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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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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? 
Nope 
Just unzipped it.

I'll have to assemble a test case for Baker if he still checks the thread. There is something final about the word 'final' though. 
Shrak Freezes 
Can anybody else confirm that the "Shrak" TC (v2.0) freezes with FQ Mk V randomly? Unfortunately I don't even get any error message, so I cannot give any details about what might be the problem... 
IIRC 
Shrak not loading is a benefit. 
Check Yourself Before You Shrak Yourself 
 
Shrak 
wasn't that one of those eye-gougingly bad "unofficial!!!" commercial shovelware mods from 1997? 
Commercial Addons 
It was, but there were worse ones, e.g. "Aftershock", "Q!Zone" or "Dark Hour". Anyway, most of the time I can bypass these crashes by not attacking enemies, which kinda sucks. Especially the shotgun seems to cause trouble. On the other hand, "Malice" works without any problems - almost. In "Staying Alive", killing Vasquez and her helpers more than once (after they respawn) would result in a crash, too. But that's rather minor. I am just wondering if it's a problem with the addon or possibly FQ. Good news is that pretty much all the other good (custom) addons out there are working, e.g. Prodigy, Zerst�rer or Travail. Maybe "Shrak" is just unworthy of running with this polished port? :D 
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