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
Final Chapter?!
... I hope you WERE kidding ;)
I Wasn't Kidding
#219 posted by Baker on 2013/05/20 05:33:22
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,
#220 posted by dooomer on 2013/05/20 05:45:25
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.
Doomer, Sound Like You Want "happy Ending"
#221 posted by Baker on 2013/05/20 06:52:17
Don't worry, maybe you don't get what you think you want, but maybe you get more than you bargained for ... and then some ...
Thank You Baker!
#222 posted by dooomer on 2013/05/20 07:34:55
Wait with excitement.
Bsp2?
#223 posted by RickyT33 on 2013/05/20 11:17:54
O_O
Fog
#224 posted by sock on 2013/05/23 13:56:01
Is it possible to set fog parameters before the map is loaded? Then the fog parameters could be specified in the quake.rc file.
Can you add a fog distance command? Like at say 1024 units the fog does not affect surfaces? Then really tall ceilings could be black instead of the colour of the fog. Also make this a new fog command like 'fogdist' or something, don't add this feature to the existing fog command, it will cause problems with mods that use the fog command already.
Masked Textures
Can we get masked textures (like grates, chainlink fences) to have a value key in a similar way to how the "alpha" key works? This would be much better than having the texture start with a curly brace "{"
(which pissed off SleepwalkR to no end)
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