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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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Ok, ran proquake dedicated server on my computer, then ran Mark V on same computer to connect to it.

"connect lan" did not work; no servers found.
"connect 192.168.254.blah" did work.

Intermission camera functions as expected.

My compiler is frikqcc 2.6
I don't know what QCCX is, heh.

This issue doesn't occur in the previous version of Mark V which I was using from mark_v_20160915_windows.zip


The thing is, I'm not actually getting '0 0 0' when I check the edict info (everything looks correct there), but the view seems to be stuck at '0 0 0' in the world, like it was not correctly set. But then if the code runs to change the origin of the camera, then the view becomes correct with the camera without me issuing any additional command to set the player view to the camera. It seems like just changing the camera origin makes the view lock back on....

Hm, it seems that my special victory intermission cam that has a velocity also works -- the camera moving seems to cause the view to lock onto it. 
 
More testing will have to wait till tomorrow. 
Connect Lan Will Find Other Mark V Or Quakespasm Spiked Servers 
Connect lan will find other Mark V or Quakespasm Spiked servers. If I recall correctly, original Quake's TCP/IP broadcasting was broke -- only IPX -- and old networking protocol from the 1980s -- worked.

Spike fixed this in Quakespasm Spiked so that servers do broadcast correctly. 
Music Messages On Level Stats Screen 
When entering the level stats screen, Mark V displays the "Current Music Track" message on top of the screen. This should be hidden (like when entering a new level). 
 
Version updated: http://quakeone.com/markv

@nightfright ... updated Mark V to only print those if developer 1. Same with external .vis files, missing impulse 12 message and lack of fish fix message.
----------

@gunter - Here's a challenge for you.

Test your problem in these 2 engines, be sure to test it exactly the same ...

Quakespasm Spiked R4 -- http://triptohell.info/moodles/junk/quakespasm-spike-r4.zip (do +sv_protocol 666- +map [map you test on] )
Quakespasm Regular -- (you already got this)

If your problem only appears in Quakespasm Spiked R4, Mark V and not Regular Quakespasm it will tell me that Spike's ever so slight change to the network message read only is involved in your problem.

Mark V acquired this from Quakespasm Spiked R4, but I can't see it making a difference really but maybe in highly specialized cases in can. 
 
Useful stuff:

External .vis files for id1 maps, makes maps have transparent water data without vispatching:

http://quakeone.com/markv/visfiles_go_in_folder_quake_id1_maps.zip

Correct fmod.dll for Nehahra:

http://quakeone.com/markv/nehahra_fmod_go_in_folder_quake_nehahra.zip

To run Nehahra it is game nehahra -nehahra 
 
The problem does not occur in Quakespasm or Quakespasm Spiked.

Tested several times in each engine -- I just load the Start map and take the e1m1 exit (but it affects any exit).

It happens consistently in the recent Mark V.

I'm gonna go do some code testing and see if I can narrow it down to the specific code that's causing the issue.... 
Fix Confirmed / VIS+LIT For Mission Packs 
Music message fix for level stats screen confirmed.

I am already using pak files with .vis/.lit files for Quake and all mission packs for a while. If any of you want to use them, here they are:

VIS/LIT files for ID1/Hipnotic/Rogue (.zip, 22.2 MB)

Basically just unzip this into your Quake installation dir. Make sure you don't have other custom pak files there which may get overwritten (ID1: pak2.pak, HIPNOTIC/ROGUE: pak1.pak). 
Baker, Ahoi 
frogbot mod, im trying to change the map, i'm typing map dm4, the game just says something like this "unknown command" "1" unknown command "8"

and i have to type admin 1 0 , all over again, to play the bots, NQ bots,(your version, modified by you and then modified by me) 
 
@nightfright ... awesome! .. mirrored as ...

http://quakeone.com/markv/vis_lits_id1_hipnotic_rogue_pak_files.zip

@spy -- Hmmm. What's up with that? Investigating ... 
@spy 
For the moment, use "changelevel dm3" instead of "map dm3"

And you shouldn't encounter issues.

Frogbots is clever and deals from both sides of the deck to save information even beyond "disconnect".

