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Fitzquake Mark V
I wasn't planning on doing this mini-project, it started as an effort to address some Fitzquake issues, fix them the right way up to Fitzquake standards (i.e. do it right, once and properly versus continual releases) and donate it back.

FitzQuake Mark V Download:

http://quake-1.com/docs/utils/fitzquake_mark_v.zip

Short version: Eliminated most issues in FitzQuake thread, most issues I can even remember hearing of ever and marked every single one clearly with a very minimal implementation.

It may be the case that only metlslime and Quakespasm and engine coders may find this engine upgrade of interest.

Features: 5 button mouse support, single pass video mode, external mdl textures, alpha textures (like RMQ), record demo at any time, rotation support, video capture (bind "capturevideo toggle"), console to clipboard, screenshot to clipboard, entities to clipboard, tool_texturepointer, tool_inspector (change weapons to see different info), clock fix, contrast support, fov does not affect gun, gun displays onscreen, Quakespasm wrong content protection, external ent support, session-to-session history and .. (see readme).
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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? 
And about the gray lines? A graphics driver issue perhaps? 
 
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. 
 
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 
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 
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 
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 
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. 
 
The command has changed, use:

HOST_MAX_EDICTS <integer>
the default is 0 which is automatic (GL default 1024) 
Mouselook Wont Work 
how do I fix this? 
I'm So Stupid... 
I set lookstrafe on by accident. fixed it now. 
On My Withlist... 
... for the next FQ release would be two things involving music support:

1) MP3 playback from within PAK files (like in Quakespasm).
2) Ability to use custom music packs without having to copy them into mod subdir (by supporting at least 2 gamedirs, e.g. -game epiquake -game rubicon2 to play Rubicon 2 with Epiquake pack). As far as I can see from the readme, something like this might be planned already, so I hope this is going to happen. ^^

Other than that, this beats pretty much any port out there which attempts maintaining the "classic" visuals. Darkplaces & Co. might offer eye-candy, but FQ Mk V delivers what I prefer: Quake the way it's supposed to look with a few visual touches here and there. Two thumbs up for keeping this alive, and looking forward to more updates in 2014! 
Nice. 
Totally digging this (late for the party, I know), but yeah -- I'm getting the whited-out HUD thing, too. Any sort of workaround or anything? 
White Hud 
does post #350 help? 
Oops. 
It did. Thanks ;D 
FMV Is Indeed A Very Good Engine 
Especially if you are not into all those HD eyecandy and prefer a more-faithful-to-vanilla approach. 
 
why does fitzquake mark 5 care what its own filename is?

fitzquake_mark_v_final.exe - no hunk alloc failure

copy fitzquake_mark_v_final.exe, rename to fitzquake_mark_5.exe - hunk alloc failure

copy fitzquake_mark_v_final.exe, rename to blitzisawomyn.exe - hunk alloc failure

delete fitzquake_mark_v_final.exe, rename blitzisawomyn.exe to fitzquake_mark_v_final.exe - no hunk alloc failure

shenanigans. 
Umm 
I have it named as fitzquake5.exe and it runs fine. 
 
Lun did you maybe create a profile for fitzquake_mark_v_final.exe in your driver settings? 
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