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).
Trying To Play With Fitz Features.
And I have found a bunch of stuff that I cannot get to work,
texture pointer, ghostdemo, r_mirroralpha... it's weird because things like gl_greyscale and r_stains work.
Also, no m_filter???
And How
do I get external textures working for models and such? It says the engine supports it but what are the files that it supports? What are the naming conventions? What directory do they need to be in?
External Textures For Models
#353 posted by necros on 2013/12/29 23:43:03
if it follows the standard method, then external model textures go into /progs/
the filename should be [modelFileName].mdl_[skinNum]
Figured It Out...
Save the files as .tga files using your naming convention you just mentioned.
The files I had were as .png files.
Some Ramblings
#355 posted by roblot on 2013/12/30 15:39:35
On some monitor resolutions I've noticed the gun stock shrink more than others, but it never disappears. Could be a res bug.
Its a good feature for changing gun perspective looking down from roof tops.
other stuff...
tool_texturepointer 1 - does work for me
r_mirroralpha - does not look like it is
The Mark5 from post #61 loads .bsp mapobjects correctly on start-up. The final version though, needs a map restart (just once) so that alpha masked textures are rendered right.
Most everything else is good though.
Just move to Linux and give Baker some peace :)
Unknown command "max_edicts"
Why the fuck would anyone do this? I can't finish ne_ruins because it keeps running out of edicts.
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