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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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#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!
Continued....
#380 posted by Gunter on 2014/03/02 23:15:15
Ok, the more I mess with Mark V, the more I love it. This is now definitely my favorite Quake client ever. Small, FAST, and not crammed full of altered default settings and eyecandy that changes the way Quake does things, but with extra features to play with and tweak as you want, plus all the little enhancements that SHOULD be default, like correct interpolation and bug fixes.
Continued report of issues in hopes they may be fixed sometime in the future.
Legitimate Bugs:
MP3 soundtrack doesn't play IF you don't have a CD drive! On my netbook, I noticed at startup it would give the error "cdaudio_init: mci_open failed (266)" so I wondered if my lack of a CD drive was disabling the MP3 music too, so I tried running it on my older laptop with a built-in DVD drive and the MP3 tracks worked perfectly. So then I plugged my external USB DVD drive into my netbook and tested again... and heard no MP3 music... UNTIL I adjusted the volume slider for CD music (it wasn't too low, it's just that the music is silent until you change the volume in any direction). I also found that ALT-TABing away from the window and coming back will cause the MP3 tracks to kick in (they are playing from the start -- just silently). As a workaround, I found I can get the MP3 tracks playing correctly from the start (ONLY if I have my DVD drive attached) by including in the autoexec.cfg "bgmvolume 0; wait; bgmvolume 1"
If you try to load a skybox made of JPG files, it will CRASH because they aren't TGAs. That's kind of bad behavior.
Centerprint messages seem to be cut off at 19 lines. In Qrack and other clients you can see more than that (I tried the old arcade mods Paqman and Tetris which use a few more than 19 lines of centerprint to draw the games). Also, it would be nice if the centerprint didn't necessarily appear right in the center of the screen. If there's room near the top, let it appear up there so it doesn't block the view so much. Is there a variable to adjust where it appears?
r_skyalpha doesn't seem to work for me. It just makes the sky look... weird and inverted or something.
Multiple gamedirs... how does this work? I can't get it to work. I thought since I can't toggle Colored Lights off (mentioned below), I'd just place the LIT files in a separate gamedir and then when I wanted to use them I could do something like "-game fvf -game lights," or from the console "game fvf lights" but it doesn't seem to work.
"Kind-Of" Bugs:
All the old methods of stopping Demos from playing at start up no longer work (-map none, for example). This is probably a result of fixing bugs where Quake would just stop if it got an invalid command like that, heh. But now I can't do anything to stop the demos from playing at start!
Not Exactly Bugs (but things that should be included for the added features):
Colored lights can hypnotize. Sparkle someone else's eyes. But there's no way to toggle them off & on like for textures or skyboxes.
When you do "game fvf" from the console, it should exec the autoexec.cfg file located in the new game directory.
I wanted a button to cycle fog off and on, but the "cycle" command doesn't work with "fog" (i.e, bind F4 "cycle fog 0 0.03" would be handy). "variable fog not found."
I would also like a button to turn off skyboxes, but you can't bind a key to "sky "" " because of the quotes needed in that command. It would be great if there was a bindable command to disable skyboxes, like, "sky default" or "sky 0" or something. (Workaround: make skyoff.cfg which contains the command 'sky "" ' and bind a key to "exec skyoff.cfg".)
Also, it would be great to support something like Qrack's skybox.cfg file where you can specify a skybox to load for each level automatically. Failing that, what about just having a certain skybox load instead of Quake's default sky based on the skybox name (kind of like a replacement texture). There are only like 2 skys in Quake, aren't there? Purple and blue.... So if you have like default_blue_ skybox it will automatically load in any level that uses the blue sky, and a purple one for the purple sky.
As for automatically activating fog across maps... a cheap hack would be to have the engine look for a file like "eachmap_exec.cfg" and exec it at the start of each map. Then the user could put whatever fog setting (or other settings they need to repeat each map, like skyboxes too) in that file....
scr_crosshairscale should also scale down (0.5, 0.4...). I really just need a tiny dot in the middle of my screen. Why would anyone want to make it BIGGER? heh.
New Feature Wishlist:
Proquake RCON
Custom Crosshair graphic
Actually, this whole post is a "wishlist" because I wish someone would continue work on this engine :D
Mark V Issues
#381 posted by NightFright on 2014/03/03 10:44:56
I can confirm centered messages being cut off prematurely. Also, it seems that sometimes an MP3 track from the previous level keeps playing after entering the next level. This way, several tracks are being played at the same time which kind of sucks.
Also, I would really like to know how to get ne_ruins running with Mk V. For me, it always crashes when exiting the intro map. So far I haven't found any way to make it work - and it also doesn't work with Quakespasm, btw.
Small(er) Report Update
#382 posted by Gunter on 2014/03/04 02:25:38
Ok, I found the "external_lits" console variable that lets me deactivate the colored lights. I guess that's something that needs a map reload to alter though, but at least the option is there.
About the MP3 music tracks, I wish there was a way to disable/enable them from loading. There is a pretty long delay when the MP3 tracks are loading before each map starts, EVEN WHEN the MP3s aren't actually being played. For example, -nocdaudio on the command line does indeed stop the MP3 tracks from playing... in exactly the same way that having no CD drive stops them from playing... i.e., they are still loaded into memory, and the messages at the start of each map says "current music track: musicblah.mp3" but it is "playing silently" or something and there's no way to actually hear it. A way to truly disable/enable the MP3 loading (other than renaming the music folder) would be great.
By the way, I found a nice workaround for those of us who don't have built-in CD drives but still want to be able to use MP3 soundtracks: download Microsoft's nice little Virtual CD Control Panel ( http://www.microsoft.com/en-us/download/details.aspx?id=38780 ) and you can easily set up a virtual CD drive that Quake will recognize and so allow the background music to play without having to adjust the volume to make it start....
And I found something else that looks like a major bug. On levels E1M2 and E2M3 (and only those levels -- I checked them all), the game will crash if you toggle the value of external_textures. EVEN if you don't actually have any external textures in your textures folder.... My external textures do work on these levels IF they are enabled when the map starts. In that case the game crashes when I try to disable them.....
Further thoughts on some of my earlier suggestions:
I think the quad, pent, and biosuit blends are probably fine. The lava blend is pretty dark, but that should be expected if you're swimming in lava.... It's just the ring and water blends are a bit too weak by default.
What about "water_fog" effects? It would be a fog setting that only shows up when you're underwater (that would look better than the blends anyway). It could be a bluish or yellowish fog for the waters, greenish for slime, and redish for lava.
And about saving fog and skybox settings across maps by possibly having the engine execute a re-exec.cfg at the start of each map -- it works petty well (heh, I did it by QuakeC), and in conjunction with some clever aliases it can even cycle through each of your skyboxes automatically on each map change.
It might be more "self-contained" (no external files) to just have the engine activate an alias: "re-exec" for each client at every new map... then the player could set up that alias to do the things they want, like if it was just as simple as 'alias re-exec "fog 0.03; sky blah" ' or if they still want to use a cfg file, 'alias re-exec "exec whatever.cfg" '
Anyway, this is just a cheap, simple hack I thought of, which might be easier to implement rather than saving actual console variables....
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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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