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Posted by Baker on 2012/06/29 11:38:17 |
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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Console Key Fixed
#1459 posted by NightFright on 2016/11/17 15:56:56
Ah yes, invoking the console and having an unwanted character written there right away was quite annoying indeed. Thanks for fixing that one, too!
#1460 posted by dwere on 2016/11/17 16:03:53
FMOD.DLL in nehahra.zip is 117760 bytes and is dated 2/19/2001.
Nehahra FMOD
#1461 posted by NightFright on 2016/11/17 16:11:37
Your fmod.dll should be dated June 30, 2004, 160.768 Bytes. With that one it works (for me at least).
What Mark V should however do is to ignore the music folder in id1 directory when playing Nehahra. Otherwise, you have the standard Quake soundtrack playing which isn't meant to happen. You could always move your music folder out of the id1 dir temporarly for that purpose, but I am sure it can be avoided.
Fmod.dll Download For Nehahra
#1462 posted by NightFright on 2016/11/17 16:19:12
If you don't know where to get that newer fmod.dll from that I mentioned above, I have uploaded it here.
Fmod.dll from Jun 30, 2004 for Nehahra (149 KB)
I don't remember how I got it, actually.
NightFright
#1463 posted by dwere on 2016/11/17 16:28:20
Things work with this dll, thanks.
I'm assuming it can't be included with the engine for legal reasons?
#1464 posted by mfx on 2016/11/17 16:29:04
@baker the ^ issue when typing any char after console is toggled is still there. Both GL and DX8 versions.
This happens only on a crappy Lenovo ThinkPad with IntelGfx btw. Desktop is fine.
Found a typo when HD folder is set. Message misses a "set" i think.
Testing Mirrors
#1465 posted by Gunter on 2016/11/17 17:17:42
Now that GL works for me, I'm gonna test the heck out of stuff, like mirrors!
On E1M5, at the position of the screenshot FifthElephant posted above (#1378), the mirror just becomes solid for me. I see what's causing this -- if both those windows are onscreen at the same time, the one on the right becomes solid (to prevent the mirrors seeing each other, I assume). If you adjust your view so that only one of the windows is on your screen, it will become correctly transparent.
On the Start map, if I set r_texprefix_mirror tlight07 and go to the E1M1 gate room, the light textures are mirrors, but if both the lights are within my screen area (even if blocked by the slipgate), the one on the left becomes.. garbled, looking just like FifthElephant's screenshot, except it's STILL a mirror and I can see my reflection in it....
What I'm really wanting to see is r_texprefix_mirror *teleport ... but that doesn't seem to work.
And you get some weird effects using +0slip or slip1
cop3_4 (the rune floor stone near the start) looks cool, but does weird things, heh. You can get the other one (past the teleporters) to work, but you have to make sure your screen isn't pointing back at the first one.
city4_6 or city4_7 are fun... Glitchy mirrored floor!
Too bad *water2 doesn't work...
wizwood1_8 looks cool! Mirrored ceiling in center area, though the surface is glitched, and it seems that fullpitch glitches it out (ah, that's what was messing with the rune stone floor square too) -- if you look all the way up or down it flips the mirror weirdly.
wizwood1_5 is really weird... it's the angled ceiling in start area.
Yeah, I know I'm making this do things that were never intended, heh, but it's fun to play with.
How about making it a list, so that we can specify multiple textures to make mirrors?
like:
r_texprefix_mirror_list window02_1,tlight07
Speaking of lists..... bolt1.mdl is still in the noshadow list, heh. Just remove it - it doesn't exist. You already have bolt.mdl in there. And the lavaball and k_spike got added in; that's nice.
#1466 posted by Gunter on 2016/11/17 19:06:10
Running full screen at my netbook's native resolution (1024x600) I noticed some un-smoothness. So I set host_maxfps 60 and things look smoother (that's my netbook's refresh rate), but then I got some tearing. So I set vid_vsync 1 and after restarting, DX looks much better with no noticeable tearing, but the GL version still has tearing... vsync doesn't seem to alter it at all (even after restarting it).
Hm, gl_overbright 1 causes a pretty nasty FPS hit on DX. I was toggling it to test -- I usually keep it off in DX, due to it making fog ugly -- so here's another reason it's bad (at least for me) in DX. It doesn't cause these issues in GL.
^ Issue
#1467 posted by ericw on 2016/11/17 19:32:36
Baker, this WIN_ResetDeadKeys function I contributed to SDL might help:
https://hg.libsdl.org/SDL/rev/e9dd9ecf3fe5
If you press the ^ key on a German keyboard (below esc), the next key you press will have an accent (I forget what windows message types it affects, but generally Windows will try to send your program an accented character). Calling WIN_ResetDeadKeys between the ^ and the next key will "undo" pressing the ^ key and make it so no accents are delivered on the next keypress. There's some more info on the blog post mentioned in the comment, which is where I got this method from.
@ericw
#1468 posted by Baker on 2016/11/17 20:32:36
Thanks! Question:
It looks like this code is meant to be called after a WM_KEYDOWN?
Like you get the scancode, then run that code afterwards ...
Which would prevent the next character from
happening in this specific circumstance.
@mfx
#1469 posted by Baker on 2016/11/17 20:34:01
Found a typo when HD folder is set. Message misses a "set" i think.
Could you explain this?
