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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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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. 
 
Disabling auto demos doesn't help in my case.

Hm, I dug up the Dr. Watson log file, and it contains all the usual gobbledygook, but right up near the top it says, "Exception number: c0000094 (divide by zero)"

If you think it would help, I could send you all the error logs and info that my computer spits out when this happens.... It's a lot of gobbledygook!



The mirrors, they are broken in DX. They just look solid (normal texture), but when I set gl_overbright 0 (I do this because it smooths out the fog in DX), then the mirror looks like... um... like the visual glitch when you are outside the map with no gl_clear in old glquake. If I set gl_clear 1, then the mirror turns solid grey. 
 
@dwere - I wanted to leave it on during beta to see how many people even noticed (very, very few). So shall be off by default in next version.

@qmaster -- the bolts, yeah .. fixing

@johnny -- I'll think of something, I have something in mind ...

@pulsar -- I fixed the demo pause thing, I forgot to list that. Thanks for reporting that! I hate stuff like that.

@gunter
(1) --- that's for reminding me to disable mirrors in DX. In theory, they should work but the Direct3D wrapper has built-in optimizations that mirrors bust.
(2) r_shadows -1 will do what you want in next one, which will be less than an hour.
(3) Could you test download, "disconnect" and clears server aliases/key binds (3 items). Rename your maps folder so Quake can't find them. Connect to your server. Play dopa or terra. I need ProQuake depot auto-download tested. "alias" lists all aliases, "bindlist" lists all keybinds. your impulse 39 tricks for chat should get cleared on disconnect. 
Crash To Desktop Bug 
I'm guessing that my bug where trying to bind a new forward key through the menu is just me?

I get this crash in the winquake version too. 
@fifth 
I'll check that out and fix. If I can't reproduce, might need you to post your config. 
@fifth ... 
I've got it ;-) So no need. 
@gunter 
... Start up the open GL version
Post the c:\quake\id1\qconsole.log
Your post about Dr. Watson made me think about something. 
Feedbacks And Bugs 
Baker, thanks a lot for the release! .. I really appreciate.

second ... I�m a Mac user, hence I�ve only tested the software under Wine 1.8.5 (https://www.winehq.org).

The hdfolder command works fine but only one way. From "" to hdfoldername for example, but then it is not possible to come back to "", not even by restarting. The only workaround I�ve found is to set hdfolder to "" in the autoexec.cfg.

If the demo files are not present in pak0.pak the software stucks for a while (1 minute) but then it works fine.

In my configuration the software crashes systematically when the delete button is pressed for setting new command keys in the command menu.

Multiplayer works fine with me! � nice job! 
@gunter 
start up with -nomultisample -nostencil -developer when you do the log 
@icaro 
Thanks for the feedback on the hdfolder thing. 24 hours ago that wasn't even an idea.

I'll see if I can identify and correct.

/I'll think about quickly I can do a Mac build. Have to think about it. 
 
Resetting server-bound keys works. Good feature.

Hm, server-set aliases are cleared rather than reset to user settings. For example, if I set:

alias colors "say colors!"

Then connect to FvF -- which sets alias colors to an impulse to set your colors (including a hack to force the unsupported colors 14 and 15 to work -- which reminds me, how about support for colors 14 and 15? heh).

Then disconnect from the server. Now the "colors" alias is just cleared. I guess you just do an unalias command?

I don't see this as being much of a problem though....


Downloads work. Now do I turn it off? heh. It downloads loc file, which I have no use for.

It TRIES to download fvf sounds, but fails because those aren't located on Quakeone.

It successfully downloaded terra1.bsp 
 
Gunter: Type ... find loc in console. Should tell you what to do ;-)

Want to promote the idea that "find" solves a ton of questions instantly.

I'll add the FVF sounds to the primary depot. 
Hdfolder 
corrigendum

The hd folder can only be selected during the initialisation process and not afterwards.

If the demos are active, the initialisation console is skipped and no further initialisation commands can be introduced.

Once the demos are running, the hdfolder command only generate the following message "please disconnect first".

For users like me .. it can be confusing! 
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