:)
#1 posted by Vondur on 2005/05/26 01:18:29
finally indeed!
congrats, slime :>
Finally!
#2 posted by negke on 2005/05/26 01:25:31
ahh, showtris! i'd almost given up hope on this... a lot of the other features will come in handy, too. thanks :)
Metlslime
#3 posted by JPL on 2005/05/26 01:31:43
AAAAAAaaaaahhhhhhh !!! This is the good news of the day ! Thanx !!
:)
#4 posted by Trinca on 2005/05/26 02:39:27
i use tremor but is always good to people still update there engines! good work!
Awesome
#5 posted by Marius on 2005/05/26 03:47:16
Very cool. I'm a relatively new quake player and i love your engine, it's my favorite, so it's great to see a new version come out. I like how you fixed the glitch, at least for my computers, that would cause the details to disappear from all ceiling or floor textures when i would look straight up or down. It was never a big deal, but it's nice to see it fixed.
Metl
#6 posted by nitin on 2005/05/26 04:20:53
4x faster, this engine was already one of the quickest loaders around??
Also, those vsync, refresh rate options are excellent. More games (and engines) should let you control that individually.
2 questions : Does anistropic filtering actually do much on the quake textures? And how about that model interpolation (I know, I know I'm a broken record)?
Argh!
#7 posted by Spirit on 2005/05/26 04:42:19
Damn, why metlslime, why?
Heh, I'm back to Windows then...
A new Fitzquake is more than just a reason, Fitzquake is just the best engine around in my opinion. Although there are many very useful functions added, it is still one of the most faithful engines around.
On the one hand I hate you for releasing a new version, on the other hand I love you for it. Seems like the other hand is much bigger, since it just squashed my will to stay entirely with Linux. Gonna install Windows again now!
A Second That Broken Record
#8 posted by VoreLord on 2005/05/26 06:00:05
model interpolation, click ...........
model interpolation, click ...........
model interpolation, click ...........
model interpolation, click ...........
Great!
#9 posted by Zwiffle on 2005/05/26 07:55:00
No SM69 to accompany the new Fitz?
Gl_texture_anisotropy Is Very Welcome
#10 posted by BlackDog on 2005/05/26 09:08:34
Having to force settings through the control panel in order to get what my video card is capable of giving for old games is such a pain in the ass (and then I have to turn them back off to play modern titles at a decent framerate).
The other features are also good. FitzQuake for President!
Nitin:
#11 posted by metlslime on 2005/05/26 11:56:32
anisotropic filtering: yes, i think it's visibly better.
model interpolation: in the next version, hopefully.
Also:
#12 posted by metlslime on 2005/05/26 13:51:59
as for the faster loading, this was motivated by the fact that 0.75 loaded slower than previous versions. I optimized it back down to being almost as fast as glquake for 0.80.
Thanks for the kind words, everyone.
Ooooh
#13 posted by pope on 2005/05/26 22:45:23
i look forward to testing this baby out when I get home. Congrats metlslime on seeing your baby develop, I'm sure it must feel great.
Metl
#14 posted by aguirRe on 2005/05/27 06:57:51
The new r_showbboxes cvar is very useful, but it doesn't always seem to have the right position around the entity. Is this intentional?
Aguirre:
#15 posted by metlslime on 2005/05/27 10:53:56
i believe the positioning is correct. If you noticed the off-center bboxes on ammo pickups, it's becuase small boxes are 24 on a side instead of 32, but the quakec shifts all ammo bmodel origins by 16 regardless of size.
It's also possible there's a bug. What are you seeing that seems wrong?
I Was Only
#16 posted by aguirRe on 2005/05/27 11:09:39
checking briefly in a map that I've could have used this feature a few days ago; the big soe2m5 from Tronyn's SoE pak. Using this new cvar, I could see that several ammo/health boxes were not inside the outlined bbox.
Some of them were partly inside walls and some were rather close to each other. Maybe this is actually an explanation for why I sometimes have problems picking up ammo/health boxes.
It appears as if they are slightly beside the visible object, so I have to move partly inside it to make the engine notice the collision and pick up the object.
Using this cvar, I could also verify the poor Scrag that lived its whole life inside a solid rock ... ;)
Oh Shit Oh Shit!!
#17 posted by necros on 2005/05/27 11:31:43
cvar control of max_edicts
BOOJAH!
Cvar Control Of Max_edicts
#18 posted by DaZ on 2005/05/28 07:42:16
SPOOGE!!!! ....click
SPOOGE!!!! ....clickSPOOGE!!!! ....clickSPOOGE!!!! ....clickSPOOGE!!!! ....clickSPOOGE!!!! ....clickSPOOGE!!!! ....clickSPOOGE!!!! ....clickSPOOGE!!!! ....clickSPOOGE!!!! ....clickSPOOGE!!!! ....clickSPOOGE!!!! ....clickSPOOGE!!!! ....clickSPOOGE!!!! ....clickSPOOGE!!!! ....click
SPOOGE!!!! ....clickSPOOGE!!!! ....clickSPOOGE!!!! ....click
SPOOGE!!!! ....click
SPOOGE!!!! ....clickSPOOGE!!!! ....click
SPOOGE!!!! ....click
SPOOGE!!!! ....clickv
SPOOGE!!!! ....clickSPOOGE!!!! ....clickSPOOGE!!!! ....click
OMG
#19 posted by Shambler on 2005/05/28 09:04:07
You bastard!
Pak Problems
#20 posted by pushplay on 2005/05/28 10:28:23
With 0.75 I got an edicts error on e3m4 and it runs now but there's an artifact around the start. I suspect my pak1.pak is corrupted. Can anyone verify the md5sum for me? I get:
aa40edd55098bbb21692597fdc2533fa *PAK1.PAK
Potential Problem Found
#21 posted by -kickstand- on 2005/05/29 05:11:55
When switching from .75 to .80, if the commandline -dinput is used, the mouse becomes a dead weight. I use WinXP so -dinput is a must because XP doesn't let you disable mouse acceleration. I kind of view this as a serious bug, but if it was intentionally removed, I'll have to stay with .75 I guess.
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