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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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@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 
@baker 
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? 
 
@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 
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. 
@gunter 
Very nice little camera providing illustration.

Yeah, Mark V acquired some movetype enhancements/clip links crash fixes from Quakespasm Spiked. 
The World's Most Explosive Bug Report 
your website has a typo "frequenrly" 
Damn 
 
 
Oh, it seems I wasn't including the most recent .qc source code with that demo. I guess that might matter a little if you were trying to follow along in the code to see everything.... I updated it now:

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


It seems to work for me without the glitch in Quakespasm Spiked, which I downloaded from the link you posted above. 
 
If you set the movetype it works correctly in Mark V, right?

Either way, I'm still going to look into it because it is a behavior difference (I hate those, no matter how small). 
 
Correct, and agreed. 
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