 Baker:
#132 posted by metlslime on 2009/05/10 00:54:18
that's pretty cool, i'm sure a lot of people will find it useful.
My fitzquake work is pretty much in stasis right now, as i'm trying to actually finish rubicon2, finally.
 Yay!
#133 posted by RickyT33 on 2009/05/10 02:49:45
A Mac engine which supports limit breaking maps!?!??!! A benchmark has been hit!!! :)))
 Baker
That sounds awesome! I was going to try and merge the two myself, but now it looks like I don't have to. i can help out with the OS X launcher if you like. Or you can just copy it from my old SDL sources.
#135 posted by JneeraZ on 2009/05/10 11:14:40
I have a prototype FitzQuake 0.85 SDL almost done [because without a FitzQuake 0.85 SDL I can't play the maps on my Mac I like in the context I want].
Do you need someone to carry your first born, Baker? You would be my personal Jesus if you get this done. I too play on Mac and would LOVE to get some of these new features and limits!
 And ...
#136 posted by Baker on 2009/05/10 18:25:25
in an almost anti-climatic way -- after fixing 3 compile errors -- it's done.
Now all I need to do is FTP in my Mac and RAR up the source and post links here.
I imagine Spirit can compile the Linux version.
@Sleeperwalker
I was going to try and merge the two myself, but now it looks like I don't have to.
It should be set, but the project files and the source could use a quick look over on a rainy day.
I'll probably upload this here in 15 mins or so.
 Links
#137 posted by Baker on 2009/05/10 18:57:10
#138 posted by Spirit on 2009/05/10 21:03:55
I had to make one tiny change in net_sdlnet.c.
#include <SDL/SDL_net.h>
to
#include <SDL_net/SDL_net.h>
But this might be Debian's fault I guess.
http://www.quaddicted.com/engines/files/fitzquake_sdl_085_beta_1.tar.gz
Careful, it's a tarbomb (well, just two files inside).
 SDL Gamedir Crash
#139 posted by Baker on 2009/05/10 21:13:15
Spirit, on OS X FitzQuake SDL has always crashed if I do a gamedir change and then load a map.
If I do "game travail" and then "map start"
The map loads for a microsecond, FitzQuake SDL freezes and then in several seconds the app terminates.
Does the Linux SDL have this problem? I inquire because I'd like to take a look at fixing it (but I'm not that proficient debugging on a Mac, I know how to dump the memory on Windows but have no clue on OS X).
 Well
#140 posted by ijed on 2009/05/11 01:32:10
Broken limits in multiplatform are now a thing of the dark ages then, or soon.
Good work.
#141 posted by JneeraZ on 2009/05/11 02:11:57
I tried it but I got 2 hard lock ups in a row on my Mac (at seemingly random times). Is there something I can post that would help you?
Like, the game would freeze in full screen and I had no way of getting back to my desktop.
 Willem
#142 posted by Baker on 2009/05/11 03:40:39
I'm not so familiar with debugging on a Mac especially if I don't have the problem firsthand.
Updating the Fitz SDL 0.80 to Fitz SDL 0.85 mostly involved updating the rendering and protocol changes that Metlslime made in 0.85
The only freeze I have -- and I had this with 0.80 -- was trying to change gamedir via "game whatever" and then trying to play a map.
Questions:
1. Had you had this problem with FitzQuake SDL 080? (very important question, tells me whether something preexisting or new is likely cause of problem)
2. What were you playing? (What map? Is a gamedir involved? This will let me play the map).
3. Do you have the problem in windowed mode? I saw lots of Linux users have fullscreen issues in the FitzQuake SDL release thread.
4. What resolution are you using width/height/bpp?
Maybe Sleeperwalker will have some ideas.
 Good Job
#143 posted by negke on 2009/05/11 09:01:53
Linux version works.
Request for future versions: the keyboard layout is still messed up on my German setting - some keys use the German layout, while others still use the English one. This means I can't type characters like quotation marks, for example, which is annoying in some situations. I wouldn't mind a non-localized layout.
Or can I fix this by using another keyboard setting ("dead acute" or whatever)?
#144 posted by Spirit on 2009/05/11 09:38:26
Baker: Yes, I get a segfault too. I had that bug earlier and told sleepwalkr, forgot to check back though (or maybe I discovered it only after the 080 sdl release).
negke: "setxkbmap us" in the shell before launching. Don't forget to go back to "de" later. ;)
 Coitus Interruptus...
