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Fitzquake 0.85 Released At Last!
New in this version: increased map and protocol limits (can load all known limit-breaking maps,) model interpolation, per-entity alpha support, new network protocol, more external texture support, hardware compatability improvements, many bug fixes, and a cleaner source release to make it easier to install and compile.

Go! http://www.celephais.net/fitzquake

(Thanks to the beta-testers: Baker, JPL, negke, Preach, and Vondur.)
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Maybe.. 
... because it is in a wall ? I already experimented this dark-ish behavior with impaled corpses... maybe same issue.. though... :P 
 
here's a screenshot: http://necros.quaddicted.com/temp/dark1.jpg

as you can see, the entity is inside the level (the origin on the braziers is up where the flame is) and the floor underneath is nearly full brightness.

it doesn't happen in aguirre's glquake though. 
Necros: 
so this is a fitzquake-only bug? Perhaps it's due to entity lighting interpolation (the code that uses the floor lightmap brightness to determine lighting, in fitzquake interpolates between neighboring lightmap samples.) 
Well 
i am hesitant to declare it's a fitz only bug since i can only really test in fq and aguirreGlquake (henceforth aglq, curse you aguirre for never actually naming your engine!). do the tools used to compile (in this case, aguirre's light util) make a difference when the engine reads the data?

otoh, i cannot ever remember seeing this happen in glquake. the 'zone' where an entity is full dark also appears to be more than just a single pixel or whatever. i've had it continue to happen up to 16~ units away from where i first noticed it.

in any case, if it's interpolating, then it's definitely not getting some lightmap data at all since that entire area is full of light. 
Hmm... 
ok, too look at this a different way, perhaps it's interpolating with lightmaps on surfaces not parallel to that floor.

this is an unsealed map, so there are 2 planes, one that is the bottom of the wall brushes, and one that is the side of the floor brush. those 2 planes/collection of faces are full dark. 
Stupid Question But... 
.. did you add an angle value to give direction to the light ? It may explain the issue...
Also, I remember (correct me if i'm wrong) that depending of the light tool, the angle / mangle, anglesense / etc.. fields may be interpreted differently by different light tool... though... 
Quake Mission Packs ... 
Is FitzQuake capable of running the official Quake mission packs (Armagon / Dissolution) ?

From what I understand one of the packs requires a change to the engine to allow rotating brushes and I was hoping this change has been implemented in FitzQuake ?

I'm currently running 0.80 SDL on a mac and I'm not sure if 0.85 SDL has been released yet.

-Mic 
Micpringle: 
yes, it supports them -- the engine change was already in the source code when id software released it. 
Metlslime ... 
Fantastic - Thanks for the quick response.

On another note, I sent you an email a few days ago regarding FitzQuake and I was wondering if you'd managed to get chance to read it ?

Thanks

-Mic 
How Do I 
Raise maxplayers in fitz? Setting it to 10 just tells me 'maxplayers set to 4'. 
 
In bog standard quake at least you can only raise the limit above 4 on the command line: -maxplayers 6

It only goes to 8 though, I think. 
Ijed 
'-listen 16' will do it for you 
Thanks 
 
Model Limits ... 
Hi,

What are the model limits in FitzQuake in terms of vertices/triangle/faces etc ?

(I'm specifically refering to .mdl models)

Thanks

-Mic 
Fog 
Seems like the engine doesn't read my preferred fog value from autoexec, even though it has no problems with other related cvars, like r_skyfog. Any suggestions metl? 
Erc: 
fog gets cleared on map load, so it's becuase autoexec happens before you load whatever map you want to play.

I've had other questions/requests like this, it seems like people want to use fog as a user preference rather than as a mapper testing feature, so i probably need to figure out a way to do this. Probably need to track whether the current fog value was set from the console vs. the worldspawn, and clear it only if it was set in the worldspawn. Of course this breaks any mod that uses stuffcmd to hack fog into a level, maybe i need to publicise SVC_FOG so that doesn't happen.... 
Remember 
That some mods will change fog as well - Quoth's trigger_iforgetwhatitscalled can change the fog. 
Metl: 
Thanks for the explanation. I remember trying out some 'fancy' engines years ago - those kept the fog throughout the map changes once it was enabled from the main menu. I didn't know it was a complicated issue till you explained it to me. It isn't that important anyway, just a minor annoyance that can be easily dealt thru' the use of a simple alias. Even though I prefer playing custom levels the way they're intended to, I thought minimal use of fog would spicen things up a bit when replaying the classics. 
Re: 213 
i'm kicking myself that i never made an info_interpolateFogValues :P 
It Was Good 
In Lazarus, but the only way to make it really work visually was to trap the player in a lift whilst it interpolates. 
Windows 7 
I have just finished doing a round of benchmarking using the Windows 7 RTM.

1680x1050x32:

FitzQuake: timedemo demo1: 1227 fps

:O

Curiously, on Windows Vista SP2, I was getting roughly 400-500fps using the same config and same hardware and was thinking that the engine plain doesn't scale any further anymore. But apparently you can squeeze a fair bit out of it with new underlying OS tech.

Specs:
Core 2 Duo E6600 2,4 Ghz, 4gb ram, NVIDIA 8800 GTS 
And For The Curious 
I am seeing a 3-10% performance increase in Windows 7 compared to Vista across the board, depending on the game. However, Quake and Quake 3 stand out in an absurd fashion.

FitzQuake: 400-500 fps => 1227 fps
Quake3: 380fps => 775 fps 
 
does 0.85 support external textures for sprites? couldn't find it in the documentation, so it probably doesn't, but on the off chance it does..? 
Necros: 
no, it doesn't. 0.90 maybe :) 
Cool :) 
about external textures though...

why do they seem to be lit in a slightly different way from embedded textures? it's hard to describe, but they seem universally darker and don't seem to get over-lit like embedded textures. they seem to be like old glquake where lighting caps out at 100% light.

any chance 0.90 could help smooth out those differences to make embedded and external textures more similar in game? 
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