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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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As You Wish 
 
Going to take a look at this.

Cross your fingers and hope I can experience this problem. I have my fingers crossed.

/Otherwise, I can't think of any way I can help :( 
 
I'm getting the same kind of crash. It seems that the demo playback is causing it. Starting a singleplayer game or simply not running anything makes the savegame work. 
Good News! 
With your pak files and your save game I can reproduce your problem.

It appears to be your pak files, somehow. Your pak0.pak in particular is not the same size. Your pak1.pak appears to be the same as mine.

Your save game does not cause me problems with my pak files.

I'll have to come up with a plan to figure out what is different and why it is happening.

/It's getting late and I'll probably do that tomorrow. But looks good that I'll be able to solve your problem. 
@dwere 
Pretty awesome I can reproduce problem and if you are getting it too, that helps.

I'm not getting problem with my own pak files.

And he says slightly older Mark V didn't have issue.

So I'll see what solves this little mystery and what is going on. 
 
/But it's late. Tomorrow sometime is most likely time. 
 
Pak sizes in my installation:

pak0 18312419
pak1 34362368

They're different on my CD:

pak0 18689235
pak1 34257856

I checked and, as expected, the difference is applying the vis patch. Regardless, the paks copied from the CD didn't fix the crashing for me (which is present in mods like Malice as well). 
 
There's currently a hard limit on the number of polygons a model can have at 2048, and unfortunately that means some model packs don't really work now. I don't see why that's in there, perhaps that cap can be removed? 
Model Limits 
I've thought about the model limits. Quakespasm Spiked, for instance, loosens those up, and Enhanced GLQuake and I believe JoeQuake had higher limits.

In trying to get to the engine out beta stage to release Quake stage, I decided to skip thinking about that in the current release.

FitzQuake 0.85 has compatibility warnings (*), and I'd want to make sure a compatibility warning printed and also make sure no consequences in the software render (WinQuake) version of Mark V.

Short version: Something I care about but decided to not address before doing the release.

Is it an issue? It sure is. I know of replacement models that won't work.

--
(*) which new Mark V mirrored the Quakespasm approach to only print those if developer is set to 2 or higher 
 
I'll address this in some form in the next 24 hours. 
WinQuake Model Limit 
According to Enhanced GLQuake/Enhanced WinQuake by Ben Jardrup ...

He raised the vertex limit to 3984 with the comment 3985 or higher seems to crash assembler (?) ... (means WinQuake's assembly language code).

So looks like I'm going to use 3984 as the new vertex limit which is about double current limits.

He raised the triangle limit to from 2048 to 4096. So I'll increase to that limit.

So both of those limits will about double, and it will be compatible with both the Open GL version and the WinQuake version.

(Ben Jardrup wrote one of the most backwards compatability-minded and thoughtful engines ever. Widely used until FitzQuake 0.85 came out with a similar limit raising capabilities). 
 
New version update, details in the new thread

http://celephais.net/board/view_thread.php?id=61375

This thread should really be closed and I'm going to post in General Abuse ask if a moderator could do that.

/Crazy to have 2 threads open. 
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