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Fitzquake 0.85 Released At Last!
New in this version: increased map and protocol limits (can load all known limit-breaking maps,) model interpolation, per-entity alpha support, new network protocol, more external texture support, hardware compatability improvements, many bug fixes, and a cleaner source release to make it easier to install and compile.

Go! http://www.celephais.net/fitzquake

(Thanks to the beta-testers: Baker, JPL, negke, Preach, and Vondur.)
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Great News 
Does this finally mean no more having to worry about keeping Quake's original engine limits now that Fitzquake can play maps that exceed them? 
Great Job, 
thank you very much. you are a wonderful man and I hope you have a long and healthy dick. 
Splendido. 
I can't wait to replay all the huge maps I've been forced to run in horrible engines for years on end. 
 
Just test it!

Very smooth and fast, nice work John I will play more with the client now for sure! 
Metlslime: 
I love you.

This engine works really well with fog and skyboxes simultaneously. The first one eva :) Actually AGLQuake had it but not as good (s00ry AguirRe)... 
Re:SDL 
Wasn't there a SDL port? Why not continue the development from the SDL version so those who don't use Windows be able to use FitzQuake?

Much of the work on this version was done before the SDL port existed; basically it seemed easier to finish this version first, then attempt a merge.

As for what happens next, I'll have to figure that out with SleepwalkR. 
To The Brave 
& wonderfull engine that speaks Quakes to my winXP!

metl...you rock! 
Congratulations! 
The Rubicon 2 test map was not included in the ZIP file though ;-) 
It's Like Christmas And Birthday Together 
I won't replay warpspasm now, already played it twice, but I hope that we will see a lot of huge, massive epic sp episodes. 
Just Want To Re-itterate Post #20 
Seriously though this is a big thing! It annoyed me that if you put a little fog on you couldnt see the skybox at all in every single engine. But I had a look at thehand before and it seemed to be working fine! 
Metl 
I love you. 
Some Maps Worth A Second Look Now ... 
Forwards Compatible ...

http://www.celephais.net/board/view_thread.php?id=60157

This might have secretly been one of the best releases in 2008: a lot of alpha brushes, Enforcer reskinned grunts and Hell Knights, SNG wielding mega-enforcer for a nice base theme with traditional play. Was not enjoyable in FitzQuake 0.80 due to the lack of alpha support.

Laboratory X

http://www.celephais.net/board/view_thread.php?id=60206

Some very large areas. Some very different looking textures. Couldn't previously run in FitzQuake. 
Loads All Known Limit Breaking Maps? 
Sounds good to me! Nice work. 
-quoth 
thanks for adding support for that command line. :) now i can keep all my files in their own pak0.pak in a completely seperate folder and not have to muddy up the quoth folder anymore. 
 
Great work metlslime.
Thanks for the v_gunkick variable and model interpolation.

I have found one small bug. The variable - scr_crosshairscale isn't working because the client has it coded as "- scr_crosshaircale" (the "s" is missing I mean) 
Ankh-- 
I have found one small bug. The variable - scr_crosshairscale isn't working because the client has it coded as "- scr_crosshaircale" (the "s" is missing I mean)

aw, damnnit :P 
Woohoo 
This is more exciting than almost any new game release! Some great changes listed, thank you for your continual work on this, metl.

As for this...

Does this finally mean no more having to worry about keeping Quake's original engine limits now that Fitzquake can play maps that exceed them?

Yes, but I look forward to watching with amusement as people complain that they're hitting the new limits in 1-2 months... 
Is The Model Interpolation Code 
different to that used in other engines? It seems to be a bit more jerky and/or delayed than something like aglquake. Using r_lerpmodels 1 and r_lerpmove 1. 
/me 
disables r_lerpmodels and r_lerpmove

It's too weird when Quake's awesome jerky animation is suddenly all smooth :)

Still, nice release. I think the engine limits stuff is the most important this time round.

p.s. I still love you, Metl 
Nitin: 
yes, it's different. I looked at the tutorial code found on QER, which i think is where most people get their code, but wrote my own based on what i learned there.

Can you tell me what seems jerky? With r_lerpmodels 1, some specific things aren't interpolated, such as the firing frames of weapons and monsters, and all frames of various torch models. If you want to enable interpolation all the time for everything, try r_lerpmodels 2. 
Lerpmodels 2 
that was it. I was used to seeing everything interpolated so when I saw it in lerpmodels 1, I could notice the difference when certain frames were not interpolated (especially when monsters fired).

thanks. 
Holy Cow! 
This one was long awaited for sure! I will try to run Warpspasm on this! Thanks for your hard work! 
Warpspasm Looks Funny Without Interpolation 
Thanks for the release. 
Angling 
metl, did you sneakily add double precision angles into your new protocol? Because I swear I can feel the difference... 
Heh 
i just checked, and there is a big difference between 080 and 085! :D 
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