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Fitzquake 0.85 Released At Last!
New in this version: increased map and protocol limits (can load all known limit-breaking maps,) model interpolation, per-entity alpha support, new network protocol, more external texture support, hardware compatability improvements, many bug fixes, and a cleaner source release to make it easier to install and compile.

Go! http://www.celephais.net/fitzquake

(Thanks to the beta-testers: Baker, JPL, negke, Preach, and Vondur.)
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Baker: 
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! 
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. 
 
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 ... 
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 
 
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 
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 
Broken limits in multiplatform are now a thing of the dark ages then, or soon.

Good work. 
 
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 
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 
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)? 
 
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. 
 
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. 
 
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 
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 
I haven't read the small print but what is the difference between Protocol 15 and Protocol 666? 
@Sleeperwalker 
Which version of SDL did you base this on?

I just updated your version exactly as-is. 
Re: #152 
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 
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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