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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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@spike - I like my Quake simple which is why I like FitzQuake.

I don't even like menus, my engine has 1 more preferences menu than I like (because I would prefer zero).

I just like it to be simple.

I think users that are that serious that they need something like that -- need to be using an FTE or DarkPlaces. 
 
@gunter -- I was pursing a false lead, but I obsess about little behavioral differences like that. I'm going to overcome that and slap a "to be continued" on it since it's a Friday night. 
Quexpo 2116 
Celebrating 110 years of Quake.

Exhibits:
Latest Engine updates to Mark LVI
Arcane Dimensions 3, so big we had to upgrade Mark LVI and QSS 101.5 to support bsp4 and protocol 77777.
QmasterIII's celebrating the release of his great grandfather's mod released in 2016 by adding aupport for AD2! 
@johnny -- Yeah I Fixed That Now ;-) 
 
We don't make typos.

Just syntax errors.... 
2116 - 1996 = 110? 
 
Never Was Good With Subtraction 
 
 
Hm, so vid_vsync simply does not work at all in the GL version (or Win version)?

In DX, changing the value gives a warning about it taking effect after mode change, and upon mode change (changing the resolution) the FPS will be clamped to 60 no matter what I have host_maxfps set at. And then everything looks smooth.

But in GL there is no warning and no change in FPS....

Can vsync not be made to work in GL (or Win)?

Also, since it requires a "mode change" it might be better to stick the vsync setting in the resolution menu so that it can be "applied" like any other mode change, but even without having to actually change resolution.....



Also, wasn't there a "mouse smoothing" thing in Quake at some point? I know there used to be the -dinput command line option.... My mouse movement does not seem very smooth. Er, well, I am using a touchpad on this netbook, heh, but still.. it is pretty un-smooth.

Let me plug in a usb mouse....

Oh! That's MUCH smoother with an actual mouse!

So I guess my question is: Is there any way to smooth the motion of my netbook's touchpad? heh. Shut up! I know I'm the only person on Earth who plays Quake with a netbook touchpad!

I have "mouse acceleration" disabled already. I hate that. 
Vsync 
Vsync in Direct3D is part of the specification. In Direct3D 8 or 9 you select it by setting PRESENT_INTERVAL_ONE (vsync on) or PRESENT_INTERVAL_IMMEDIATE (vsync off) when you create your Direct3D device. To change it you setup new present parameters with the appropriate options then Reset the device: the moral equivalent of a mode change. Direct3D 10+ is nicer: it's just a parameter on the Present call (equivalent of SwapBuffers for GL). To change it you just use a different value; no Reset or mode change needed.

Vsync is not part of the OpenGL specification because the OpenGL specification leaves that up to the OS (sometimes one wonders if the OpenGL spec authors take tips from Sir Humphrey Appleby). Typically on Windows it's implemented by the WGL_EXT_swap_control extension, although it's entirely possible for a vendor to define their own extension for it. Because it's an EXT extension, drivers aren't obliged to support it.

So if your OpenGL driver doesn't have an extension for vsync you don't get to have vsync in OpenGL - even if vsync works in Direct3D on the same hardware and OS.

In cases such as that you might find a setting for vsync in your driver's control panel. 
 
Hm, no vsync options in my limited OpenGL control panel.

I guess I will stick with the DX version, after all that hassle getting the GL one to work, hah.

Oh well, the mirrors look cool, but they actually cause a pretty big FPS decrease for me anyway. 
 
@gunter --- Like MH said ...It's your Open GL drivers. Your log says "Swap Support" found. So Mark V tries to use it. Apparently when it tries to use it, nothing happens. 
 
On the other hand... it seems I'm still getting the intermittent crash on level change with DX....

Dr. Watson says the crash was caused by "access violation."

I guess I'll run with -developer and wait for it to happen again to see if the qconsole log has any information.... 
 
Gunter ... do cl_autodemo 1

If you ever have that happen again, upload the autodemo (the most recent demo living in your id1 folder or whatever gamedir you are using).

Mark V cl_autodemo only keeps 3 autodemos at any time so it isn't a burden or resource consumer. 
 
Got it.


And m_filter was probably the mouse smoothing thing I Was thinking of.... However, in Mark V:

]help m_filter
Console variable: (TODO: UNUSED -- remove)

Doh.


Also, I tested on the older WinXP laptop, and vsync did indeed work in GL Mark V. I guess my netbook just doesn't handle the GL vsync techniques correctly.