Loaded Fitz085sdl on my mac, happy as a bird...
Still no chance of mapping the Command function... Oh, shit.
I'm a keyboardly impaired Fitz user...
 I Meant Command Key.
Stupid me.
#147 posted by JneeraZ on 2009/05/11 11:29:35
Is there any way to fix that initial mouse weirdness? Whenever I load the game, moving the mouse the first time snaps wildly to some seemingly random position. From that point forward, it's fine. It's weird.
#148 posted by JneeraZ on 2009/05/11 11:29:53
And this isn't just on the new one. Fitz has always done this mouse thing for me.
 Hmmm...
All engines do that for me.
 Max_edicts + Loadgame On SDL = Crash
#150 posted by Baker on 2009/05/11 17:20:29
I've been trying to play through Warpspasm on OSX and on the 2 second level it obviously drops to console and complains about max_edicts which is 1024 by default.
If I start up FitzQuake SDL and change max_edicts and then load a game = crash.
If I start up FitzQuake SDL and leave max_edicts as-is and load a game = no crash.
Investigation continuing ...
 First Off
Which version of SDL did you base this on? Metl and I were planning on waiting for SDL 3, because it has some useful new features.
The mouse thingy willem describes is a known issue. I had tried to fix it, but it didn't work. Don't imagine it to be too hard to fix though.
Keyboard mapping is difficult because you have to translate SDL key codes to Quake key codes. I intended to ditch Quake key codes and use SDL throughout, which would squash all those problems.
 FQ 0.85
#152 posted by metlslime on 2009/05/12 20:17:33
I haven't read the small print but what is the difference between Protocol 15 and Protocol 666?
 @Sleeperwalker
#153 posted by Baker on 2009/05/13 00:12:50
Which version of SDL did you base this on?
I just updated your version exactly as-is.
 Re: #152
#154 posted by metlslime on 2009/05/13 00:37:52
Increased a handful of limits from 255 to 65535 (models, sounds, ammo, frames), allowed for edict limits above 8192, added per-entity alpha support, added high-precision aiming, and added a timing hint for interpolating models that aren't animating at 10Hz. I think that's it.
 Next/previous Weapons
#155 posted by anon on 2009/05/15 22:43:19
hey guys,
I just picked up Quake with FitzQuake and I'm LOVING IT. Newb question: how do I bind the keys for next/previous weapon?
thanks!
 Post A New Fitz 0.85 SDL Thread ?
SDL FitQuake-0.85 seems to run ok for me :>. Finally i can piss off Darkplaces again - god that thing is slow.
First impressions: like the redone status bar, and it's very smooth - but maybe i'm just a little blotto tonight.
Here's a hack to allow for switching between fullscreen/window modes (SDL version) using the ALT-ENTER key combo. It's bloody rough, and may not apply cleanly because of tabs/spacing so ping me if there's any probs. I might get the inspiration to polish it up now i have the 0.85 source, but in case i don't/can't:
-------------------start of patch
--- keys.c.orig 2009-04-13 11:58:08.000000000 +1000
+++ keys.c 2009-04-13 12:18:28.000000000 +1000
@@ -1023,17 +1023,27 @@
}
// johnfitz -- alt-enter to toggle fullscreen. FIXME -- this does NOT work
-#if 0
- if (!down && (key == K_ENTER) && keydown[K_ALT])
- {
- extern cvar_t vid_fullscreen;
+// stevenaaus -- but this hack (from sf.net/uhexen2) for SDLFitz works for me. SDL ;>
+
+ if (!down && (key == K_ENTER) && keydown[K_ALT]) {
+
+ extern SDL_Surface *draw_context;
+ extern cvar_t vid_fullscreen;
+
+ // VID_Restart ();
+
+ S_ClearBuffer ();
+
+ if ( SDL_WM_ToggleFullScreen(draw_context) > 0 )
+ {
if (vid_fullscreen.value)
- Cvar_Set ("vid_fullscreen", "0");
+ Cvar_Set ("vid_fullscreen", "0");
else
- Cvar_Set ("vid_fullscreen", "1");
- VID_Restart ();
+ Cvar_Set ("vid_fullscreen", "1");
+ } else {
+ Con_Printf ("SDL_WM_ToggleFullScreen failedn");
+ }
}
-#endif
// johnfitz
//
-------------------end of patch
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