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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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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 
Few Notes 
I actually got fitzquake to load up but I have to remove the .dem files so the engine doesn't start right away. as soon as I attempt a New game or a demo runs it falls over. I'd rather use fitzquake(SDL ver) than tyrquake since I dev SDL stuff cross platform and I'm looking to learn more about building/designing 3D engines and fitzquake seems a perfect place to start.

Cheers, xpatch 
Alright 
I'll have a look, thanks for the link. 
Mouse 
mouse aiming suddenly does not seem to work correctly in 1152x864. switched to 1280x1024 then it worked. 
 
after switching to 1280x1024 the hud disappeared and then it suddenly crashed to desktop. And the mouse on Desktop did not work XD 
 
hmm seems to be a problem with fullscreen rez. Works perfect with -window.
gfx: 7200gs
Ubuntu 8.10
compiz disbled 
Oaisdjfo 
add to the readme that id1 and paks have to be lower case. 
Noted 
thanks 
Uh... 
So where do I go to read how to actually use the program? 
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