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Fitzquake SDL Version Beta
I just published a beta release of my SDL version of the Fitzquake engine. The main goal of this version is to allow Fitzquake to run on all major platforms. I provide builds for Windows, Mac OS X and Linux.

Grab them at http://www.kristianduske.com/fitzquake/

Windows and Linux users take note that you have to install SDL 1.2.10 or better.

Windows users please also be aware that this port does not do anything better on Windows than metlslimes original version. Actually, it does less, but I would still like to get your feedback because there's a chance that the official version will be switched to SDL eventually. That would go a lot smoother if we ironed out the bugs on all platforms first.

Have fun and don't forget to send in your feedback and bug reports.
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No These Results Are Not Funny 
the 7200gs is a 64 bit low end card, You can't compare it with a 6600gt.

with a 6000+ and a 8500gt I got at least three times faster results, but wine is always 25% faster than the linux version.

Same thing with quake4,Doom3,Prey
1152x864 high, 8500gt
quake4.x86 40fps
quake4.exe 55fps 
Nvidia Performance Gotcha 
Don't know if anyone else had this issue... but looking at benchmarks this week i found i had a bit of a slow-down (50%). The problem was NvAGP is set in xorg.conf, but it isn't working at top speed because AGPGART is already loaded by the kernel - see /usr/share/doc/NVIDIA_GLX-1.0/README.txt
====================================
With Nvidia's proprietry drivers installed, Linux can use either AGPGART or NvAGP drivers for AGP access. This option is set by "NvAGP" in your /etc/X11/xorg.conf file.
.....
In the author's experience, NvAGP is necessary in order to get the linux kernel's suspend to ram working properly, and is also slightly faster. Users with kernels with built-in AGPGART need to add agp=off to their boot loader in order to use the NvAGP driver. 
Animations 
ok I need a bit of help here. The engine looks great but I have a problem with the monster animations: they look "off", jerky, slowmo-like. I'd be grate if someone can tell me if there is a command to revert the animations to standard quake. This is killing the game to me. Thanks 
 
That jerkyness IS original quake.
Fitzquake currently does not support animation interpolation. Most (all?) implementations feature some occasional wobbling.
You might want to try Joequake if you need "smooth" animations. 
Ready The Lynch Mob.... 
 
Animation Interploation 
Preach hacked this into FitzQuake (see that thread for details) 
AguirRe Quake 
Can be found at;

http://user.tninet.se/~xir870k/

And has model interpolation.

Remember this is an old game. 
Well Thanks For The Info 
Well, thanks for the info! It has been a long time since I played vanilla quake and I didn't remember the jerkyness. Ijed, thanks for the link but I already know, and abitually use, that engine :) 
SleepwalkR 
Have you seen/heard/thought about Fitz-0.85 ? 
 
Hey. Just tried to compile the newest release using code::blocks, in Quake/net_sdlnet.c you check if the preprocessor symbol LINUX is defined. That symbol isn't defined anywhere so the check will always be false and the Windows SDL_net path will be included instead. (sorry if you already fixed this)

As usual, the engine is sexy as hell except for the sound thing :p 
Steven 
Yeah, but as there are plans to merge Fitz and FitzSDL, I won't make many more changes to FitzSDL.

amoe: Okay, do you know which symbal I can use to detect Linux reliably on all distros? It seems to work on Ubuntu. 
Finding Out What System You're On 
SYSNAME := $(shell uname -s)

ifneq (,$(findstring MINGW32,$(SYSNAME)))
HOST_OS = WIN32
TOPDIR := $(shell pwd -W)
else
ifneq (,$(findstring $(SYSNAME),FreeBSD NetBSD OpenBSD))
HOST_OS = UNIX
UNIX = bsd
TOPDIR := $(shell pwd)
else
ifneq (,$(findstring $(SYSNAME),Linux))
HOST_OS = UNIX
UNIX = linux
#UNIX = null
TOPDIR := $(shell pwd)
else
$(error OS type not detected.)
endif
endif
endif


The 'uname -s' is the key here.

I just took that from Tyrquake's Makefile; does it help somehow? If not, I apologize and go back into my corner. 
My 
uname -s returns "Linux" (sic) and I'm on Gentoo. 
Hmm 
I'd have to use a makefile first :-). But thanks anyway, maybe it'll help later. 
Get It.. 
I really should have a go at getting a makefile together. Not doing much this weekend, so might get it done. 
Makefile, Amd64, Bsd 
Anyway, here's a makefile for fitzquake_sdl_20080705_src. It works for me on fedora 7 , fedora 6 (amd64 -m32), and kindof on FreeBSD. I enjoyed getting my hands dirty with shitty GNU make ;>, though it is a pig. There's a few instructions at the start of the Makefile.

http://downloads.sourceforge.net/uhexen2/fitzquake_sdl_20080705_Makefile.tgz?modtime=1221992319&big_mirror=0

For future releases, there are quite a few little issues with include headers which should probably be sorted out. At the moment, quakedef.h references SDL/SDL.h and net_sdlnet.c refs SDL_net.h *if* -DLINUX.. but they should probably be in the same place.

