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Fitzquake 0.80 Released (finally!)
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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Chase_active "1" Problem / Bug 
Other Bugs 
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: 
wait, did you mean that bug is in the actual fitzquake, or in Preach's version of it? 
Metlslime 
I found the bug in actual fitzquake. I do not have Preach's version installed. 
Jago: 
okay, just checking 
Metl 
I think I've managed to fix the Fitz player skin issue, let me know if you need info. 
Metl 
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: 
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 
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 
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. 
 
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 
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 
FitzQuake works fine on my GeForce2.

If even GLQuake isn't working, something isn't right for sure. 
Opengl.dll In /quake/ Dir 
Don't you need to delete opengl.dll from your /quake/ dir or something? 
What Rpg Said 
if you have any files called opengl32.dll or opengl.dll in your quake directory, get rid of them. 
Thank You! 
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 
'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? 
 
What is the console command for disabling vertical auto-aiming please? 
Sv_aim 0 
 
Sv_aim 0 
 
Oh Goddammit 
 
Mike Woodham 
ATI, eh? :D
I'm getting that error very often. Sometimes it seems to be some other program "reserving" some DIB (whatever that is) mode. Shareaza for example, and I think Winamp too. Sometimes it's something else. I always just close all windows and programs and then it works. Or I just try it 2-3 times. Weird error that is. 
I Do Believe 
it is actually sv_aim "1". if it's set to 0, it will be full autoaim. 
DIB = Device Independent Bitmap 
Spirit, you're right, it seems to be an ATI thing. It just appeared for the first time on my ATI Radeon 9700 Pro since upgrading the graphics board about 3 years ago!

I re-booted and it went away.

I had been watching some dodgy vidoes late at night after finishing mapping, so maybe one of the viewers that I was using changed something?

Anyway, not a FitzQ problem thank goodness. I'll finish the map. 
Maybe It Is A Fitzquake Problem 
Dunno really. On the one hand I am sure it's another of ATI's wonderful "features" but on the other hand I have not got that error anywhere else. Only Fitzquake does it. 
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