#416 posted by necros on 2010/08/24 21:47:22
is this the heapsize thing? i had a problem with the player skin getting mangled (along with other textures) and solved it by increasing heapsize.
but your question leads me to believe this isn't the same thing.
#417 posted by mh on 2010/08/25 00:24:04
That looks more like a texture cache problem to me.
#418 posted by mh on 2010/08/25 00:31:19
More info: Fitz's texmgr uses CRC to identify matching textures, but CRC is horribly prone to collisions. RSA have published some nice public domain MD5 code that I would generally recommend be used instead.
5 Mousebutton Support
#419 posted by megalodonNL on 2010/08/25 22:16:17
I'd love to see 5 Mousebutton support being added to FitzQuake so I can use it as my default SP engine.
Ooo
#420 posted by necros on 2010/08/25 23:28:03
yeah, this! ^^^
well, actually if all engines supported more than just mouse 1-3 that'd be awesome. :)
Reason
#421 posted by megalodonNL on 2010/08/26 00:04:13
The reason for 5 MB support is that I have +/-attack aliases for the weapons. As far as I know, all good players, like speedrunners, need to be able to fire the correct weapon instantly, without having to cycle through them to select and then using another button to fire. That is just stupid and you'll never get good in Quake that way, you only think you are.
It's painful enough that there's no 'bestweapon' support, which is supported by ProQuake, JoeQuake, DarkPlaces and QRack, but it feels even more handycapped when I can't at least use the extra mouse buttons to create some simple aliases.
Yes, I know that there's this little group of people here that is against everything that's different from how Quake was in '96 in terms of movement and weapon scripts, but I'm bringing it up once more because if FitzQuake would have these things, it can become much more popular in the SP scene and people like myself would actually be interested in playing all these great looking maps (from the screenies it looks great).
If you wanna be oldschool yourselves, fine. But at least let people have the choice for THE shooting-experience that sets Q1 apart from the sequels...and perhaps all other FPS games for that matter.
http://quakeone.com/forums/quake-help/multiplayer/382-binds-weapon-switching.html
#422 posted by Spirit on 2010/08/26 08:27:53
Bah, you don't need such binds for singleplayer unless you are a pussy. Just like FOV 90 (or the widescreen equivalent) is fine.
Spirit
#423 posted by spy on 2010/08/26 15:55:03
fov 90 is evil
#424 posted by rj on 2010/08/26 18:11:40
Bah, you don't need such binds for singleplayer unless you are a pussy. Just like FOV 90 (or the widescreen equivalent) is fine.
bollocks on both counts
Unless..
#425 posted by rj on 2010/08/26 18:12:42
..that was sarcasm i failed to pick up in time. hrm
#426 posted by mh on 2010/08/26 20:16:44
I actually think that in terms of features FitzQuake is pretty fine. Maybe it errs a little on the side of features for maps/mods while in development at the expense of features useful for actually playing the game, but that's understandable enough given the author's background, and overall there's nothing dramatically *wrong* with it (in terms of general features that is; I do think that there is some room for improvement elsewhere). A few nips and tucks in places is really all that it needs (let's have mouselooking enabled by default in the next version *please*).
#427 posted by metlslime on 2010/08/27 00:57:31
I welcome these types of requests... if I haven't added a feature to fitzquake yet, it's usually because my to-do list is huge; not because I think the feature is a bad idea.
Also Baker: Thanks for the bug report; is it consistently repeatable? I'll see if i can track it down. It seems unlikely that it's a cache/crc problem (player skins are allocated specially) but it could be anything at this point.
Rj
#428 posted by Spirit on 2010/08/27 01:05:19
I am serious. I used a bind to fire grenades with a key for ages but it felt like cheating.
Also I played with FOV 120 for a long time (because I was like OMG I CAN SEE SO MUCH MORE AND IT FEELS FASTER TOO!!!1), then I realise that it was idiotic. So I gradually went down again. 110 for a while, then 90. Now I have a widescreen monitor where ~110 is like old 90 according to some list by LH.
