News | Forum | People | FAQ | Links | Search | Register | Log in
Fitzquake Mark V
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).
First | Previous | Next | Last
Revision 9: Automatic Gamedir Switch In Coop 
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. 
 
As I said before, please version code your zip files. 
.. 
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 
 
Don't Play Marcher In Coop 
the progs is horribly broken in coop :} 
Don't Do Bastion Either 
Spirit, Negke and I learnt this the hard way. 
Truth Is ... 
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 
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? 
Can't get it working, and I can't find any instructions.....

Please help Baker. I need you. 
Tga Skins 
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 
Big help :) 
Nice Assist Mechtech 
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? 
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 
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 
 
I'm Not Interested In Bumping The Thread For This 
[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 
this being worked on. Go on with the good job. Cheers. 
To Anyone Interested ... 
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 
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 ... 
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!!!! 
 
Final Chapter?! 
... I hope you WERE kidding ;) 
I Wasn't Kidding 
This will be the final chapter of Mark V. I'm doing some final testing and want to give a day or 2.

I'm not fond of "pre-release talk" (it's hated here, which I like because I hate it too) but I wanted to see if anyone had something to say I wasn't aware of that I needed to take into consideration.

If ever the words "radical" and "conservative" fit a description, it my hope this last one achieves this. It is my desire to draw this to a close with a very wide range of conservative fixes, some of which don't seem reasonable.

Thursday release. Final answer. Unless Thursday final turning requires an expansion of the definition of "Thursday" to include Hawaii or one of Jupiter's moons to meet a slight procrastination.

[But yeah, I really love FitzQuake ... what a marvelous engine.] 
Hello Baker, 
I don't know if it is too late to submit a feature request, but if not, could you add external ent support and multiple gamedir support to Mark V? I have been using these two features extensively with darkplaces, and found them to be extremely convenient and useful. Thanks. 
First | Previous | Next | Last
This thread has been closed by a moderator.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.