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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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Cool... 
I've been following the thread on i3D as you guys discussed this. The remaining things I think would be ideal:

- engine: rotate player orientation as the object they are standing on rotates.

- compiler: origin brush support for ease of use

- compiler: fixed texture alignment on rotating models (right now it's all wrong because the brushes are moved to the world origin during the compile process without locking the textures)

Also I believe the way collision is being done for this is not correct, rotating the collision hulls can have some pretty non-optimal results, especially if you rotate a bmodel onto its side, since player bounding boxes are taller than they are wide. But doing it correctly would be pretty hard. I think what quake2/3 do is, save the original brushes in the bsp file and expand them to collide as needed, and don't use hulls at all. 
Rotating Doors 
Although there are many theoretical things that can be done with rotation and known issues with it in Quake, I only care about rotating doors. ;)

Maybe draw bridges that rotate down too.

Hip rotate doors kill me and otherwise are all weird. And if map authors want spinning things for show and level atmosphere, they can always put some clip around them ... to my knowledge the hiprotate objects have the same problems but at least these are FAR easier to setup. 
Different Problems 
The hiprotation objects have some problems, but they are consistent - the movewalls themselves don't rotate, so they don't start colliding with the player differently depending on the rotation it takes. Score one for hipnotic I guess... 
Avirox Rotation Version 1 
http://www.quake-1.com/docs/rotate/fitzquake085_avirox.zip

Rockets and grenades appear to collide properly. ;) 
Yeah... 
point-size entities will behave correctly, since a rotated point is still point-sized. It's hull1 and hull2 which are built around box-shaped entities which will exhibit inaccurate collision when the hull is rotated. 
 
I believe for legacy maps, and people who simply want to keep using them, hiprotate will not go away... Quoth supports it nicely, RMQ will keep supporting it as part of its backwards compatibility effort etc...

For those of us who would like to do it in a more sane way in the future, the avelocity based rotation will be a gift of the gods.

Meaning, with RMQ and other forwards-compatible mods, you'll be able to have what you prefer. 
Metl 
what does it mean:

it's from a console log
-------------
]quit
VID_Gamma_Restore: failed on SetDeviceGammaRamp
------------- 
It Means 
ATI sucks. 
Spirit 
i got nvidia 
Damn 
Well, I think it says something about not being able to restore the original gamma (of the OS versus the one ingame). 
Spy: 
it means restoring your desktop gamma setting didn't work, but i'm not sure why -- windows doesn't give any useful error messages when that happens. 
Windows Is A Piece Of Shit 
That's what it means.

A piece of shit geared towards your needs, the users needs.

I can't be arsed - but imagine I'd just gone on for a while about how magical a piece of shit can be, but at the end of the day is still something that won't fuck off no matter how many times you flush. 
Oh... 
also, after talking to somebody by email (baker, jpl, or spirit, or maybe someone else)... that person told me he was getting the message even int cases where the gamma change actually worked! So sometimes the "failure" isn't actually a failure, from that one user's report. 
Error Code 23 
Post failed! 
Crucified Zombies Do Not Work. 
They fall true the map.
In all the other engines they hang on the wall, but in Fitz ver .85 they either appear normal, throwing meat at you, or they fall true the map.
I don't get it.
If I start the start.bsp map, they are all hanging nicely on the wall, but in my own (nearly done) map, they don't. 
Sorry, Spoke Too Soon. Again ... 
Can't delete my previous post.
There was something wrong, but it was because I was using an alternative pack.

Sorry ... 
 
fitz0.85 is opengl right?

still dont understand what fitzquake have that joequake,qrack,glquake e.t.c dont have because with my ATI X850 in the only that dont screw my image...

:( but i whould love to know what it is :| need joequake to record speedruns demos :( 
194.65.24.228 
gl_ztrick 0 
 
Mr Fribbles are you joking or serious?

I dont understand nothing about those things... if true i will try when i get home

thanks!

if joequake have this command... 
Mr Fribbles 
gl_ztrick i google it, and i guess you are right... zomggg will be the first thing I will do when I get home... 
Yeah 
I think fitz sets ztrick to 0 by default. 
"gl_ztrick" 
there is no such command in fitzquake0.85 
 
finaly got home and try!

FUCKING YEEEEEEEEEEEEEEEEEE

is working

/me kisses Mr Fribbles 
Yeah... 
I removed ztrick long ago. It was basically a hack to avoid clearing the z-buffer between frames, at the cost of half the z-buffer precision. It didn't play well with my sky rendering code, plus it's not needed any any card newer than the voodoo1. 
MP3 In Fitz0.85 
I'm using the fitzquake085_mp3 build supplied in Baker's mp3 support tutorial but I can't get it to actually play any mp3 files. :(

I have no idea what could be possibly wrong. My soundtrack is in id1\music (or travail\music for that matter), and not within a .pak either. The playback related console messages appear for me, and I can use the mp3 commands just fine (without any errors that is). Nothing plays, still.

Is it as simple as turning it on with a cvar, or something? 
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