Couple Of Things...
#251 posted by distrans on 2013/06/01 16:17:36
The silver key door in e1m2 was non-solid for some reason. I had the SK but didn't need it to open the door as I just passed through. The released fiend was also able to pass through the closed door.
When using the engine to play DMSP2 I've notived that some enemy become somewhat impervious to fire. One grunt took almost 120 nails to drop.
What Map Had Issue With Dmsp2
#252 posted by Baker on 2013/06/02 00:32:31
Will help me track down bug, I have a few suspects in mind.
Several Maps
#253 posted by distrans on 2013/06/02 05:50:58
Here's demo of me making no impression...
http://www.quaketastic.com/upload/files/demos/dis_atlantis.dz
That one's on atlantis.bsp, but it's also happened on naughty2.bsp and the Travail DM maps as well. Sometimes there's no effect; sometimes one in ten or so shots hit.
#254 posted by Baker on 2013/06/02 18:38:43
I think I need to double check changes I made when adding external .vis support. I'm able to reproduce the issue reliable. Thanks for the bug report.
#255 posted by Joel B on 2013/06/02 22:47:01
This is probably a dumb question but: what does "Automatic wide-screen FOV correction" in the readme file mean?
I thought this might be something like QuakeSpasm or Fodquake's FOV adjustment. Despite the discussion in the thread above. :-) But nope it doesn't seem to be doing that (in revision 9).
So is that readme line just talking about protecting the weapon viewmodel from FOV changes, then? Or is it something else?
Widescreen FOV Means
#256 posted by Baker on 2013/06/03 04:21:29
1) Adjusting the field of view calculations to be equivalent of a 4:3 aspect ratio.
The Mark V vs. Quakespasm FOV correction is the same calculation [although I don't know that the Quakespasm guys know this ;) ]
2) The viewmodel FOV "fix" is entirely separate from the above, but what it does is backs out the FOV calculation when rendering the weapon (viewmodel) so that the weapon does not get distorted if using, say, fov 110.
Note: I expect beta2 to be out later this week correcting the distrans discovery (grrr) and hopefully the issue preventing it running with mfx's video card.
OMG...
#257 posted by distrans on 2013/06/03 05:57:51
...I have a bug named after me *blushes*
#258 posted by Joel B on 2013/06/03 08:26:51
Well how 'bout them apples, yeah it really is doing the adjustment ... missed it last time I checked.
Some Requests
#259 posted by Spiney on 2013/06/04 19:38:41
Hey Baker, not sure if you gonna work on it more, but...
Would it be possible to have support for foreign keyboard layouts?
Could you make the console fade-in faster? (maybe make it relative to vertical res)
Have the End key jump to the bottom of console log? (rather than having to hold page down for 30 secs)
Console Fade
is a command, "conspeed" I think it is.
@Spiney
#261 posted by Baker on 2013/06/04 23:08:37
I've run out of time to do anything except light touch-ups to correct bugs and I had to cut international keyboard support from my to-do list (along with many other things, sadly).
I wanted to get one final update out and actually moved that forward rather than late summer.
My time is up, and they'll send zombies and nazis --- and maybe even nazi zombies --- after me if I don't focus on my real world objectives. Go figure.
#262 posted by Spiney on 2013/06/05 13:24:33
Regardless, thanks for the great update :)
Windows Key Disabled? What Gives
#263 posted by negke on 2013/06/05 20:03:28
Is there another way of minimizing it then?
@negke
#264 posted by Baker on 2013/06/07 04:19:13
Yes the windows key is disabled when Mark V runs.
Fullscreen, you definitely want it disabled. Windowed mode, harder to say.
For windowed mode, I made the decision like this:
1) Mappers are really smart, know how to install engines, know how to use more than one.
2) Casual players are afraid of that stuff. And are way less likely to be pressing the Windows key for functionality when running the game because they probably are just "playing the game".
So I decided to err on the side of a casual player who just wants the game to work.
An uber intelligent mapper such as yourself could use Quakespasm or DirectQ or such if you are developing a map or mod and need that.
[Although, I'm betting Quakespasm likely disables that as well ... but I know Fitz 0.85 doesn't ...]
Can't You Just Alt-tab?
#265 posted by Spiney on 2013/06/07 12:12:17
Or Press ALT-ENTER Toggle Fullscreen
#266 posted by Baker on 2013/06/07 20:20:29
Quakespasm also supports this.
Mark V's video code rewrite makes ALT-ENTER a very fast operation.
Hitting Enemies
#267 posted by sock on 2013/06/29 13:47:43
There is something weird going on with the latest release
Fitz: 0.92 exe: 02:43:35 May 24 2013
(using version command)
After a while the enemies cannot take any more damage from the player. It is like their bounding box has moved/changed. If I quicksave and quickload the problem goes away and then gradually comes back. I have only encountered this problem with my latest map.
Super Enemies
#268 posted by sock on 2013/06/29 16:09:58
I did some more investigating and it is not the bounding boxes, I can see them with the r_showbbox command. It is a time based event where enemies no longer take/receive damage. After a while I can just walk through them. I can't produce a save file to show what is happening because quick save/load fixes the problem (temporarily)
#269 posted by negke on 2013/06/29 17:19:30
Can you capture it in a demo?
#270 posted by necros on 2013/06/29 20:05:20
are they still damageable (blood particles vs grey puffs)?
can you get the edict # and check what the fields look like? (maybe make a tiny hack mod where the axe does an eprint of whatever it hits)
Use Quakespasm Or Previous Mark V
#271 posted by Baker on 2013/06/30 06:04:17
I have no time and sadly will have no time for amount of time that I can't determine right now.
I have about 15 minutes of "real" free-time and this isn't going to be changing soon.
I'm sorry about the bug --- real-life prevents me from having any meaningful amount of time to address this and I will continue to have no time for the future as far as I can see it --- and this is beyond my control.
Someday, I will fix --- I was trying to "go out in style with a delicious technical masterpiece" that could be feature ripped into Quakespasm easily --- I went all out, I thought I was practicing some awesome quality control and this slipped by me --- but I locked-in, I have no time and I'm not going to have any time.
And I'm sorry. I really was shooting for the moon to please to go out with a really fun bang with some incredible engine performance and flexibility.
Now I am beyond the event horizon, all paths available to me lead only towards real-life and I am far beyond the point of return to be able to work on this.
Believe me, I wasn't looking to let anyone down --- but I am no longer able to do anything about this.
Sincerely,
The Sadly Uber-Time-Restricted-Baker
That-Can't-Fix
This-Since-I-Have-No-Time-And-Wont
Baker
#272 posted by mfx on 2013/06/30 06:22:34
seriously?
i mean seriously...
Barking At The Moon Again ;-)
Feature Request
#274 posted by sock on 2013/07/11 19:09:11
Something to add to a wish list ...
* Be able to freeze a demo and then fly around the world to inspect / look at things. It would be very helpful for debug reasons to see what is happening with a demo. I don't mean change or move stuff around, just fly around and see where things (monsters/items) are.
#275 posted by Spirit on 2013/07/11 19:27:08
From what I know (unless I mix up things) Quake demos only include the entities in the PVS so a feature like that would require a whole different protocol.
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