+zoom_key -- I think you are setting the sensitivity too low when this is used. 1/10th standard sensitivity seems better (10%). Looks like you're using 6.25%


There's an issue with the Winquake version if you run in a window with the vertical resolution set the same as your screen height. Like if I run in an 800 x 600 window on my 1024 x 600 netbook. The HUD is chopped off at the bottom of the screen. 
 
1) +zoom_key ... Make your own or edit it to your liking and put in autoexec.cfg as follows ...

type "aliases" in the console and then "copy" to copy the console contents to the clipboard.

Put your edited version in autoexec.cfg.

2) Then don't use 800x600 windowed mode ;-) Not engine's responsibility to save the user from his own choices.

do ... vid_fullscreen 0; vid_width 800; vid_height 540; vid_restart

or something 
Error Loading Game 
Hello again.
I have the following problem in the newest version playing standard Quake. I save the game at the beginning of levels. When i try to load it the game crashes with the message "R_Renderview: called without enough stack". Curiously, if I start a new game and then load the save, it loads properly. 
Btw 
I'm using the software renderer. 
@zbikey 
I'm trying to reproduce this. I'm not getting the problem.

Are you using a command line or the Quake Injector or anything that would be adding command line parameters? 
Nothing 
Nope, a clean installation with the original files from the gog version. Just deleted config.cfg and autoexec.bat and the problem persists. I get the same crash in the openGL version but a different message "R_Renderview: NULL worldmodel". 
Also 
When you're killed and press a button to respawn, you're moved to the beginning of the level but you're still "dead". 
 
The problem you are having is pretty different, I'd like to help you solve it I can, but need information since "R_Renderview: NULL worldmodel" -- should be almost impossible as error with a valid map.

1) Are you playing regular Quake or a Mission Pack or something else or a specific map?
1b) If not regular, what are typing in to play it?

2) Are you using replacement content?
2a) Are you using .lit and .vis from the download?

(NightFright supplied that I haven't personally tested it, but he's very thorough but if put in the wrong folder could cause problems.)

3) You are on Windows using the current version at quakeone.com/markv?

4) Could you post your config.cfg, autoexec.cfg and qconsole.log (when it crashes)? 
Answers 
To make sure everything is in order I made a new directory, only id1 folder with pak0.pak and pak1.pak and the mark v files (also downloaded again). I started the game on normal, entered the portal and saved at the slipgate complex. If I start mark v and attempt to load the game from the menu I get the crash.

1)Just pak.0.pak and pak1.pak from the gog installation, no mods installed no changes in config, no autoexec.

2)none

3)win10 home 64bit, yes newest version, both opengl and software crash.