@Metl Re: Skin Issue
#429 posted by Baker on 2010/08/27 12:41:53
I haven't tried to cause it to do it again, but I'll try to repeat the issue to verify it wasn't some one-time weirdness.
There is an outside chance it could have been caused by something silly like FitzQuake briefly losing focus during startup while video initialization was going.
@ Spirit
The reason "bestweapon" is "acceptable" to a Quake conversative is because the behavior is already attainable via other methods. It just reduces the number of keys you have to use and makes it so you don't have to write complex aliases.
So the effect of a bestweapon command is:
1. Reduce the number of keys you use
2. Reduce the complexity of binds
3. Make that kind of functionality available to non-experts in easier fashion.
It's kind of like impulse 10 and impulse 12, really. Of video mode switching. It doesn't offer anything new, it is just less of a pain.
#430 posted by Spirit on 2010/08/27 13:07:08
I have nothing against people using it, I just think it is kinda lame. And potentially bad. If you eg have the SSG or SNG as "better" weapon than the SG/NG, then you are wasting ammo. How do people actually use it?
I am obviously talking about singleplayer.
Binds
#431 posted by Baker on 2010/08/28 04:08:20
I like using 3 keys:
1. One that switches the strongest non-explosive weapon. Lightning gun, SNG, etc.
2. One that throws a grenade and then switches me back to some safe weapon that won't kill me in close combat.
3. Something that switches to the rocket launcher or a fall back to the grenade launcher. To deal with clusters of enemies or zombies.
Pressing 1 through 8 is a bit slow and inconvenient. And impulse 10 and 12, while very useful and bound to my mousewheel, aren't always a good fit.
Not having those available just means I have to play more conservatively and save more often instead of playing more naturally.
I'm sure different ppl have different preferences.
Well
#432 posted by megalodonNL on 2010/08/30 20:33:16
Reading back through my last post it sound a bit harsh. I like to emphasize that Fitzquake is great and I'm thankful metlslime made it. It's just that I once read stuff about this 'bestweapon' subject and people where very nagative (and ignorant) about it.
So Spirit, since you are one of the ignorant people (heheh :P) I'm going to answer your question in this lengthy post:
The whole point is to have MORE then one weapon priority script for as many buttons as you'd like to use. I'm a QW player mostly, and I like to keep my SP config similar to my QW cfg.
I'll post some examples from my QW config. 'impulse' can be replaced by 'bestweapon' if you use Qrack or DarkPlaces:
alias +boomstick "impulse 2 1; +attack"
alias -boomstick "-attack"
bind MOUSE2 "+boomstick"
The above simply makes me instantly fire a long distance shot with MOUSE2. If I'm out of ammo, I hit with the axe, which makes no sense in this case. The boomstick is VERY precise and pesky long range weapon. With Quad, this is basicly the Railgun for Q1, which shouldn't be underestimated. In other words: you need a script and button for it so you can fire it instantly at any given time.
Next:
alias +rocketlauncher "impulse 7 5 3 4 2 1; +attack"
alias -rocketlauncher "-attack"
bind MOUSE1 "+rocketlauncher"
The above simply makes me instantly fire a rocket. If i'm out of rockets, I'll switch to the SNG and keep firing with that. Don't have nails? Then I instantly shoot with the SSG, etc. All by pressing just 1 single button. How cool is that?
But... what if an enemy is standing too close to me? I'd damage myself with the rocketlauncher... therefore:
alias +shaft "impulse 8 5 3 4 2; +attack"
alias -shaft "-attack"
bind SHIFT "+shaft"
The above simply makes me instantly use LG. Don't have it or don't have cells? I shoot with SNG, etc. All by pressing just 1 single button. This is my main button for close encounters. Why shift? Because when I don't put pressure on my mouse by holding down a mouse button, I can aim better with LG.
alias +supernailgun "impulse 5 4 3 2 1; +attack"
alias -supernailgun "-attack"
bind MOUSE5 "+supernailgun"
So I already had a button for close encounters, right? But what if I have LG and I'm in the water? I'd discharge myself. The best weapon underwater is the SNG... you can figure out the rest by now.
alias +supershotgun "impulse 3 5 2 1; +attack"
alias -supershotgun "-attack"
bind MOUSE4 "+supershotgun"
The SSG is awesome for close encounters, especially when you got no LG and even better when you got Quad (obviously) and want to take out most enemies with one single bang without damaging yourself.
