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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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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 =)
Chase_active "1" Problem / Bug
#126 posted by Jago on 2006/05/20 15:27:36
Other Bugs
#127 posted by Preach on 2006/05/21 03:46:28
Yeah, hadn't caught that one, although it's not the only problem with the release. Turning r_shadows on will crash the program. This is probably because I neglected to change the shadow code for interpolation. I figured that it would still run, just not smoothly. Clearly not the case....
At some point I will get round to fixing these things, for now you'll just have to stick with the official fitz for sensible purposes. It has reminded me to make the source available though...
http://people.pwf.cam.ac.uk/~ajd70/fitzhacksource.zip
Contains only the files that were modified from the fitzquake080 source, so you'll need a copy of that too. Enjoy.
Jago:
#128 posted by metlslime on 2006/05/21 13:38:01
wait, did you mean that bug is in the actual fitzquake, or in Preach's version of it?
Metlslime
#129 posted by Jago on 2006/05/21 15:20:39
I found the bug in actual fitzquake. I do not have Preach's version installed.
Jago:
#130 posted by metlslime on 2006/05/22 00:21:51
okay, just checking
Metl
#131 posted by aguirRe on 2006/05/30 02:39:41
I think I've managed to fix the Fitz player skin issue, let me know if you need info.
Metl
#132 posted by starbuck on 2006/05/30 03:53:31
a few .tga texture questions in fitzquake:
how do you name liquid textures so they turn up in fitz? The standard *water --> #water doesn't seem to work.
does fitz support fullbrights in tga's? The standard light.tga and light_luma.tga system doesn't seem to work.
also, if you save .tga's from some programs, they appear upside-down in the engine. It's a known problem, and there's a bit of code floating around that fixes it. All that said, the implementation of tga textures is good for normal textures, so good job on that.
Aguirre/starbuck:
#133 posted by metlslime on 2006/05/31 01:51:09
aguirre: please send me the info. I couldn't reproduce it, actually.
starbuck: i actually don't think fitzquake can replace water textures currently. What's the standard way in other engines? # instead of *?
fitzquake has partially coded support for _luma files. The only problem is that all luma files in existence assume additive blending, and fitzquake currently does fullbrights using alpha blending. I will need to change this before _luma support can work.
regarding the upside-down tga bug, this has confused me in the past. Can you email me what info you have about which programs cause it, and where i can find the code that fixes it?
thanks.
Metl
#134 posted by aguirRe on 2006/05/31 04:00:15
OK, I'll send the changed src. To reproduce, load the start map with the -listen 16 option, change max_edicts to 4096, enable chase_active and restart the map. The player should now look a bit weird.
If you wish, take a look at the image loading code in my engines, Several of the above issues (and others) are fixed.
There
#135 posted by bambuz on 2006/05/31 04:28:22
are various ways to save tga:s, normal and inverted somehow. I don't know if there's a tag for it in the format.
#136 posted by Jaromir83 on 2006/06/10 17:03:40
Am I the only one who can not run this engine? I have Win XP and GeForce 4 MX videocard. What exactly do I need to play GL quake or Fitzquake? Compatible graphical card? Some special dlls? Thank you!
PS:I want to run Fitzquake cause it is recomm. engine for GREAT Quoth mod which does not run well with JoeQuake.
It Is Likely
#137 posted by HeadThump on 2006/06/10 18:21:15
that your video board drivers have not been installed. If you don't have a disk that came with the card, it's pretty easy to find the software on Nvidia's site.
It is a bit odd that it doesn't work at all. If you have the opengl .dll and .lib files installed on your machine, it should be able to run in emulation even without the card.
Fitz On GeForce 2 Here
#138 posted by Baker on 2006/06/10 21:24:22
FitzQuake works fine on my GeForce2.
If even GLQuake isn't working, something isn't right for sure.
Opengl.dll In /quake/ Dir
#139 posted by R.P.G. on 2006/06/10 21:39:51
Don't you need to delete opengl.dll from your /quake/ dir or something?
What Rpg Said
#140 posted by nitin on 2006/06/10 22:49:50
if you have any files called opengl32.dll or opengl.dll in your quake directory, get rid of them.
Thank You!
#141 posted by Jaromir83 on 2006/06/11 01:25:01
I thought I have some dlls missing but there was one dll in addition. I removed it and everything works ok! Thank you for advice, it would be the last thing I would trust will work.
Quake Error
#142 posted by Mike Woodham on 2006/06/11 02:28:12
'Couldn't set fullscreen DIB mode'
Haven't changed anything to do with graphics card, drivers, or start-up batch files for Fitzquake 0.80. It's a map in progress and all I did was moved some brushes around. Worked last night, stopped working this morning.
Any suggestions?
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