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Posted by Baker on 2012/06/29 11:38:17 |
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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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.
"But Ran Out-of-time And I Can't Imagine Ever Having The Time To Do T"
Did you get a kid or something?
#377 posted by necros on 2014/02/24 22:10:40
the progs in ne_ruins spawns several hundreds of new entities as part of the pathing system. It's too bad you changed the variable name as there is a line in one of the config files in the mod that sets max_edicts "8192" to prevent any problems when running in fitzquake variants.
Max_edicts
clearly should have been left in.
Also, I noticed there is a variable to set mirrored surfaces (different to r_mirror I think)... I thought maybe you had changed it.
It's a shame you stopped working on it. The different features in each engine is why the community is divided (and why people are still using widely hated engines like RMQ).
I just thought it would be nice to put mirrors and alpha fences (actually I was working on a haunted house style map that had neato spiderwebs and stuff using a combo of masked and alpha'd textures, but the implementation made it a son of a bitch to finish)
Oooo!!!
#379 posted by Gunter on 2014/02/28 06:51:15
I'm finding this late, but I love this!
This is very close to my ideal Quake client.
I just started trying to set up Quake after some years of not really messing with it, and wanted to use Fitzquake, but of course no NAT fix in 085, so that didn't work for running a server over my wifi router for an internet friend to connect to... Then I stumble onto THIS post with a NAT fixed Fitzquake plus lots of other fixes. Nice! Thanks Baker.
But when I play with a new toy, I really pound the heck out of it (ok, that sounded bad :P ), so I'm finding bugs... which I will report in hopes of them being fixed some day, if Baker ever works on this again.
Bug(?) List:
"Kind of" NAT Fixed?
FitzquakeV connects to Proquake Server fine.
But I Can't get anything to connect to a Fitzquake server running either protocol 15 or 666.
Skin Crash!
Assigning a skin to a projectile crashes the client if the skin # is invalid (if the player doesn't have the model with multiple skins). Standard behavior is to either show the default skin or a skinless model. FitzQuake085 did not have this problem.... I know-- I shouldn't assign an invalid skin, but if the server is running a mod that uses more skins on the projectiles (like a laser model with more colors), a client can still play on the server without having the custom model with extra skins -- he just won't see the extra skins. Well, that's how it should work.... FitzquakeV crashes.
"Always Run" = Bad.
This is not a good setting to default ON. It's weird. It doesn't actually do what you'd think (make it like you're holding down the +speed run button) -- it just messes with your normal "walking" forward and back speed, but not your sidestepping speed, exactly. So you end up being able to run forward fast, BUT when doing so you sidestep slowly... EVEN AFTER you press the run button or use +speed in the console. Always Run must be switched off to get proper sidestep speed when running, even when using the +speed option (unless you make other settings, I guess?). Please default it back to off. A better fix would be to change the "Always Run" menu option to actually lock +speed on instead of whatever weird thing it currently does.
An Easy One:
progs/bolt.mdl should be in the r_noshadow_list
What Am I Chasing?
With chase_active 1 and your back against a wall, toggling chase_mode off and on will cause the camera to jump up to the ceiling and stick there.
I wish fog settings would save across maps... and I kinda wish I could set a skybox permanently on for every map too.
Oh, I can't seem to get replacement sprite textures to work. Replacement textures for models seem fine, but like, I can't get progss_bubble.spr_0.tga to appear in the game. Placing it in a "textures" folder doesn't help either.
And finally, I feel like the blends (especially the ring blend) are way too... slight. I can barely tell it's happening with the ringblend. Though in Fitzquake085 I thought the blends were way overdone. There must be a happy middle.
And finally finally, gl_overbright_models seems overdone; when a player (especially wearing white colors) is standing in a bright area he's practically glowing and really washed-out. Not a pretty effect (run around with chase_active 1 and color 0 to see). Maybe there's a way to set a max brightness value to not exceed? I like the way it looks in dark areas though....
Well, hopefully more work will be done on Fitzquake at some point int he future. Thanks for what you've done so far, Baker!
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This thread has been closed by a moderator.
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Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.
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