THIS, ladies and gentlemen, is why you see these insanely good players change weapons so quickly and efficiently. It is superior to the old way.
Tere's one problem:
The only downside is when you play a SP mod that includes NEW weapons that sometimes replace standard weapons or toggle between standard and new. This can screw up some of the weapon scripts since a certain number will now stand for a different weapon that has a different function (long range instead close range, etc.).
A solution for that is either create a new .cfg or just change the MOUSE1 into the good old +attack and cycle through the weapons with mouse wheel or by pressing the 1-0 keys, which is very in-efficient but, I suppose, more realistic since in real life you also must take some time to switch weapons.
But then again: Quake isn't about realism because irl most ppl wouldn't survive jumps from great heights while losing only 5% of their 'well being' and you can't carry all these weapons either.
So I hope this clears up the big mystery about weapon scripts. It can be a lot of fun to experiment with them, including when you're playing against bots because bots can switch weapons REALLY fast.
I remember that, back in the day, the good old Reaper bots by Steven Polge gave me quite some problems. Nowadays, since I can switch just as fast as they can, I laugh about it and they are no threat to me at all. In QW I practice against Frogbot level 20 (highest) and I almost always win (1on1).
#433 posted by mwh on 2010/09/05 03:28:59
I find I set up different binds for the keys around the wasd keys for different maps -- but then I am (or was, realistically) a speedrunner, so have a rather different outlook :-)
Strange Mwh...
#434 posted by megalodonNL on 2010/09/06 03:34:35
Seems to me that it's best to have the weapon binds organized in such a way that pressing them won't stop you from pressing movement keys at the same time... So having these weapon buttons around your movement keys doesn't sound smart for a speedrunner 'cause it will interfere with your movement.
Anyway, I've decided not to play (much) anymore, so I don't really care if the support gets added to Fitzquake.
Those Scripts Show Well
#435 posted by megaman on 2010/09/22 10:37:55
why instant weapon switching is not a good thing.
#436 posted by necros on 2010/10/07 07:55:51
Z_Realloc: failed on allocation of 38912 bytes in quakespasm-20100821.exe
i know this is for fitzquake, but quakespasm is based on fitzquake.
happened in a mod and custom map. events that were going to occur as the crash happened:
a monster was about to spawn a new entity with a model that was precached but never used until that point.
it was also going to play a sound that was precached but never played till that point.
model was a standard quake model, but fairly large (maybe ~512 units across?) and used alpha settings.
sound was 44khz 16bit mono .wav file.
dunno if that's helpful. i was unable to reproduce the crash and have fought said monster many many many times before without ever crashing either.
Z_Realloc: failed on allocation of 38912 bytes
It appears you're hitting the Z memory limit for some reason. You can use "-zone 512" in your start-up script (default is 256k), or we could bump it in future versions whenever that is. If it's not reproducible...
#438 posted by necros on 2010/10/07 19:01:20
what is z memory? is this specific to quakespasm?
Zone Default
#439 posted by Baker on 2010/10/07 19:49:52
On desktop operating systems there is really no reason to default the zone allocation in the engine to less than 1 MB.
1 MB provides compatibility with all mods.
I mean, the FitzQuake protocol uses a lot of memory itself and defaulting an extra 3/4 of MB for zone is nothing in comparison.
#440 posted by mh on 2010/10/19 14:32:18
...not to mention that lightmaps require 16MB...
To be honest, scrimping and saving on zone memory in that kind of situation is like fretting over a pinhole in a leaky bucket when there's a great big gaping wide rent on the other side of it.
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