Might Fix It..
MakeLRU is a thread thing, and not the same problem i had. But... I just upgraded to SDL-1.2.14... played through 1 level and got my first MakeLRU error! Downgraded to 1.2.13... three levels, no problem. In the 1.2.14 changelog there's mention of some thread "fixes".
#194 posted by gb on 2010/01/02 06:51:44
the plot thickens...
Here
#195 posted by Spirit on 2010/01/02 09:48:49
local/sdl 1.2.14-1
local/sdl_image 1.2.10-1
local/sdl_mixer 1.2.11-1
local/sdl_net 1.2.7-3
local/sdl_sound 1.0.3-2
And Then... ... And ... Thenn.....
So i guess libSDL is in /usr/local. Installing the previous version should be fairly simple.
Just download http://www.libsdl.org/release/SDL-1.2.13.tar.gz extract and
"./configure --prefix=/usr/local && make install"
This will install libSDL and the soft link, but shouldn't bother anything else. Type "ldconfig", run fitz and see how it goes.
Anyway... I got a couple of MakeLRU errors playing Hrim's maps :<
Release
Oz and i have done some work on this.
Source https://sourceforge.net/projects/uhexen2/files/Quake/fitzquake_sdl_20100125.tgz/download
Linux binary https://sourceforge.net/projects/uhexen2/files/Quake/fitzquake_sdl_20100125_linux.i386.tgz/download
Patch https://sourceforge.net/projects/uhexen2/files/Quake/fitzquake_sdl_20100125.patch.tgz/download
Notable stuff:
o Restructured SDL sound driver
o Alt_Enter key binding toggles fullscreen
o Disable Draw_BeginDisc which causes core dumps when called excessively
Also
o Remove argv[0] from stuffcmds (Cmd_StuffCmds_f)
o Lots of little hacks including minor changes to the status bar
Thanks to Oz for the sound code (ie. blame him :>). Could someone make an OSX binary ?
#199 posted by Baker on 2010/01/26 03:25:19
I'll attempt a compile the next time I try to play Warpspasm coop and need my OS X machine ;) It'll probably be a few days.
Looking forward to trying this revision!
Windows
Linux 64bit
#201 posted by joseph on 2010/02/09 01:09:08
is it possible to get this compiled for 64bit linux? I would like to avoid installing the 32bit compatibility libs if possible
Joseph:
#202 posted by metlslime on 2010/02/09 02:12:37
someone said recently that fitzquake has places where pointers are treated as 32-bit ints, so i guess it won't work without fixing all of those bits of code.
Stephen
#203 posted by gb on 2010/02/18 18:28:27
The latest version seems to work better.
A lot of compiler errors.
#204 posted by Trinca on 2010/02/19 11:22:20
fitzquake and darkplaces are the only clients that work perfect with my ATI850 Pro
thanks god I can play Quake...
and
thanks metlslime
but for speedruns i prefer Joequake :( but is not working at all... no speeddemos for me untill I get another grafic card...
And I�m really thinking of getting another one just because of Quake!
Quakespasm
This is more what we had in mind. Oz coded 64 bit support, we made a custom conback, and windows fullscreen toggle now works.
http://quakespasm.sourceforge.net/
Trinca, have you tried Quore http://quore.free.fr/ (but it's linux only ;>).
Yes
#206 posted by gb on 2010/02/21 00:00:15
Yes
Quakespasm Looks Cool
#207 posted by metlslime on 2010/02/21 10:27:17
Two things:
1. Fitzgibbons
2. You can eliminate wasted space on the sides of the statusbar by setting "scr_sbaralpha" to "0.99"
'k
You can eliminate wasted space on the sides of the statusbar by setting "scr_sbaralpha" to "0.99"
Sweet. That makes the project almost feature complete for me. Might add a couple of menu items here and there sometime.
Steven, Ozkan
#209 posted by gb on 2010/03/05 01:38:28
Could you fix Quakespasm to be able to connect to bigfoot.quake1.net port 26001 (the RMQ server)?
Also, could you add the NAT fix?
Sure, Fitz is a singleplayer engine, but I believe a Quake engine that can't connect to a server is like a car that doesn't drive.
Like In Friends
#210 posted by meTch on 2010/03/05 02:40:15
"it's liike your all wayss stuck in second geeeeeaarrrr"
I guess it's just the one-liner Baker pointed us to in general abuse. I applied it, and there's now some action. Is this right ?
http://quakespasm.sourceforge.net/tmp/quakespasm-r91.natfixed (linux i386 binary)
NAT
#212 posted by O.S. on 2010/03/05 21:21:58
I applied the cl_main.c NAT fix of proquake to our svn repo (r98). Connection to bigfoot.quake1.net:26001 seems to work for me now.
#213 posted by gb on 2010/03/06 02:18:55
Folks, I feel rather stupid, because I think the problem might be on my side then...
I still can't connect to bigfoot.quake1.net port 26001 with SVN quakespasm r99.
I tried:
connect bigfoot.quake1.net:26001
port26001
connect bigfoot.quake1.net
and the multiplayer "join game" menu.
I get connected to port 26000 (RuneQuake) every time. Port 26001 should say "ReMakeQuake" after a successful connection. So the problem seems to be connecting to the right port.
I also tried:
port26001
reconnect
after which the client hangs for a while, then says "Load failed".
I feel stupid because I can connect with DP, FTE and Proquake 360. I'm using Gentoo Linux, and have no firewall running.
Quakespasm is a rockin' engine of course. Which is why I think I might be making some stupid mistake.
Hmm..
It works for me with r99, I don't have ReMakeQuake or RuneQuake installed though. I just go fetch whatever map is on from http://bigfoot.quake1.net/maps/ and i'm in with supa slow ping 350.
]connect bigfoot.quake1.net:26001
trying...
Connection accepted
Magic ProQuake Server Version 3.90
Skunkworks
Using protocol 15
Model maps/rcdm10.bsp not found
Unknown command "pq_fullpitch"
Unknown command "cl_fullpitch"
��� -zone 1024 ����������������
Sending player bindings
Don't have the map?
Steven
#215 posted by gb on 2010/03/06 05:53:18
Do you see this when connecting to bigfoot.quake1.net:26001
http://www.quaketastic.com/upload/files/screen_shots/rmq_connect.jpg
or this?
http://www.quaketastic.com/upload/files/screen_shots/runeq_connect.jpg
Because with no -game anything on the commandline, when I connect with Darkplaces I see the former, but with quakespasm, I see the latter.
Quakespasm does indeed connect, but a closer look tells me that I'm in Runequake (port 26000). It silently redirects me, so to speak.
You can determine what port you're connected to by the welcome message that pops up. That message is shown even if you have no mod installed.
If you see the ReMakeQuake message, then it works for you, but not for me.
I get RuneQuake.. so somethings broken ?
It seems unlikely i should ReMakeQuake as i don't have the mod installed. Can i test it's working properly without download ReMakeQuake (which is 120M i think). I'll have a look at the source for something obvious.
Yes
#217 posted by gb on 2010/03/06 08:21:26
Something's broken, because Runequake runs on port 26000 while port 26001 has RemakeQuake. :)
And when you enter port 26001 but get dumped at Runequake, that's an error :-P
You don't need to install RMQ. You get that message also without installing the mod. Successful connection to port 26001 should give you the RemakeQuake message anyway.
I think when connecting to a server, it should check for the port number.
There is a cvar "port" - it should at least check for that and if the value is "26001" then it should also send its packets to port 26001.
If that code isn't there, you can probably rip it from Proquake or something :)
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