4)config.cfg (default, made no changes for the purpose of this test)
// Mark V
unbindall
bind "TAB" "+showscores"
bind "ENTER" "+jump"
bind "ESCAPE" "togglemenu"
bind "SPACE" "+jump"
bind "+" "sizeup"
bind "," "+klook"
bind "-" "sizedown"
bind "." "+mlook"
bind "0" "impulse 0"
bind "1" "impulse 1"
bind "2" "impulse 2"
bind "3" "impulse 3"
bind "4" "impulse 4"
bind "5" "impulse 5"
bind "6" "impulse 6"
bind "7" "impulse 7"
bind "8" "impulse 8"
bind "=" "sizeup"
bind "[" "impulse 10"
bind "]" "impulse 12"
bind "`" "toggleconsole"
bind "a" "+moveleft"
bind "d" "+moveright"
bind "e" "+movedown"
bind "q" "+moveup"
bind "s" "+back"
bind "t" "messagemode"
bind "w" "+forward"
bind "~" "toggleconsole"
bind "CTRL" "+attack"
bind "ALT" "+strafe"
bind "SHIFT" "+speed"
bind "PAUSE" "pause"
bind "LEFTARROW" "+left"
bind "RIGHTARROW" "+right"
bind "UPARROW" "+forward"
bind "DOWNARROW" "+back"
bind "PGUP" "+lookup"
bind "PGDN" "+lookdown"
bind "END" "centerview"
bind "F1" "help"
bind "F2" "menu_save"
bind "F3" "menu_load"
bind "F4" "menu_options"
bind "F5" "menu_multiplayer"
bind "F6" "echo Quicksaving...; wait; save quick"
bind "F9" "echo Quickloading...; wait; load quick"
bind "F10" "quit"
bind "F12" "screenshot"
bind "MOUSE1" "+attack"
bind "MOUSE2" "+forward"
bind "MOUSE3" "+zoom_key"
bind "MWHEELUP" "impulse 10"
bind "MWHEELDOWN" "impulse 12"
_cl_color "0"
_cl_name "player"
_cl_sky ""
_hd_folder "hd"
_snd_mixahead "0.1"
bgmvolume "1"
capturevideo_codec "auto"
capturevideo_console "1"
capturevideo_fps "30.0"
capturevideo_hack "0"
capturevideo_mp3 "0"
capturevideo_mp3_kbps "128"
cfg_unbindall "1"
cl_anglespeedkey "1.5"
cl_autodemo "0"
cl_backspeed "400"
cl_bob "0.02"
cl_bobcycle "0.6"
cl_bobside "0.02"
cl_bobsidecycle "0.9"
cl_bobsideup "0.5"
cl_bobup "0.5"
cl_forwardspeed "400"
cl_maxpitch "90"
cl_minpitch "-90"
cl_movespeedkey "2.0"
cl_pitchspeed "150"
cl_rollangle "2.0"
cl_sidebobbing "0"
cl_sidespeed "350"
cl_upspeed "200"
cl_yawspeed "140"
contrast "1"
crosshair "0"
cutscene "1"
external_music "1"
fov "90"
gamma "1.0"
gl_polyblend "1"
host_maxfps "72"
host_sleep "0"
host_startdemos "1"
in_freelook "1"
in_keymap "1"
in_system_enhanced_keys "1"
lookspring "0"
m_filter "0"
m_forward "1"
m_pitch "0.022"
m_side "0.8"
m_yaw "0.022"
nomouse "0"
pq_bindprotect "0"
pq_download_http_locs "1"
r_clearcolor "2"
r_lavaalpha "1"
r_mirroralpha "0.2"
r_slimealpha "0.7"
r_stains "1"
r_viewmodel_fov "90"
r_viewmodel_offset "0"
r_viewmodel_quake "0"
r_viewmodel_ring "0"
r_viewmodel_size "0"
r_wateralpha "0.5"
r_waterripple "0"
r_waterwarp "1"
saved1 "0"
saved2 "0"
saved3 "0"
saved4 "0"
savedgamecfg "0"
scr_clock "-1"
scr_conspeed "300"
scr_originalquake2d "0"
scr_sbaralpha "1"
scr_sbarcentered "1"
scr_scaleauto "1"
scr_showfps "0"
sensitivity "3"
sndspeed "11025"
sv_aim "0.93"
sv_altnoclip "1"
sw_sky_load_skyboxes "1"
v_gunkick "1"
v_kickpitch "0.6"
v_kickroll "0.6"
v_kicktime "0.5"
v_polyblend_lite "0"
v_smoothstairs "1"
vid_fullscreen "0"
vid_height "480"
vid_refreshrate "60"
vid_sound_thread "1"
vid_stretch "1"
vid_vsync "0"
vid_width "640"
viewsize "100"
volume "0.7"

no autoexec file

qconsole.log

Command line: [ ]
Log file: D:\test/id1/qconsole.log
Sat Nov 19 23:32:18 2016
WinQuake Mark V Windows (Build: 900)
Exe: mark_v_winquake.exe (1064 kb)
Exe: 14:43:15 Nov 18 2016
Caches: C:/Users/myname/AppData/Roaming/Mark V/caches
UDP4 Initialized: INADDR_ANY, 192.168.0.12
IPv6 Initialized: [fe80:0:0:0:9d90:b865:2c23:5f89%5]
Exe: 14:43:00 Nov 18 2016
256.0 megabyte heap
joystick not found -- no valid joysticks (a5)
Input initialized
Avi capturing module initialized
ACM module initialized

Sound Initialization
Set primary sound buffer format: yes
Using secondary sound buffer
2 channel(s)
16 bits/sample
11025 bytes/sec
DirectSound initialized
Audio: 16 bit, stereo, 11025 Hz
Sound sampling rate: 11025
CDAudio_Init: No CD in player.
CD Audio Initialized

========= Quake Initialized =========

execing quake.rc
execing default.cfg
execing config.cfg
couldn't exec autoexec.cfg
3 demo(s) in loop
Playing demo from demo1.dem.



the Necropolis
Using protocol 15
You got the shells
You got the Grenade Launcher
Loading game from D:\test/id1/s0.sav... 
 
Can you upload this save game file and both of your pak files?

This is very weird and I'd like to examine this. 
Ok 
I just checked it with rogue/pak0.pak, same deal, if I save in the expansion next time I enter the game when I try to load I get the error.

Same exact files work fine with 20160915 version of mark v (checked again now just to be sure, fresh folder etc).

If you wish I can upload the files but I think this proves they're not the issue here. 
 
I need the files uploaded if I am to have any chance of examining your problem and solving it.

Keep in mind several people have used both the Open GL and WinQuake versions. 
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