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?
#143 posted by Jaromir83 on 2006/06/11 03:14:46
What is the console command for disabling vertical auto-aiming please?
Sv_aim 0
#144 posted by BlackDog on 2006/06/11 06:48:10
Sv_aim 0
#145 posted by BlackDog on 2006/06/11 06:48:12
Oh Goddammit
#146 posted by BlackDog on 2006/06/11 06:49:06
Mike Woodham
#147 posted by Spirit on 2006/06/11 08:33:22
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
#148 posted by necros on 2006/06/11 09:48:03
it is actually sv_aim "1". if it's set to 0, it will be full autoaim.
DIB = Device Independent Bitmap
#149 posted by Mike Woodham on 2006/06/11 10:02:16
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
#150 posted by Spirit on 2006/06/11 10:59:31
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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