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Posted by metlslime on 2005/05/26 01:03:32 |
New in this version: map loading is 4x faster, you can change video modes without restarting, cvar control of anistropic filtering, refresh rate, and vsync, cvar control of max_edicts, r_showtris support, and a typical long list of bugfixes and optimizations.
Go! http://www.celephais.net/fitzquake |
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Hmm...
#101 posted by metlslime on 2006/01/03 23:04:39
it's a decent idea.
Mp3s
#102 posted by nitin on 2006/01/03 23:15:23
does fitz have capaibility to play mp3 music ?
My quake cd is getting old and in case it gets scratched beyond repair, I was wondering of an alternative.
Even if mp3 support is there, is it possible to load the mp3s automatically if they are named track02.mp3 etc ?
Nitin:
#103 posted by metlslime on 2006/01/04 00:02:56
i've had that on my list for a while. Someone said i should support oggs instead, becuase of patents or the GPL or something like that. Anyway, I haven't looked into it, but I ought to support some way of playing music off of the hard drive (either original tracks or replacement tracks that come with a mod.)
#104 posted by Trinca on 2006/01/04 01:31:24
same code as ezquake or fteqw was nice :) source is avaible for both clients to take a look!
Metl
#105 posted by nitin on 2006/01/04 01:46:45
cool, just thought I'd check
What Does Neh Use?
#106 posted by than on 2006/01/04 03:30:24
Nehahra has it's own music, doesn't it? Maybe you should implement whatever they use?
I comepletely agree on this one. My Quake cd is in mint condition, but I don't carry it about with me wherever I go so I tend not to have it to hand. I didn't bother to bring it to Japan, for instance. I do, however, have all the tracks ripped on my hdd :)
By the way, have you given any thought to having a different (or additional) protocol, such as the one used by Aguire's mappers GLQuake engine?
Quake Music
#107 posted by Jago on 2006/01/04 11:07:06
Another vote for .wav and .ogg support in FitzQuake. If you do it, please use the same file naming system as used in Darkplaces, this will establish compatibility between engines.
Screenshot Taking In Fitz...
#108 posted by than on 2006/01/10 04:39:31
can we either have an option to toggle "wrote fitz0003.tga" or just have it print to the console.
Basically just so we don't get text in the corner of nice screenshots and don't have to wait if we want to take another shot after having just taken one.
Only a minor thing of course, but it would be nice.
Maybe there is already a command to disable printing messages to the screen and I didn't bother to find it :) ....
Con_
#109 posted by Spirit on 2006/01/10 04:43:59
You could try "con_notifytime 0", that disables the display of all messages there. A screenshot alias might look like this then (I haven't tested it): bind s "con_notifytime 0;screenshot;con_notifytime 3" (if 3 is the default)
Fluid Screen Tint Colour...
#110 posted by Kell on 2006/01/10 06:50:47
screen tint that is based on the average colour of a texture rather than the type of liquid.
Yeah, I've considered this one too, along with the wateralpha feature suggested earlier.
However, I've also considered an alternative to the 'average color' mechanism.
Use the color of only the first pixel of the liquid texture i.e. the pixel in the top left corner.
Why? The average method produces...well, an average, which may not actually be a representation of the overall liquid feature. It could be too bright or, more likely, too dark. Remember, liquid textures look bright because they are rendered fullbright. Whatever color is used for underwater screen tint will become darker because it is being blended with whatever else is in view. So a lava texture may appear scorchingly bright as the surface, but the average color produced from it may result in a submerged screen tint of only a muddy orange.
Using the first-pixel method would allow for the brightest color on the image to be selected as the screen tint. Any liquid texture could be modified by shifting the image across the canvas so the desired pixel was located at the upper left. This wouldn't make any difference to the appearance of the texture in-game, because liquid textures by neccessity are not affected by texture alignment.
A few variants of the same liquid texture could even be made, shifted about to place a different pixel from the same image in the top left corner and therefore each variant would result in a slightly different color of screen tint.
Presumably
#111 posted by than on 2006/01/10 07:51:19
slightly easier to code, and faster too ;)
Well...
#112 posted by metlslime on 2006/01/10 13:11:41
Before you get carried away, the "average color" idea isn't going to happen like that anyway, because there could be water volumes with multiple textures on their boundary, or volumes with none at all. I think if it was going to happen it would be RGB numbers that the level designer typed in (like the fog in the worldspawn.)
Oh, and liquid textures ARE affected by alignment -- at least in winquake. I can't remember if they are in fitzquake or glquake.
#113 posted by vb on 2006/01/19 01:12:54
-m_smooth sucks. It smooths the mouse without latency (m_filter 1 is famous for it's latency) at the cost of accuracy :(
Oh and impulse x y z requires no mod to the game code - your client is sent your .items and .ammo_blah information for the HUD. It's this info that impulse x y z uses to determine which impulse to send.
Feature Request:
#114 posted by Spirit on 2006/05/05 02:32:12
(Is this the right thread for it?)
I often look into my /maps folder, pick some map, mark it, press F2 and Ctrl+C. This way I get the filename into my clipboard. Then I load up Fitzquake and type "map" followed by Ctrl+C and Enter. Well, Fitzquake tries to load mapname.bsp.bsp then.
Would it be possible that Fitzquake automatically recognises such .bsp extensions? Some other engines do it.
Cross Platform Availability
I know this is probably wishful thinking, but would it be possible to make fitzquake available for other platforms than windows?
Spirit
#116 posted by . on 2006/05/05 08:28:21
Doesn't Fitz have a "maps" command that'll list maps? My memory is failing me at the moment and I don't believe I have Q1 installed.
