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.
#358 posted by sock on 2014/01/04 15:28:27
The command has changed, use:
HOST_MAX_EDICTS <integer>
the default is 0 which is automatic (GL default 1024)
Mouselook Wont Work
#359 posted by Breezeep_ on 2014/01/13 22:47:49
how do I fix this?
I'm So Stupid...
#360 posted by Breezeep_ on 2014/01/13 22:49:13
I set lookstrafe on by accident. fixed it now.
On My Withlist...
#361 posted by NightFright on 2014/02/01 21:32:15
... 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.
#362 posted by biff_debris. on 2014/02/11 06:55:44
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
#363 posted by Spike on 2014/02/11 07:59:55
does post #350 help?
Oops.
#364 posted by biff_debris. on 2014/02/11 17:39:50
It did. Thanks ;D
FMV Is Indeed A Very Good Engine
#365 posted by dooomer on 2014/02/12 11:35:38
Especially if you are not into all those HD eyecandy and prefer a more-faithful-to-vanilla approach.
#366 posted by Lunaran on 2014/02/17 01:03:43
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.
#368 posted by Joel B on 2014/02/17 18:00:02
Lun did you maybe create a profile for fitzquake_mark_v_final.exe in your driver settings?
Nope
#369 posted by Lunaran on 2014/02/18 03:27:56
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
#370 posted by NightFright on 2014/02/18 09:45:12
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
#371 posted by RickyT33 on 2014/02/20 15:54:51
Shrak not loading is a benefit.
Check Yourself Before You Shrak Yourself
Shrak
#373 posted by Kinn on 2014/02/20 20:03:22
wasn't that one of those eye-gougingly bad "unofficial!!!" commercial shovelware mods from 1997?
Commercial Addons
#374 posted by NightFright on 2014/02/21 00:04:13
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
Stuff
#375 posted by Baker on 2014/02/24 08:50:59
1. @Lunaran
I can't imagine how the executable name could make a difference. Maybe if you have an insanely long path that is 240+ characters long?
@ Spike re: source code
I just changed the optimization to /O1, I didn't actually change any source code -- the source code is current. I mention this in the readme, although yeah I didn't re-upload the VC6 project with an updated .dsp reflecting the /O1 instead of /O2
@ onetruepurple "Unknown command "max_edicts"
I renamed it because I changed the default value to 0 and FitzQuake 0.85 saved it config. 0 is automatic size. ne_ruins is the only map I know of that breaks automatic sizing (because it counts the edicts in the .bsp on map load and adds a ton of padding, but ne_ruins manages to bust this).
@1path0gen1 "White HUD bug"
That's disappointing, at least in your post #350 you figured out a workaround. Never experienced that problem myself. :(
@NightFright re: Shrak
I'm glad you like the engine, but since I don't warez I'll never play Shrak. But everyone has always said Shrak is crap, so ...
@roblot re: r_mirroralpha
It is broke. I wanted to finish the implementation, but ran out of time. The issue has to do with FitzQuake drawing the sky in an unusual way. Somewhere I had pages of notes on how to do r_mirroralpha really, really right. And "security cameras" too like Duke Nukem. And had ideas of teleporters that showed the destination point-of-view. But ran out-of-time and I can't imagine ever having the time to do this now.
@FifthElephant re:ghostdemo
I removed it.
@FifthElephant re:m_filter
I simplified the mouse code beyond imagination. The mouse code in Mark V is hilariously short and amazingly precise. Like a work of art. m_filter just averaged movement. Maybe in days where someone got 22 frames per second this might be helpful. Anyways, I removed plenty of hardly ever used cvars like modem and serial port stuff and the 80 weird mouse settings. I think I removed joystick support too (or maybe I didn't).
@ NightFright "Next release"
I don't know if one will ever happen. Then again life is unpredictable.
@ NightFright "Double gamedir support"
Typing "game masque -hipnotic" works. Substitute -quoth or -rogue. I should have made "-anything" work ... but I decided not to for reasons I can't remember.
On the plus side, Mark V does pack hints in a demo so it knows what gamedir options were set and playing the demo will automatic switch to the correct gamedir. It also knows what skill level was set.
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