I Have Found A Solution For You
#226 posted by Lunaran on 2008/09/28 17:13:09
Dunno Whether It Already Exist...
#227 posted by JPL on 2008/09/28 17:19:47
... but I really think it would be good manage water and glasses transparency differently... I guess it would requires special stuff as glasses are "water-based" textures, am I right ?
Go Use Darkplaces Or Something
#228 posted by Lunaran on 2008/09/28 18:12:49
and leave your shiny gubbins out of fitzquake
JPL:
#229 posted by metlslime on 2008/09/28 21:41:01
that's pretty much solved with per-entity alpha
#230 posted by metlslime on 2008/09/28 21:41:11
(comming soon!)
Metlslime
#231 posted by JPL on 2008/09/28 23:04:23
OK, thanks ;)
I have to experiment now :)
Glitch Noted In Malice.
#232 posted by Hub Jub on 2008/10/11 06:24:52
In the Malice TC I found that the Probe item's functionality is broken within FitzQuake 0.80. 'Fire' is bound to move the probe forward, but doesn't actually do anything. The functionality's completely unbroken in WinQuake and GLQuake. Thanks!
#233 posted by starbuck on 2008/12/13 20:38:20
hey, just wondering if Preach's hacked version of fitzquake with the model interpolation is up anywhere? The link he posted is down now. Cheers!
Here
#234 posted by negke on 2008/12/13 21:39:27
Ah
#235 posted by starbuck on 2008/12/14 02:41:55
thanks negke, that's gonna come in handy
Must Be On Quaddicted.COM 2
#236 posted by RickyT33 on 2008/12/14 07:43:37
#237 posted by RickyT33 on 2008/12/14 07:43:53
yup
Developer 1
#238 posted by thanatwork on 2008/12/22 05:22:03
I want to use developer mode to make sure there are no items falling out the map, monsters in walls etc. but when I enable dev mode a number is printed every frame to the console, which is a big pain in the ass since it shoves all the useful information printed at map load time off the screen. I can pause the game quickly to see the data I want, but I'd rather have a way to disable the printing of the number altogether. What is it anyway? millisenconds per frame?
p.s. is a new version of FQ still in the works?
This Is In Fitzquake?
#239 posted by necros on 2008/12/22 08:36:55
i've run in developer 1 a lot and never seen that.
is it a mod you're using that's got some debug text? maybe you can disable that?
Some Mods...
#240 posted by metlslime on 2008/12/22 08:52:01
do that, especially SP mods. The same problem would occur in any engine that hasn't changed the behavior of that cvar
P.S.
#241 posted by metlslime on 2008/12/22 08:54:23
yes, there is a new version of fitzquake in the works, and now that my most recent project at work has shipped, i should be able to get it together for release. That is, once my week in seattle for christmas is finished. Unless it keeps snowing and i'm trapped here forever!
Great
#242 posted by thanatwork on 2008/12/22 09:44:07
looking forward to that mp3 quake cd rip support ;)
Of course, FQ is nearly perfect as it is, so I'm not expecting too much new awesomeness in the new version, though I'd love to be surprised by cool shit, and somehow making ATi cards work properly in fullscreen mode would make me happy, since there is some weirdness on my new pc I haven't managed to fix :( window mode runs fine though.
p.s. the mod in question is Quoth. Odd that you haven't seen it, Necros. Maybe I am the only one affected :(
Counter
#243 posted by Preach on 2008/12/22 10:38:41
Yeah, that's the counter for number of particles spawned by the particle fields most likely, thought I'd caught all of those leftover dprint messages which aren't helpful for mappers. Ah well...
I was going to suggest the temporary removal of the particle spawnflag from the finc_togglewalls. But since it's Christmas, here's a progs with that line commented out:
http://www.btinternet.com/~chapterhonour/progs-dprints.zip
Replace the progs in pak2.pak with this.
DISCLAIMER: This hotfix hasn't been tested and although it's really unlikely, it may not behave exactly as 2.1 did. Only install this fix if you are experiencing the specific problem blah blah.
Thanks
#244 posted by thanatwork on 2008/12/22 11:26:34
awesome work. I will try it out next time I work on my still unfinished map :)
Re: ATI Fullscreen
#245 posted by jdhack on 2009/01/08 11:21:45
I think it's bugs in either the drivers or the OpenGL implementation on newer hardware. I get the same thing on my onboard ATI (RV610, aka 3100), but D3D works fine fullscreen. I've got some older Radeons, and they still work perfectly.
Hmm...
#246 posted by metlslime on 2009/01/08 12:39:04
it would be good to figure out the actual problem with ATIs, if anyone knows anything or heard rumours on the internets, let me know.
Meanwhile, I have added aguirre's feature of "if you create a window the size of the desktop, it appears to be fullscreen but is actually a window with no borders" feature, which might function as a workaround for ATI users until we can get an actual fix.
ATI users: can you tell me anything useful, such as "X, Y, Z engines have this bug, but A, B, C engines don't have this bug or fixed it in version Q?" Then maybe i can look at differences in the code.
ATI
#247 posted by than on 2009/01/09 05:52:34
I have the microsoft ime installed for japanese text input at home, and whilst there is garbage on the screen when running fitz, or any other opengl implementation in fullscreen normally, if I start typing in japanese everything displays properly. under the japanese text that I am typing, which appears in some kind of special mode over the top of the screen. When I get rid of the Japanese text, Quake continues to run fine, but occasionally, especially if there is a screen flash for an item pickup or something, or perhaps even when I enter a new area of a map, the garbage comes back and I can't see what I am doing until I bring up the ime.
Obviously I have no idea how you could fix FQ to work fine on ATI cards, but perhaps this information will be of some use, and as an ATI user I certainly hope so, since I have resorted to always running in a window now :(
Oh, and every GL engine I've tried suffers from the same problem - I think only software Quake was fine. Then again, I didn't try Darkplaces, and since that is perhaps the most heavily modified Quake engine, it may behave differently.
Btw
#248 posted by than on 2009/01/09 05:55:37
I should have proof-read that message, since it's pretty badly written (lack of sleep from overmapping being the cause!). Hopefully it's understandable ;)
Another bit of info is when I take a screenshot during the time the screen is full of garbage, the screenshot comes out fine as if there was no problem at all.
ATI?
#249 posted by necros on 2009/01/09 19:33:42
it can't be all ATI cards though, because i have an ATI x1950 and fitzquake works great (i randomly get 'cannot set fullscreen DIB mode' very rarely).
is it at all possible you have something else running that is interfering?
My Card
#250 posted by than on 2009/01/10 15:48:18
is a 4850 1gb ram with the latest (or recent at least) drivers installed.
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