Sleepy:
#117 posted by metlslime on 2006/05/05 12:53:18
It would be a nontrivial amount of work, but I do appreciate that it would be "nifty." I think the best approach would be to port it to SDL. Since my girlfriend's G4 is now in the apartment, it's at least possible that I could do it and then verify that it really works. But this wouldn't happen anytime soon.
Spirit: i could probably do that, yeah. But try the "maps" command, like phait said.
I Guess You Got Me Wrong
#118 posted by Spirit on 2006/05/05 13:47:44
I know the "maps" command (which is pretty useless without being able to use wildcards like sm123* or blahsp* for example, because with hundreds of maps you need to scroll so much and scrolling is slow).
My request was not about finding a map ingame though. I just don't like typing complicated mapnames by hand and thus try to copy and paste them. If there were a map browser like in Joequake for example or mouse support for copy&paste in the console that would be incredible.
Quite not in Fitzquake's "realms" though I guess. Fitzquake's changes are subtle and that is great! Just sharing my ideas ;)
NAT Tweak
#119 posted by Baker on 2006/05/05 14:06:41
I didn't know of the existence of this thread, but if possible, it would be nice in a future release if there were an NAT fix in it.
It could be borrowed out of the ProQuake source:
ftp://ftp.runequake.com/quake/engines/proquake/3.50/src/pqsrc350.zip
or out of Darkplaces.
Unauthorised Fiddling With Fitz...
#120 posted by Preach on 2006/05/16 10:43:25
Having just got that visual c++ express thing to work, I had a little bash at getting fitzquake to compile, and then once I got that to work, I turned my eyes towards fiddling. First thing I tried was the model interpolation tutorial from QER(http://qer.planetquake.gamespy.com/news.html).
Fitzquake does the model drawing code a little different from standard GLQuake, so it took a bit of hacking to get it to work. Technical bit: Fitzquake eliminates the need for a variable called int lastposenum in the model drawing section, but the model interpolation code expects it and adds another one called lastposenum0. So I just added them back in, which isn't neat, but works...
It looks kinda pretty. r_int_animation and r_int_transform control the effect, default to on.
The other thing I messed about with was monster clip, people keep asking for it in their maps. Now, it would be a bit of a daunting task to put it BSP side, you'd need altered compilers and engines, and trying to do all this while keeping things compatible. So I went down the slightly easier route of adding a flag so monsterclip entities could be added.
FL_MONSTERCLIP = 8192;
Set this flag on an entity and it will only collide with entities that have FL_MONSTER set. This does exclude the world, so grenades with FL_MONSTERCLIP will fly through walls etc, it's intended for use with BSP ents.
The mod and map included demonstrate the idea. Walk through the big block of concrete in the middle of the map, it won't stop you, only the ogre. Won't stop his grenades either, beware. The block is visible for demonstration purposes, in a proper map you'd probably uncomment the line in the mod's code that hides the model. In theory you wouldn't even need a custom mod to achieve this, there's some kind of progs hack to make an invisble, solid BSP model right?
So yeah, take a look if you like, stuff can be found:
http://people.pwf.cam.ac.uk/~ajd70/fitzhack.zip
Preach:
#121 posted by metlslime on 2006/05/16 12:37:28
on the topic of getting it to compile, I tried to help Lunaran compile it with express edition a few weeks ago and there were three or four hurdles we had to get over. How was your experience?
I think some of the problems we encountered could be solved by fixing the project settings, but on top of that, maybe I should include an explanation of getting it to compile for the first time.
On the topic of monsterclip, this is cool but I don't think it's very necessary -- you can stop most monsters by putting grates or gaps in the floor, since monster AI uses the visible hull for pathfinding. Stopping scrags is another matter, but I suppose you could just clip them in place as long as they are located where the player can never go.
Hurdles For Compiling
#122 posted by Preach on 2006/05/16 13:27:58
Yeah, it took a bit of doing. First problem was getting all the windows SDK stuff, but that's a well documented thing for express, and it'll only catch you out first time you run the thing.
Then I decided I needed the whole directx SDK as well because I was missing one of the libraries there - dxguid.lib. So I installed all that, but later found the file that was being called comes with the original q1source, but not with the fitz source. So I don't think that's required after all, but can't be sure.
There was one problem I felt kinda uncomfortable with the fix I resorted to. It kept throwing up some error about errno being redefined or something in net_wins.c, so I renamed the variable, but I'm not sure that's the best thing to do.
Then, once all the libraries were in place, it got as far as the linking stage, although the gas2masm thing caused errors you could ignore earlier in the compile. It turned out this was because the gas2masm thing was entirely missing, and I had trouble building it from inside the fitzquake directory. In the end I installed the original quake source into a seperate directory, build just gas2masm there, then copied the exe over to the fitz directory. Also at some point along the way I grabbed masm32 and added all its directories to the express build lists.
I think this was all it took, but I'm really going from memory on this, there could have been a few more tweaks here and there. Most things went quite well as it happened, like converting the project from whatever format it was to vc2005 kept all the important information, like the source directories and stuff.
Actually...
#123 posted by necros on 2006/05/16 14:02:52
On the topic of monsterclip, this is cool but I don't think it's very necessary
that would be useful if you wanted to make a monster bigger than the shambler size-- just monsterclip all the surrounding walls by the extra amount of size and they wouldn't have any problem clipping into walls then. :)
I Attempted To Add The Phoenix Code
#124 posted by HeadThump on 2006/05/16 15:51:57
to the Fitz code base once, but gave up when I realized it wasn't going to be a simple cut and paste job. My hat is off to you, Preach. You made the sexiest renderer even more sexy.
Ooh
Nice job preach. Think I'll be using this regularly =)
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