#326 posted by Spike on 2013/10/10 04:54:35
Baker, If you're actually serious about coop, you'd go implement support for RFC 5245 somehow. :P
Also, its probably worth rewriting the network protocol anyway, *especially* for coop. Coop can easily get more spammy than deathmatch.
Bug Again
#327 posted by Yhe1 on 2013/10/10 06:25:58
Coop Is The Only Reason To Play Quake?
#328 posted by ijed on 2013/10/10 11:35:32
And big maps are lazily made?
Each to their own then.
I get the point of wanting a simple engine though.
Quake Does Not Equal Coop
I've played coop quake maybe once or twice in my entire life.
I thought the whole point of these huge super giant bsp2 maps was to make an epic singleplayer romp? And these super maps are very few and far between.
I really don't see the reason for this rant, most people like Fitz for its stability, simplicity and faithfulness as a quake engine.
I personally prefer DirectQ because it is slightly more feature-rich, but it's mostly unsupported these days.
Baker
#330 posted by RickyT33 on 2013/10/10 13:39:18
I take exception to the comment about lazy maps too.
The features I like about FitzV:
Runs fast
Supports loads of demos
Cool demo features
Perspective correction on weapon models in widescreen
Though I would like it if I could play my big map on your engine. As we move forwards in time, some people are going to want to make huge maps. TBH it's been a fantasy of mine since I started mapping, the only reason for not doing it was the engine limits.
9 out of 10 people have hardware that can run huge maps. r_speeds is not really an issue any more (though I still full-vis my maps).
I mean it would be nice if there was an active Fitz branch engine that supported BSP2. Tyrann's new compiler is quite possibly the best qbsp compiler we have ever had, AguirReMHLight is IMO the best light tool. Everything is in place, we even have engines, but it would be nice if an active (and very cool) engine supported everything. Then I would ONLY use FitzV for EVERYTHING. And more than likely, the majority of other folks would too...
Pleeeeeeeeeeeeeeeeeeeeeeeaaaaaaaaaaaaaaaaaasssssssssssseeeeeeeeeeeeeeeeee?
Warp
#331 posted by ijed on 2013/10/10 13:58:24
Supported Coop but my new one won't at all. In theory I could try and include it, but there's a tonne of dependencies in the AI and core game mechanics that mean it wouldn't make sense to try it coop unless I completely changed the game mode...
Which could be valid I suppose, will give it some thought.
It's also a very big map.
#332 posted by sock on 2013/10/10 14:58:37
"freezeall" command is what you seek.
Wow thank you, the command is perfect! :D
Mark V has almost no features that anyone ever asked for. Ever. And yet people like the hell out of it?
I like this engine because it is simple and not over the top. There are no fancy extra graphical features or SP fixes, it just works, really well.
+1 for wanting bsp2 support, it would be nice to play future large maps with my favourite engine.
Lets Make Things More Interesting...
#333 posted by Spike on 2013/10/11 05:13:05
one quick hack later: voila, markv with bsp2 support: http://triptohell.info/moodles/junk/markv_bsp2.zip
Completely unsupported, use at own risk, etc.
Baker, be sure to read the readme in there. I mean it. Really.
Yay!
#334 posted by RickyT33 on 2013/10/11 10:44:29
Will test later.....
Bah
#335 posted by ijed on 2013/10/11 12:59:56
I'm laid up for a week with sciatica and won't be near a PC :[
@Spike
#336 posted by Baker on 2013/10/12 02:52:26
Thanks
[I owe Spike so many thanks at this point, I think he flipped the universe's digit counter with that one.]
@Others
I'm not reading your replies right now.
Here is why --- and perhaps I can make Barnak really happy here ---
All of the spare time I don't have --- 100% of it --- I am building Fruitz of Dojo native OS X Mark V with 100% feature set (well maybe 99% --- Mark V AVI capture on OS X isn't something I can add conveniently).
[Will still have a very Quakespasmy codebase.]
Woot
#337 posted by ijed on 2013/10/21 23:15:35
Thanks Spike!
Got the level plugged in and running now. There's a couple of graphics glitches - the standard id sky doesn't render properly and the HUD sometimes gets stuck on white, but a lot of the other stuff that I was missing like coloured light and fullbrights is now working properly.
@ijed
#338 posted by Spike on 2013/10/22 12:50:24
sky+hud bugs don't relate to the code changes I made. Could be down to compiler differences or due to simply being based off an old version (baker still hasn't released the source to match his latest exe).
Coloured lights and fullbrights are not my work either.
Fair Enough
#339 posted by ijed on 2013/10/22 13:40:40
I'm building with Tyrann's latest tools, though I doubt they're the cause in this instance.
I Meant C Compiler.
#340 posted by Spike on 2013/10/22 14:26:19
Looks Like
#341 posted by ijed on 2013/10/23 02:16:55
I'm provoking the white HUD with bad qc.
Good
#342 posted by blake on 2013/11/11 06:13:28
quake one is the best game in all time
Gray Borders
#343 posted by THK on 2013/12/01 19:31:10
There are thin (1-2 pixels wide) gray borders along the right and bottom edge of the screen in Fitz MkV, at any resolution. Any way to remove them? Graphics are Intel HD Graphics 2000. Also, is it normal that dynamic lights break through walls?�
#344 posted by Spiney on 2013/12/01 22:22:51
Dynamic lights break through walls because because computing occlusion dynamically was too big an issue in 1996 (english: shadows are expensive). Nowadays we use shadowmaps or shadow volumes for that stuff. So you can use something like Darkplaces or FTE if you want those kind of features.
Lines?
#345 posted by THK on 2013/12/01 23:52:56
And about the gray lines? A graphics driver issue perhaps?
#346 posted by Spiney on 2013/12/02 00:03:28
I have no idea, that one sounds more like some engine or driver edge case. You'll have to ask someone qualified. I've read that Intel's openGL drivers can be a bit buggy tho.
I Can Confirm This...
I have the 4000 version in my surface and I am constantly having to dick around with different drivers.
I haven't had a lot of problems since I updated from windows 8 to 8.1 though.
#348 posted by anonymous user on 2013/12/02 06:14:16
Been away from the internet for 3 months and just now trying the newest Mark 5 from post 314. I got the same hud bug posted by Yhe1 (post327). Next day I used Metl's original 0.85 to check an Unforgiven map for something. Then later, went back to Mark 5 for some other testing. Hud is now fine... hehe.
Is it something to do with the config.cfg? Everytime I'm switching engines I sometimes need to delete the config.cfg from the Id1 and Quoth folder to clear up some issues with various info_command and trigger_command entities.
Engine is really fast now with lots of my alpha_masked trees, leaves, bushes, ferns etc (as .bsp mapobjects). It's like Pyramid of the Magician.
Dynamic lights usually pass through func_wall and door entities but world brushes do block them. I checked at some examples while in Mark 5 and it was working correctly.
One Last Thing - Weapons Moving Up/Down
#349 posted by THK on 2013/12/02 16:24:57
Only one more thing - is there a way to prevent weapon moving up/down while looking up/down, like it's implemented in QuakeSpasm? Double-Barreled Shotgun completely disappears when you look straight down.
White Hud Bug
#350 posted by 1path0gen1 on 2013/12/05 17:46:58
Hi all. I've tried this little nice engine for a minute. Looks like this type of bug:
https://dl.dropboxusercontent.com/u/21356102/mark%205%20bug.jpg
happens when your gamma cvar is set to ANYTHING but 1 IF your scr_sbaralpha cvar is set to 1 (scr_sbaralpha 0.9 or 0 will fix the problem).
|