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Posted by Baker on 2012/06/29 11:38:17 |
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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I hope you found PGUP/PGDN keys too when you play a demo [fast forward/rewind].
No way... Nice feature :)
+1 Awesome Feature
#194 posted by sock on 2013/03/22 23:13:39
@Baker, there is certainly plenty of stuff that is wrong with the defaults and it is nightmare for anyone coming back to Quake wanting to play the game. I hope you still keep tinkering with this engine, I certainly appreciate all your effort.
+1 also for PGUP/PGDN, freakin awesome feature. I can't believe it is not a standard feature for Quake engines.
Ogg Stuff
#195 posted by mechtech on 2013/03/24 16:48:11
I converted pak0 and pak1 sounds to ogg 128bit. I ran DP 20130304. Works well IMO.
Nice converter at
http://www.rarewares.org/ogg-oggdropxpd.php
Revision 9: Automatic Gamedir Switch In Coop
#196 posted by Baker on 2013/04/02 17:24:13
Revision 9: If you setup a coop game running, say, Marcher or Warpspasm, when a Mark V client connects it will automatically switch to the right game dir.
Mark V Server tells client: I'm running "game marcher" or "game warpspasm -quoth" or "game hipnotic -hipnotic".
Mark V Client will switch.
Non Mark V clients won't even notice the message, it is fully backwards compatible and transparent to other clients.
Also:
1. When recording a demo, it will print what gamedir is running so someone receiving your demo can figure out what mod they need installed to view it.
2. Fixed a multiplayer coop demo bug.
Special thanks to Spike for how to achieve the gamedir switching in a way that didn't require yet another protocol --- like we need more of those.
Although I didn't plan on do another Mark V update for a while, there may be one more coming in a few days. If so, this one will solely be due to some fun information from Spike.
#197 posted by Spirit on 2013/04/02 18:59:33
As I said before, please version code your zip files.
..
#198 posted by Baker on 2013/04/02 19:23:22
From now on, I'll post versioned zip link to make your life easy like:
Revision 9: http://quake-1.com/docs/utils/fitzquake_mark_v_r9.zip
Cheers
#199 posted by Spirit on 2013/04/02 20:25:44
Don't Play Marcher In Coop
#200 posted by Kinn on 2013/04/02 23:54:15
the progs is horribly broken in coop :}
Don't Do Bastion Either
Spirit, Negke and I learnt this the hard way.
Truth Is ...
#202 posted by Baker on 2013/04/03 00:45:57
I've discovered a ton of maps fail the coop test.
Whether the progress stopping barrier that never raises (the fix is to make a button that can open it not accessible in the inside, obviously) ...
Or lack of ammo ...
Or insufficient # health boxes ...
[I added sv_cheats 0 to Mark V to prevent cheating in coop like god, notarget, noclip but it doesn't block "give h 999" or "give 7" or "give s 500" ... ]
Yeah Bastion's Buggered Too
#203 posted by Kinn on 2013/04/03 01:32:35
I tried to get clever with the QC and of course didn't get round to testing properly in coop mode.
So, Er, Hpw Do I Get The External Textures For Models Working?
#204 posted by RickyT33 on 2013/04/09 00:13:06
Can't get it working, and I can't find any instructions.....
Please help Baker. I need you.
Tga Skins
#205 posted by mechtech on 2013/04/09 02:06:07
My little 82 meg experiment. Has skins working in Fitz V
Similar to Dark Places format
soldier.mdl_0.tga that kind of thing
http://www.mediafire.com/download.php?e2m52lju85lldv5
Thanks
#206 posted by RickyT33 on 2013/04/09 02:33:32
Big help :)
Nice Assist Mechtech
#207 posted by Baker on 2013/04/09 04:39:20
Yeah, Mark V uses the DarkPlaces naming convention for replacement model textures like soldier.mdl_0.tga where the texture should be in the progs folder.
So Are They Enabled By Default?
#208 posted by RickyT33 on 2013/04/09 10:33:02
Does anyone have a working set for the standard Quake bad guys? Proving harder than I thought....
Yes Because I Don't Believe In Options/settings
#209 posted by Baker on 2013/04/09 18:46:42
Download a DarkPlaces texture pack and look at the texture names if needed like quakeone.com/reforged.
Naming convention is simple:
Model name: player.mdl
Replacement name: [model name.mdl] _ [skin #].tga
Result:[model = player.mdl]_[skin = 0].tga
Result: [player.mdl]_[0].tga
Result: player.mdl_0.tga
#210 posted by Spirit on 2013/04/09 18:51:16
I'm Not Interested In Bumping The Thread For This
#211 posted by Baker on 2013/04/15 03:14:56
[But don't want to risk making Spirit upset.]
Revision 10
Incremental refinements but the source changes are large and includes a Visual Studio 2012 project file now.
Main real changes:
give ks - give yourself silver key
give kg - give yourself gold key
give q1 - give yourself rune #1 [r and s aren't avail]
give q4 - give yourself rune #4
"give" command with no parameters gives you minimal info on give command.
Reworked video mode shutdown in a way that might fix the crash one user was experiencing that I don't get [or may not].
Good To See
#212 posted by Kingold on 2013/04/15 09:43:17
this being worked on. Go on with the good job. Cheers.
To Anyone Interested ...
#213 posted by Baker on 2013/05/10 16:31:29
Within the next week, there will be another upgrade to Mark V. It won't include the mp3 request due to running out of time.
On the plus side, I think it completes the idea of getting the codebase entirely straight.
Keep in mind that the emphasis of this was to give back code clean-ups to the FitzQuake codebase to tune-up the 100 oddball bugs discovered at Inside3D without burdening, say, metlslime without having to read all that.
Exciting? Well ... that is subject to intepretation.
I do want to fix any bugs discovered, but other than that, it will be the final Mark V.
Bsp2 Support
#214 posted by RickyT33 on 2013/05/10 18:13:55
It's the future!!!
By the way my faveourite thing about this engine is the demo handling. Supports multiple (most) protocols :)
Looking Forward To It
!!
Well ...
#216 posted by Baker on 2013/05/14 15:55:24
It will be a very boring release. At least from the angle of exciting and interesting features goes.
From the other possible angles like the "boring and uninteresting" releases angle, it might barely fit itself in to mildly underwhelm.
And these are the kind of expectations I hope I can almost meet.
But from the more serious side ... it will be available in many preference flavors such as .exe, .zip, .rar, .7z and the classic and irritating .dzip/.dz format.
It will be a very worthy final chapter to this engine and I have to among other things type up a credits.txt to accidentally not include in the final .dz archive.
Kidding aside, it has quite a number of things that I owe significant credits to others. For 5 days I've been tempted to release this intermittently in pieces, but no ... I want to do it all at once.
BSP2!!!!
#217 posted by RickyT33 on 2013/05/14 16:47:41
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This thread has been closed by a moderator.
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