Doesn't Work
on my surface pro...
Seriously I have no idea what's up with this thing. It only runs DirectQ.
#301 posted by Spike on 2013/10/04 01:46:15
fifth? what's the problem? spazzes out spining wildly?
that happens when the operating system ignores calls to set the mouse cursor position.
you can avoid such calls with a the -dinput argument to most engines (often alternatively settable with in_dinput 1;in_restart).
If your engine supports rawinput, that can also be used instead, fixing the issue in the same way.
In FTE, _windowed_mouse 0 will enable the touchscreen mode that I hacked together for android - other engines that retain that cvar will simply disable the mouse entirely instead.
DirectQ presumably uses dinput by default, hence why its the one that works out of the box - pretty much every other engine can use dinput too, they just don't by default.
Some Good Advice There Spike
but it fails to load, just crashes when you click on it. And windows 8 doesn't give any explanation to why it wont load.
I reckon it's probably driver related to be honest. As per usual.
#303 posted by Baker on 2013/10/04 02:35:27
I don't claim to have any working knowledge of a Surface Pro, but you could type "nomouse 1" in the console or add that to your config.
On an iPad, I know how it would interpret mouse events and if I had any free time would consider an enhanced merge of FitzQuake Mark V + Quakespasm + iPhone Quake and peek at FTEQW's Android stuff.
I really was trying to complete merge Quakespasm and Mark V back in the spring -- but ran out of time before I could get it ready for a Mac OS X build. :(
/End Dreams ...
On The Plus Side ...
#304 posted by Baker on 2013/10/04 02:40:13
I was glad I was able to use a sizable chunk of the ideas that Spike and MH suggested to streamline the code. And something invaluable that Reckless provided.
Spike supplied a treasure trove of great info --- and many of these things are implemented like skill level and gamedir is recorded to demo (as one example) --- but he gave me tips on how to do some really awesome stuff.
Alas. I ran out of time.
?
#305 posted by distrans on 2013/10/06 06:12:50
fitzquake 085
heapsize 512000
game quoth
map dis_sp6
die alot
fitzquake mark5 final
heapsize 512000
game quoth
map dis_sp6
hunc alloc failure
Gosh Darn It
#306 posted by Baker on 2013/10/08 03:54:36
I had the idea of disappearing forever with the earlier post being the last trace of "Baker" ever on any noticeable forum.
And distrans, you ruined it all!
Thanks for the bug report, I suppose I have only myself to blame.
/Will investigate, solve and all that. Rats!@!@!@
Better Than Ragequitting
I suppose...
Not As Good As This
Haha, Awesome
Wtf
Yes - thats a classic. But a womyn !?
.. So all we have to do to keep this project ticking is find bug reports for Baker :)
LOL @ Blitz
#311 posted by distrans on 2013/10/08 13:47:54
Lest we forget...he took a lot of risks to become part of an industry he loved.
Hey Baker...
#312 posted by distrans on 2013/10/08 13:50:44
...some would say that's not a bug i.e. more favourable than actually playing dis_sp6 :)
Copy Pasta From TB Thread
"Got it to work (dunno how long for), using driver version 9.17.10.2867 from 05/12/2012.
This was from going to settings and "refreshing" the system, not a complete reformat.
There's definitely some driver issues with the surface pro. "
Again, this does work on certain driver versions.
Distrans Bug Fixed
#314 posted by Baker on 2013/10/09 03:06:32
Redownload:
http://quake-1.com/docs/utils/fitzquake_mark_v_final.zip
@Others:
ragequitting + jokes
Well, I never thought of it like that. I'm just tired and worn out and at times I wonder if I have anything positive to contribute or have been some sort of Quake villain -- which was never my intent.
SA: So all we have to do to keep this project ticking is find bug reports for Baker :)
Haha, maybe first good laugh I've had in a while.
Either way, I guess I'll keep the door ajar a bit ...
Ta Baker
#315 posted by distrans on 2013/10/09 12:53:40
I'll d/l tomorrow and let you know about the next one :)
I Really Wish
#316 posted by sock on 2013/10/09 15:49:42
the MarkV engine would support 'sv_freezeonclients' from the DarkPlaces engine. It is perfect for taking screenshots and checking out what AI are doing without affecting the player or console speed.
And
#317 posted by spy on 2013/10/09 16:02:40
and checking out what AI are doing
it would've been a total cheating?
By That Logic ...
#318 posted by sock on 2013/10/09 16:11:27
it would've been a total cheating?
you should also ban god, notarget, noclip and impulse commmands! ;)
No They're Classic Commands
#319 posted by spy on 2013/10/09 16:26:29
#320 posted by Spike on 2013/10/09 19:10:31
krimzon_sv_parseclientcommand can be used to block them if you really want that. they're already blocked in deathmatch.
@Sock
#321 posted by Baker on 2013/10/10 01:36:00
"freezeall" command is what you seek.
I made it a command rather than a cvar for some technical reasons that are rather tedious to explain.
freezeall is a toggle and is supported in Mark V in the server too as a recognized command.
@cheating
#322 posted by Baker on 2013/10/10 01:39:27
"sv_cheats 0" will stop god, noclip, freezeall, fly in Mark V.
A Mark V server will also tell Mark V clients what gamedir is running and automatically switch them.
For instance, if the Mark V server is running "-game warp -quoth" it will instruct Mark V clients to do the same upon connecting.
[Which is a Spikeism ... thanks Spike!]
Any Chance
#323 posted by ijed on 2013/10/10 02:20:46
Of supporting bsp2?
@ijed, Why Do People Like This Engine?
#324 posted by Baker on 2013/10/10 04:02:18
Mark V has almost no features that anyone ever asked for. Ever.
And yet people like the hell out of it?
I guess what I saying here, why should anyone use this over Quakespasm, Fitz 0.85 or DarkPlaces?
Yet, serious single player or coop people love this engine.
Despite the fact it doesn't implement ANY features that anyone ever actually wanted or asked for?
I implemented stuff that I thought the average player would really like to make things fun, user-friendly and easy.
I guess I'm saying, bsp2 is just going to ruin single player entirely. You probably can't even properly coop any of those maps.
Is the master plan here to create impossibly large levels that can never be cooped and bust all sanity in even things like recording demos?
Of what use are maps that cannot be cooped in the bigger picture?
I personally don't see super-giant for the sake of super-giant as a positive direction --- many Fitz 666 maps are only barely coopable over LAN.
What makes Quake isn't multiplayer --- QuakeLive or other things can do that --- and it isn't literal single player because you can find this in other games.
But coop is where Quake reigns supreme -- how does BSP2 further this great strength of Quake? Or are we just breaking engine limits these days without considering the consequences of where the path is leading?
Let's just break every limit --- creating a cascade that challenges rendering and the network protocols and even advanced predictive protocols is just "wrong" to me.
If you think about it, almost everything in Mark V has been done to support coop and demo sharing. BSP2 teaches map authors to not really consider map design constraints for maximum "utility" and just be lazy. There are many incredibly big protocol 15 maps --- Fitz 666 raises that to beyond absurdity --- and now lazy map design isn't satisfied by that?
Sheesh --- some of the Travail levels --- like the one with the lift that teleported --- worked around that. Just as a base example.
The short version: bsp2 end result maps aren't usually coopable --- coop is a design strength of Quake --- perhaps maps that don't fit in the design strengths of Quake should only be playable by outside the mainstream engines.
/Good judgment almost kept my from clicking submit --- then again, I don't have much of that. Submit it is!
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