Building a native 64 bit client works, but dumps core for me:

==================================
#0 0x00000000004328d5 in TexMgr_ReloadImage (glt=0x2aaaabb1b3d0, shirt=32,
pants=208) at gl_texmgr.c:1246
1246 *dst++ = translation[*src++];
(gdb) bt
#0 0x00000000004328d5 in TexMgr_ReloadImage (glt=0x2aaaabb1b3d0, shirt=32,
pants=208) at gl_texmgr.c:1246
#1 0x000000000040eb53 in R_TranslatePlayerSkin (playernum=0) at
gl_rmisc.c:247
#2 0x000000000040ecee in R_TranslateNewPlayerSkin (playernum=0) at
gl_rmisc.c:283
#3 0x000000000042de3a in CL_ParseUpdate (bits=78) at cl_parse.c:412
#4 0x000000000042e9d2 in CL_ParseServerMessage () at cl_parse.c:760
#5 0x000000000042500c in CL_ReadFromServer () at cl_main.c:588
#6 0x00000000004085eb in _Host_Frame (time=0.00600000005) at host.c:689
#7 0x00000000004087a7 in Host_Frame (time=0.00600000005) at host.c:737
#8 0x000000000042684b in main (argc=1, argv=0x7fff85902ed8) at main.c:136
====================================

Under freebsd, for some reason it dumps core without "-nosound", though the codeblocks binary has no problems at all %/ (except lots of trivial include hassles as SDL and GL are in *f-ing* /usr/local by default). I tried messing the the thread flags "sdl-config --cflags" returns, to no avail.

FreeBSD-7.0 bad sound backtrace (my Makefile only)
====================================
Bad system call: 12 (core dumped)
------
0 0x284bd86b in ksem_init () from /lib/libc.so.7
#1 0x284b3229 in sem_init () from /lib/libc.so.7
#2 0x28465d80 in SDL_CreateSemaphore (initial_value=0) at ./src/thread/pthread/SDL_syssem.c:47
#3 0x2841e722 in SDL_CreateThread (fn=0x28415f90 <SDL_RunAudio>, data=0x2ba20180)
at ./src/thread/SDL_thread.c:235
#4 0x28415a6a in SDL_OpenAudio (desired=0xbfbfe790, obtained=0xbfbfe778)
at ./src/audio/SDL_audio.c:555
#5 0x08093b08 in SNDDMA_Init () at snd_sdl.c:64 
What 
is the problem with GNU make? 
 
Enforcing the use of tabs instead of spaces is very cobol-ish. And having to learn a whole scripting language for a specific task is a pain.

Makefiles are pretty cool though. Minor update here:
http://downloads.sourceforge.net/uhexen2/fitzquake_sdl_20080705_Makefile.tgz 
 
Does anyone know if FitzQuake takes advantage of an arbitrary number of TMUs, or if its behavior regarding them is configurable? 
Not Really... 
fitzquake uses 2 texture units if it detects the sgis_multitexture or arb_multitexture extensions, and if not it only uses 1 texture unit.

rewriting the codepaths to use an arbitrary number would be cool, but would take some redesign of the rendering to keep it from being a crazy mess of special cases. There are already like 4-6 codepaths in some spots :P 
@stevenaaus 
Woooohooo! Thanks for the Makefile! [: 
*nix Command Line 
I had a go at making a command-line parser for *nix versions of Hammer of Thyrion (Hexen2). It could probably be ported to any Linux version of Quake with a little effort. There's more notes in this tarball, but basically it catches mis-spelt options, allows for "+map e1m1" type args, and prints a comprehensive help message (listing all options) when desired.

http://downloads.sourceforge.net/uhexen2/HoT_syntax_checking_patch_v5.tgz?use_mirror=osdn
http://downloads.sourceforge.net/uhexen2/HoT_syntax_checking_patch_v5%2Bbinary.tgz?use_mirror= 
I'm Probably Just Daft 
I compiled it via codeblocks (ubuntu linux)
made sure to open build options and put LINUX in the #defines

I dloaded the shareware version of quake. from a dosgames site. and just put the executable in the same dir as QUAKE.EXE
it didn't want load anything at first so I ran a cmd to lowercase every file and directory.
it then found the id1/pak0.pak file and tried loading stuff out of it but spewed out a huge list of "cannot load textures/x.duh" and then seg faults
and I don't get my mouse back either so I have to ctrl-alt-backspace X
I think I've run into some sort of upper/lowercase monster that I'm sure someone has already solved.

./fitzquake -nosound -heapsize 512000 -window

heapsize I'm sure is overkill (I tried default still seg's)
any ideas? 
Could You 
give me the link to where you dled that shareware quake version? 
Yup 
I ended up dloading tyrquake and compiling that.
it worked out really well.
That's the link to the shareware site. Was playing it in dosbox :)
http://www.dosgamesarchive.com/download/game/12 
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