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Fitzquake SDL Version Beta
I just published a beta release of my SDL version of the Fitzquake engine. The main goal of this version is to allow Fitzquake to run on all major platforms. I provide builds for Windows, Mac OS X and Linux.

Grab them at http://www.kristianduske.com/fitzquake/

Windows and Linux users take note that you have to install SDL 1.2.10 or better.

Windows users please also be aware that this port does not do anything better on Windows than metlslimes original version. Actually, it does less, but I would still like to get your feedback because there's a chance that the official version will be switched to SDL eventually. That would go a lot smoother if we ironed out the bugs on all platforms first.

Have fun and don't forget to send in your feedback and bug reports.
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NAT 
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. 
 
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 
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 
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 :) 
Think I Found It... 
Change 26000 to net_hostport in net_sdlnet.c
http://quakespasm.sourceforge.net/tmp/quakespasm-26001 (binary) 
Yes 
That did it! Great! 
S/26000/net_hostport/ 
Nice catch that one, Steve. Applied to svn r100. 
So... Anyone Feels Like Compiling A Binary For Mac OSX? 
...And, while we're at it, implement the mappability of the command key? 
Might have an OSX bin up this weekend.

Re the command key - I can't find any doco. I can't even get the windows key working, and the latest darkplaces svn doesn't even map it. 
Hmmm... 
Fruitz of Dojo's glquake maps it just fine. Can this be of any help?

Anyways, thanks a lot for the binary!!!! 
OSX Binary 
 
And an app bundle 
Not Properly Tasted? 
the icon is lickable. I will try a taste now 
Hmmm... No Command Key. 
...No use for me. 
QS Update 
No major changes really.. just bug-fixes.
We'll probably include proper home directory support (currently included as a patch) and ogg music playback, when someone can be arsed to do it.

windows linux source

* Replace the old "Screen size" slider with a "Scale" slider
* Don't constantly open and close condebug log
* Heap of C clean-ups
* Fix mapname sorting
* Alias the "mods" command to "games"
* Block/Unblock sound upon focus loss/gain
* NAT fix (networking protocol fix)
* SDLNet_ResolveHost bug-fix allowing connection to ports other than 26000
* sv_main.c (localmodels) Bumped array size from 5 to 6 in order for it to operate correctly with the raised limits of fitzquake-0.85
* Accept commandline options like "+connect ip:port"
* Add OSX Makefile (tested?) 
Oh Yes 
Great work! Especially the multiplayer improvements!

Thanks! 
Thanks :) 
 
 
The OSX version runs pretty sweetly here. Would be good to get rid of the window bar for proper full screen, but other than that it seems nice. 
-dedicated 
In quakespasm subversion, Oz has replaced SDL_net with OS dependent modules, and the dedicated feature *should* be working... Anyway, it works on my Sabayon OS, but Fedora 7 has an issue right now.

svn co https://quakespasm.svn.sourceforge.net/svnroot/quakespasm

Does anyone know what needs to be fixed in the SDL_net driver ? 
Quakespasm + Command History 
I wrote a short "how to" on adding session to session command line history to an engine.

http://forums.inside3d.com/viewtopic.php?t=2386

It's a 3.5 minute platform-neutral change even for SDL [if memory serves correctly].

I have long felt that session-to-session command line history was something all engines should have (but only JoeQuake + derivatives) had --- but now DarkPlaces and ezQuake has it too.

Anyway, if interested. I really like Quakespasn for single player play -- it is a very nice job. 
 
> Does anyone know what needs to be fixed in the SDL_net driver ?

Nope.

Darkplaces has an SDL version. I usually look at DP when I'm in trouble. Dunno if it uses SDL_net though, haven't looked in that direction yet. 
 
and yeah, Quakespasm is a very good engine. Promising. 
... 
I love FitzQuake 0.85 too of course, and I'd love to see command line history in there as well but I know the Quakespasm guys seem likely to make updates in the near future and I have an OS X machine. 
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