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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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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. 
 
Cool bug, Gunter! You've caught something that would almost never surface.

Explicitly requires a multiplayer scenario and that reading the code, everything looks great. 
 
This bug could have gone uncaught for 100 years. 
 
Would be awesome if people still played Quake in 2116! 
@baker - Gamedirs 
What are your thoughts on this? Do you think I should change it?
My thoughts are that anything that requires setting console variables will suck. Anything that requires the user to be aware of filesystems will similarly be crap.

Make it a menu (like fte's menu_downloads [but more polished] or whatever). Then the filesystem becomes irrelevant and much easier to install high-res stuff (and also get rid of it again without breaking stuff).

Also, configs do kinda need to be part of your replacement content, if only so that you can enable/disable nearest filtering (and other equivelent settings that vary from one engine to the next). 
 
Well, I AM an insane code hacker. I live outside the box and push things to their limit -- which is also why I find so many bugs!

There's all kinds of crazy stuff in FvF. More people need to play FvF. The reason I do weird stuff with the intermission camera is so players can DANCE during intermission! Heh. I got that idea from Unreal, where the winner of the match would be shown during the intermission, and he could do taunts like the pelvic thrust. So I added that to FvF (we can vote into Deathmatch mode, though you can dance in Quest mode too). I gave the player 10 different dance moves to perform! Come and try it, people.

Yes, I'm self-promoting! We usually have "Sunday-night FvF" as the pre-planned time to gather and play each week.

http://fvfonline.com
connect fvf.servequake.com

;) 
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