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Fitzquake Mark V
I wasn't planning on doing this mini-project, it started as an effort to address some Fitzquake issues, fix them the right way up to Fitzquake standards (i.e. do it right, once and properly versus continual releases) and donate it back.

FitzQuake Mark V Download:

http://quake-1.com/docs/utils/fitzquake_mark_v.zip

Short version: Eliminated most issues in FitzQuake thread, most issues I can even remember hearing of ever and marked every single one clearly with a very minimal implementation.

It may be the case that only metlslime and Quakespasm and engine coders may find this engine upgrade of interest.

Features: 5 button mouse support, single pass video mode, external mdl textures, alpha textures (like RMQ), record demo at any time, rotation support, video capture (bind "capturevideo toggle"), console to clipboard, screenshot to clipboard, entities to clipboard, tool_texturepointer, tool_inspector (change weapons to see different info), clock fix, contrast support, fov does not affect gun, gun displays onscreen, Quakespasm wrong content protection, external ent support, session-to-session history and .. (see readme).
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Eh, I posted my (current) full code and explanation for my anti-z-fighting hack over on the FvF forum (guess I didn't need to clutter this thread with it, heh), if anyone would like to really examine or comment on it: http://www.fvfonline.com/forum/viewtopic.php?f=12&t=3795

Yes, I know it's a hack, heh, but it's an effective hack, and easier to implement than many other options (this will work for every client, without having to modify all the individual base maps).

The theoretical potential negative issue is that it's very broad, affecting everything globally to be sure it gets everything it needs to. If I actually had a list of all the instances of z-fighting in Quake, I could probably narrow the focus to make sure I'm only affecting things that need it. But I'm fairly certain it's not causing any significant negative side-effects. And you won't see any (persistent) z-fighting anywhere in FvF! (In theory!) 
 
An idea to toss out:

All bronze chat text tends to blend together, making it hard to quickly recognize text from each individual person.

What if chat text were automatically color-coded for each chatter? Like if my pants are blue, my chat text is blue. That might be a bit difficult -- each color would need a different image of all the characters, right? I think that's how Quake does its text (like a bitmapped font).

Alternately, what about just putting a color box of the player's color next to his chat text (like the color boxes appear in the scoreboard, with shirt and pants color behind the score for each player). The color box could either be placed in front of the name of the player who's chatting, or it could replace the space after the : after their name. Imagine the [] is the color box:

[]Gunter: color box shows my shirt and pants color

or

Gunter:[]so you can easily recognize my chat lines in the console

or

Gunter[] or maybe just replace the colon itself....

or

Gunter[:] or just put the color box behind the colon.



At least one of those options might look good, heh. 
Way Better Than Glass? ... Unlimited Mirror Support 
Unlimited Mirror Support - YouTube

No limit to the number of mirrors, provided they cannot see each other. You could have 10 mirrors on the same wall since mirrors on the same plane cannot see each other.

Engine scans surfaces for mirrors, generates additional visibility @ map load.

Same concept could be used for security cameras or even portals that preview the teleporter destination. 
Reflections 
That's quite a nice showing Baker! There are some really creative opportunities when using mirrors in this way.

Thanks for sharing. 
Cool Stuff 
I remember this being a feature of Glide 
Re-Texture In Real Time 
Retexturing In Real-Time

Tool Inspector

Added a "hdfolder" folder command to specify a content replacement folder which you can change in the console to switch to a different set. 
 
Inspector is a very nice idea! 
Awesome Stuff Baker! 
:D 
Mark V - 1.00 Release 
Windows: Open GL | WinQuake (software renderer)
Windows: Direct3D

No new Mac build for now.

***************************
Primary Features
***************************

Mirror support. Worldspawn key "mirroralpha". Textures must be prefixed with "mirror_". Can specify specific texture with r_texprefix_mirror. See the Quake startmap, go to easy hall.

No limit to # of mirrors, provided they cannot see each other (3 in a row on same plane = ok!).

Find command. Type "find sky" or "find speed" and you'll see what I mean. Similar to the DarkPlaces apropros command.

Nehahra Support is complete and fully polished to the absolute maximum. It's like a dream.

Built-In Quake Injector Install now auto-completes 500+ of the best releases. Press CTRL+space to autocomplete or TAB.

Like type "install travail" or "install rapture" in the console, it downloads and installs it. Then type "game travail" and do Single Player->New Game.

"hdfolder" command to specify an optional content replacement folder. Change it in the console.

Zoom key. Bind x +zoom_key -- one size fits all script for sniping scrags across a bridge.

International keyboard support. Needs tested for verification (in_keymap 0 turns it off).

Convenience
-------------
Automatic HUD sizing. See menu. No more using scr_menuscale unless you want to.

Stretching For WinQuake version -- stretching. Play at 320x240 full-screen resolution even if video mode not available.


Co-Op, LAN and Networking Features
------------------------------------
Co-Op ghosting for 5 seconds -- walk through other players/no telefrag for first 5 seconds. No coop spawns? Who cares!

Marcher Fortress can be be played co-operative, engine overrides a Marcher QuakeC oversight.

IPv6 support (from QSS)

connect lan, type that in console and no need to figure out LAN server IP address for playing co-op.

Server browser + single port server. (from Quakespasm Spiked)
"reconnect" -- reconnects to last server connected to.

Multiplayer save game capability. Save a co-op game.


