Music Messages On Level Stats Screen
#1496 posted by NightFright on 2016/11/18 11:41:02
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).
#1497 posted by Baker on 2016/11/18 15:23:06
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.
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@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.
#1498 posted by Baker on 2016/11/18 15:40:24
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
#1499 posted by Gunter on 2016/11/18 16:26:37
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
#1500 posted by NightFright on 2016/11/18 16:37:41
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
#1501 posted by spy on 2016/11/18 16:58:52
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)
#1502 posted by Baker on 2016/11/18 17:45:27
@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
#1503 posted by Baker on 2016/11/18 19:18:46
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.
#1504 posted by Baker on 2016/11/18 21:05:38
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.
#1505 posted by metlslime on 2016/11/18 21:23:23
question about the hdfolder ... where does it fit in the priority order for loading content?
#1506 posted by Baker on 2016/11/18 22:13:58
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
#1507 posted by Baker on 2016/11/18 22:20:11
hdfolder "hd\\mymodels,hd\\texture_set2"
#1508 posted by Spike on 2016/11/18 22:20:16
I think what he's asking is whether it breaks mods, or just not work with them.
use maps/start.ent as an example. :)
#1509 posted by Baker on 2016/11/18 22:21:44
Was supposed to look like this, basically
hdfolder "hd/mymodels,hd/texture_set2"
/messageboard > Baker, owned!
#1510 posted by Gunter on 2016/11/18 22:26:25
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
#1511 posted by Baker on 2016/11/18 22:28:11
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
#1512 posted by Baker on 2016/11/18 22:30:22
Part of this was why I asked so many questions about setmodel + setmodelsize.
@gunter
#1513 posted by Baker on 2016/11/18 22:32:53
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
#1514 posted by Baker on 2016/11/18 22:39:02
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.
#1515 posted by Joel B on 2016/11/18 22:43:16
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?
#1516 posted by Gunter on 2016/11/18 22:48:01
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.
#1517 posted by Gunter on 2016/11/18 22:50:44
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
@baker
#1518 posted by Spike on 2016/11/18 22:51:57
that wasn't the question.
try player.mdl with TF.
either your hd dir takes precidence over the mod's player.mdl and you loose the class-specific skins, or the mod's takes precidence making the hd dir unusable for replacing mod content.
is it:
hd
mod
missionpack
id1
(broken players / maps, unless you're really careful)
or:
mod
hd
missionpack
id1
(hd dir neutered)
or what?
#1519 posted by Baker on 2016/11/18 22:56:16
@johnny .. call it Mark V.
(It was supposed to be a FitzQuake patch and a engine coder bug-fix tutorial --- qbism used it for that a lot --- not a separate engine. Spike may be reliving that with Quakespasm Spiked a little. I wasn't ever looking to usurp the FitzQuake name, I was originally trying to help metlslime locate engine fixes discovered at inside3d in the hopes his unreleased FitzQuake might happen.)
@gunter -- yeah, let me know. I care. And thanks for isolating the intermission cam thing. I'll be checking it out.
@spike
#1520 posted by Baker on 2016/11/18 23:03:40
I see your angle, got it.
Originally, I thought of making it compatible with that.
hd/id1
hd/travail
hd/hipnotic
However -- since most replacement content users are Quake experts ---
I stuck with the simple method that allows a user to shoot themselves in the foot -- Over a complex method that is very precise but that could be a little annoying.
Most content replacement users know what they can and cannot do.
What are your thoughts on this? Do you think I should change it? I want this to work in a manner that other engine coders (you, metlslime, Quakespasm, etc) find acceptable.
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