Mark V will flush away server aliases on disconnect, but frogbots went to a lot of trouble to store info across disconnect and then restore it for the player's convenience.

I'm planning a way to address this. 
 
Update http://quakeone.com/markv

1) frogbots issue resolved (spy)

(Type: "find frogbot" if you actually care about the setting that controls that. Me neither ..)

2) gunter e1m2 "toggle external_textures" issue resolved. That map has a missing texture, it was causing a problem.

3) hdfolder now only prints a folder not found if the user is actively setting it. By design a missing folder is allowed, it is just ignored .. made it do a better job of ignoring it.

4) Made a couple more things into develop prints because the user doesn't really need bothered with them.

Should be the end of the queue. Except if the FVF mod problem Gunter is having turns up something. 
 
question about the hdfolder ... where does it fit in the priority order for loading content? 
 
Great question. It's simple, but effective.

We read from it (first), but we never write to it, nor does it ever become gamedir.

Example: hdfolder "hdmymodels,hdtexture_set2"

1) READ (.pak files ignored in hdfolder)

The path will be:
hd\\mymodels (first priority)
hd\\texture_set2
id1\\pak1.pak
id1\\pak0.pak
id1

2) WRITE - hdfolder does not become com_gamedir

- Has no impact on saves, demos, screenshots or server operations.

com_gamedir stays id1, travail, warpspawm -quoth. hdfolder has no effect on that. 
Try As I Might To Avoid, It Ate My Slashes 
hdfolder "hd\\mymodels,hd\\texture_set2" 
 
I think what he's asking is whether it breaks mods, or just not work with them.
use maps/start.ent as an example. :) 
 
Was supposed to look like this, basically

hdfolder "hd/mymodels,hd/texture_set2"

/messageboard > Baker, owned! 
 
Uh, while testing I encountered a weird bug. The first time it happened I thought it was a fluke, but it happened again.

After starting a game, I could not move. My other keys seemed to work (I could jump) but my motion keys like +forward were unresponsive. They were still correctly bound....

This last time it happened I believe it was right after changing "game blah" in the console and starting a new multiplayer game. I think I just re-started a new multiplayer game again and then the keys worked....

Not sure how to reproduce this.




Ok, back to the cam stuff, I compiled a clean progs.dat with just some cam code for you to try out (source included). I narrowed it down to the view not being set unless the cam has a movetype, or upon re-setting the cam's origin.....

http://fvfonline.com/camtest.7z

Try running this with various engines. The glitch occurs in new versions of Mark V, but not the other engines I've tried. But I haven't tested in a large selection of engines.... 
@Spike 
An hdfolder shouldn't have .lit, .vis, .ent or .cfg in it.

It is supposed to have textures, .mdl and .bsp replacements.

But if someone does put a .lit in there, Mark V checks the light data length and if the .lit file isn't that length * 3, it says Con_Printf "Invalid .lit (map mismatch)" and merrily continues.

I do intend to put "ignore inappropriate" files blocker in there, I haven't coded it in yet.

Maybe I do that right now. 
@spike / Metlslime Part 2 
Part of this was why I asked so many questions about setmodel + setmodelsize. 
@gunter 
Are you saying adding a movetype to the camera fixes your FvF issue?

[I'll check out the file because I'm curious and see what I find.] 
@gunter ... Re: Gamedir Change Issue 
Can you reproduce on your computer.

Your FvF mod sends a ton of settings and keybinds to the client. And I don't know what you have in your autoexec. I do care about that problem, but I (probably) need more information. Your setup is so radically different from mine, I don't know that I can recreate it. 
 
Couple of random questions:

- Would you rather that folks call this "Mark V" or "Fitzquake Mark V" now?

- What remaining features are in Proquake but not in this? 
 
I can't reproduce it....

I'm not even sure changing the gamedir had anything to do with it.

I'll be watching for it to happen again though. It's a weird one. 
 
I think this engine has changed enough so that the "Fitzquake" part can be dropped.
It has become its own thing now.

Plus, it's much easier to just type "Mark V" :D 
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