line to run nehahra with Fitzquake 0.85? 
Yhe1: 
no Nehahra support (...yet) 
Haha, "for Some Reason" 
I installed DP once, a while ago, and for some dark reasons it crashes after some minutes...

You're using DP. 
For Some (very Good) Reasons 
... I'm not using it anymore :P 
This Engine 
Is the business. 
Another Question... 
Can somebody explain what the -nomtex command line option does? 
Yhe1: 
That disables multitexture rendering. 
 
Can you explain a little bit more in depth? I was wondering how disabling the multitexture rendering helped the dynamic light speed up issue. 
Yeah... 
In Fitzquake, (and glquake with gl_texsort 1) polygons are sorted by texture and then all the polygons for each texture are rendered, then all polygons for the next texture, and so on.

With multitexture enabled, the lightmaps are rendered at the same time, and when a lightmap needs to be updated for dynamic lighting, it triggers an upload.

Without multitexture, the lightmaps are rendered in a second stage after all textures. And, during this second stage, the polygons are sorted by which lightmap they use. And there might be a difference in how the uploads are done, since the lightmaps are encountered in a different order.

Since switching textures while rendering is somewhat expensive, but uploading textures is more expensive, but the total amount of lightmap uploads vs. the actual total number of lightmap pixels uploaded might have different costs, either one could be faster on different maps, different video cards, etc.

One of the things on my to-do list is a general optimization and rendering overhaul, so i might be able to get this stuff sped up even more. 
Water Too Foggy. 
Very happy with this other than water is very foggy and hard to see in it. What inputs make it clear? Otherwise it is deff. keeper! :P 
It Does Seem Foggier 
And I think the Ring of Shadows fog is too foggy as well.... and when you're wearing a ring AND are underwater, it's way-too-super-foggy!

I don't want the fog effects turned off completely though....

(metlslime, did you get that e-mail I sent?) 
Gunter: 
sorry, haven't had a chance to respond to your email yet, but i did recieve it.

About the screen coloring for water and powerups, i haven't changed this from GLQuake as far as i can remember, so i'll have to check again and see what's up with that. 
 
There seems to be some issue with ATI.

Some german guy reported this:
http://r4d1um.seitzinger.eu/DSC00038.JPG
Ati Radeon X1250 with latest drivers
AMD Turion 64 X2 TL-60 2x2,0 GHz & 2 GB Ram
Windows XP SP2 (32 Bit)

If he starts the game it looks like that. If he alt-tabs out and right back in it fixes itself. But as soon as the next map is loaded it is garbled again and he has to alt-tab out and in once more.

He encounters the same in GL Quake, GL QuakeWorld and Hexen II. 
I Have Similar On My X1300 
at work (shhh) ;) 
Spirit: 
any idea, does he have this issue with all glquake engines or do some have fixed behavior? 
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