Flexibility
--------------------
Different gun positions available including "side-mounted" (r_viewmodel_offset).

Multiple HUD-support (i.e. Quakeworld HUD, .. see menu)

Texture gamma option. Do vid_hardwaregamma 0, and you can adjust gamma via typing "txgamma 0.7" in the console. No cpu/gpu cost.


Server Connectivity
-------------------------
Disconnecting from a server will discard any aliases the server provided.
Disconnecting form a server will discard any key binds the server sent.
Complete ProQuake support including depot map/model/sound download.


Polishing
--------------------------
Final Malice bug fixed (for NightFright).
Original Quake centerprinting option. scr_originalquake2d
Ability to disable multisample attempt via cmdline -nomultisample. Same with stencil -nostencil. May make older computers be able to use OpenGL version.
Direct3D version can now do transparent weapon with invisibility ring. So can WinQuake build. (from qbism super 8)
Software renderer supports stretch modes.
Ability to have jerk stairs like original Quake. See menu.
sv_gameplayfix_setmodelrealbox for QRally and other ancient mods.

Source code

[Partial list, some other minor features may be in the thread. Source code link will work later in the day.] 
Bug Report For New Version 
Exe: OpenGL version of Mark_v
Issue: Crashes to desktop
Replication: 100%

How to: Go to options, controls, press return key to bind move forward. 
Visual Anomoly 
Testing the mirrors in gloom keep and I got this -

http://imgur.com/a/2cHyW


Also as the reflections are based on vis you tend to get HOM effects if you look at the mirrors from certain angles. 
Further Bug 
For some reason I can't seem to pull down the console even though it's bound to tilde. I rebound it to z and it works. 
 
i can confirm the console bug. 
 
I think it's about time I reported something that pretty much makes Mark V unusable for me. It exhibits a fairly stable (once per few seconds, with some longer periods of running normally) lag. All three exe files are affected. fitzquake_mark_5.exe dated 2012-07-31 seems to work fine.

I'm using this machine running in a power saving mode due to overheating (maintenance is long overdue). Quakespasm runs fine on it, even when fairly big/complex maps are concerned, but Mark V is stuttering even on start.bsp.

And a minor nitpick: "previous weapon" and "next weapon" commands seem to be swapped, as my autoexec gives me the opposite of what I want. 
 
Well, the GL version still crashes for me on map load even with -nomultisample -nostencil

The auto text sizes have increments that are too large (jumping right form 1 to 2). It needs 1.5 too (which is close to the maximum 1.55 that still allows player names to be positioned beside the "uncentered" DM HUD). It could even be useful to have 1.75 in widescreen resolutions. Hm, it appears that in proquake, a resolution of 640x480 has the equivalent of sizing things to 1, but at a resolution of 800x600 it automatically sets things at a size of 1.25, so the .25 increments can be useful -- perhaps this scale feature needs a slider bar for fine adjustment.

Hm, those "high" weapon models are too high, methinks.


Tested an old issue: it still crashes if you toggle external_textures when on maps E1M2 or E2M3. 
Gunter 
my irc mod had coloured chat text, you could adapt that.

screenshots are here: https://qexpo2016.com/quakespasm-with-irc-twitch-chat-support/

the code was pretty hacky, but is functional. 
Baker 
that inspector tool seems waaaay handy for info_null entity hacks. 
 
The auto text sizes have increments that are too large (jumping right form 1 to 2).

Graphics get rekt a little when you scale them by a fractional number. At least when texture filtering is disabled. 
 
Frickin' cool feature list there. Looking forward to trying out this release! 
 
(Can the original post for this thread be updated?) 
 
Going through my usual settings first....


The lavacolor has gone back to the incorrect value of "255 80 50 150"
Default should be "255 80 0 150"


Hm, I don't think "auto small" is a good default setting. It should probably just default to the "controlled with cvar" one. Even "auto medium" might be better for the default, OR get fancy and have "suto adjusted by resolution" so that the sizes will automatically be set based on your resolution so that the screen elements look approximately the same size no matter the resolution.

Things actually look fine for me at the .25 increments for scaling. Going to weirder values, like 1.55 does cause a bit more distortion, but the .25 ones look good.


scr_showfps still vanishes when you size the screen down (using the default -/= keys).


mwheeldown triggers mwheelup instead of mwheeldown.... This may be the problem dwere mentioned about "previous weapon/next weapon" not working, since the mouse wheel does those things by default?

Uhh, could still use solid dark black shadows for DX, since it can't do the stencils ones right. And of course, if you're hacking shadows, you should just hack them to not be drawn at all if they are more than like 100 units away from the entity, because that causes weird shadows....

You still have bolt1.mdl in the noshadow list... there is no bolt1.mdl in Quake, heh.

And of course I think k_spike.mdl and lavaball.mdl should be added to the noshadow list.... 
Ya 
Should just be "bolt.mdl" 
@dwere 
Mark V automatically records demos every game.

Try cl_autodemo 0. I should probably default that to 0.

Might be why. Mandel also said something about that.

Also yeah, I'll fix the mousewheel up/down reversed issue --- the input code encountered a big re-write.

@gunter .. I was hoping that was the problem about your XP netbook.
@fifth .. yeah the 2 mirrors "can see each other problem". I have to put out a revision due the mousewheel anyway and I have an idea to improve that. 
Cool News 
works fine so far! 
 
Thanks, cl_autodemo 0 solved the issue. I never even noticed the new demo files. 
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