Condump.txt
#1470 posted by mfx on 2016/11/17 20:42:57
Scancode: h 104 ascii 0
Scancode: 0 ascii h 104
Scancode: h 104 ascii 0
Scancode: d 100 ascii 0
Scancode: 0 ascii d 100
Scancode: d 100 ascii 0
Scancode: f 102 ascii 0
Scancode: 0 ascii f 102
Scancode: f 102 ascii 0
Scancode: 9 ascii 0
hdfolder (command)
Scancode: 0 ascii 0
Scancode: 9 ascii 0
Scancode: 13 ascii 0
]hdfolder
Scancode: 0 ascii 0
Set high content resolution folder. Set to "" for none.
Current HD folder is to "hd".
Scancode: 13 ascii 0
Scancode: c 99 ascii 0
Scancode: 0 ascii c 99
Scancode: c 99 ascii 0
Scancode: o 111 ascii 0
Scancode: 0 ascii o 111
Scancode: o 111 ascii 0
Scancode: n 110 ascii 0
Scancode: 0 ascii n 110
Scancode: n 110 ascii 0
Scancode: d 100 ascii 0
Scancode: 0 ascii d 100
Scancode: d 100 ascii 0
Scancode: u 117 ascii 0
Scancode: 0 ascii u 117
Scancode: u 117 ascii 0
Scancode: m 109 ascii 0
Scancode: 0 ascii m 109
Scancode: m 109 ascii 0
Scancode: p 112 ascii 0
Scancode: 0 ascii p 112
Scancode: p 112 ascii 0
Scancode: 13 ascii 0
]condump
Scancode: 0 ascii 0
#1471 posted by mfx on 2016/11/17 20:43:21
Current HD folder is to "hd".
should read
Current HD folder is set to "hd". Or..?
#1472 posted by Baker on 2016/11/17 20:45:20
Looks like I need to remove that dprint I used for testing because it spams.
Yep
#1473 posted by PuLSaR on 2016/11/17 21:08:23
Scancode spam annoys a lot
New Version With Ericw's Deadkey Fix
#1474 posted by Baker on 2016/11/17 21:13:01
Current download: http://quakeone.com/markv
Ericw's deadkey fix, seems to solve this issue!
The spams are gone and touched up the hdfolder print that mfx pointed out.
Baker
#1475 posted by ericw on 2016/11/17 21:13:17
It looks like this code is meant to be called after a WM_KEYDOWN?
Yeah, it should be safe to call it any time, but you probably want to call it after the WM_KEYDOWN that opens the console. In QS we call it when the console is opened / closed, or any time we enter or leave text input mode (for chat.)
The idea in QS is we are listening to WM_CHAR messages when the user is typing in the console / chat, so their keyboard layout is respected (QWERTZ, etc.), but in game we just use WM_KEYDOWN/WM_KEYUP. That WIN_ResetDeadKeys function prevents keys pressed in game mode that happen to be dead keys (e.g. the ^ key) from leaking over into the text input in the console.
MSDN link describing the messages that are sent when the user presses '^' then 'o' on a German keyboard.
It's all very confusing, hope this makes sense somewhat!
Is Somebody Testing The Mac Version?
#1476 posted by Icaro on 2016/11/17 21:29:05
On my machine it does not find the id1 directory and it can not load the gfx.wad, while the windows versions, installed in the same directory, are running perfectly.
#1477 posted by ericw on 2016/11/17 21:40:09
Baker, cool, sounds like the deadkey fix worked! I will give it a try later.
In my experience you need to enter "-basedir /full/path/to/quake" in the Mac version launcher.
Could be a problem that only affects newer macOS versions.
#1478 posted by mfx on 2016/11/17 21:43:35
Baker, ^ fixed. Thx!
@ericw
#1479 posted by Baker on 2016/11/17 21:44:29
Ok, I implemented that for a change in the intended key input mode (scan code intent vs. character code intent -- console/menu/messagemode). Thanks for your explanation!
Updated again: http://quakeone.com/markv
Perhaps now the international keyboard support is finally rock solid due to ericw.
@icaro -- the Mac version is about 3 revisions old. That being said, if the Quake folder on your Mac is say /Desktop/Quake and your pak0.pak lives at /Desktop/Quake/id1/pak0.pak then putting the Mac version in /Desktop/Quake should work. It is less polished than the Windows versions in some ways, but still isn't bad. Not sure when I will have the time to update the Mac version. But wanted to make the Mac version at least findable.
@ericw ... Thanks, It Works
#1480 posted by Icaro on 2016/11/17 22:00:34
@gunter
#1481 posted by Baker on 2016/11/17 23:38:42
Be sure to try this screenshot:
type: install http://quake-1.com/files/maps/undergate.zip
type: game undergate
menu Single Player->New Game
#1482 posted by Gunter on 2016/11/17 23:49:02
Hm, Baker, you've changed something about exiting a map in the recent versions....
In FvF, upon exit, I draw a line out from the player and move the intermission point there, so it will point at the player while he dances.
But something weird is happening now and the camera is ending up on the '0 0 0' world spot....
Though if the player is moving, sometimes my safety code kicks for when he leaves the view of the first camera point, and it draws a new line and moves the camera there so that the player is in view.
#1483 posted by Baker on 2016/11/18 00:02:07
This might be a good read:
http://forums.insideqc.com/viewtopic.php?f=3&t=5492
I don't know if it applies, but both ProQuake and FitzQuake 0.85 separately created the same intermission camera bug. Since JoeQuake uses ProQuake network code, that engine family line too (Qrack, etc.)
I fixed the bug via a solution from Enhanced GLQuake (Ben Jardrup's engine).
If this is the nature of the problem, a GLQuake or WinQuake would have the same issue because FitzQuake/QuakeSpasm/ProQuake/JoeQuake/Qrack all have the camera reversed.
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