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Fitzquake Mark V
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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@negke/fifth 
@negke

I wasn't aware of that, but I will fix. Am I correct to assume if I check the Backensteinogtik thread I'll find the description of the bug?

@Fifth

Quakespasm did a power of two texture patch.

http://sourceforge.net/p/quakespasm/patches/25/

I have no eye for this sort of thing, does it look like their patch solved this issue to you? 
 
There's some mention of it in the release thread, something about monsters becoming invincible under certain circumstances. sock would know in more detail.

This is the video in question. MarkV was used to playback a video for capturing, not sure which engine the demo was recorded on. IIRC, what happens is that some models are rendered black/unlit. 
YEEAAHH!!!! 
xoxoxoxoxoxoxoxoxoxoxooxoxoxoxoxox 
@negke 
That bug in the Daz video was fixed in the October 2013 update. The some models rendered black/unlit thing wouldn't have been the October 2013 update either.

However, should anyone spot anything like that, please record a demo and save a savegame.

At the moment, I have time to fix bugs.

Next week I have new 2 new mapping features I want to introduce into Mark V, but unless every known bug is smashed I won't be happy. 
Ne_ruins? 
should i expect ne_ruins pack not working with this engine? looks like it was mentioned previously mark v was going to run out of edicts on this map, and i got a crash at a certain point playing it. 
 
jdhack/Requiem "automatic fish fix"

Curious about how exactly this works. 
 
Ran out of edicts in smqe08d_lun, which is id1. 
That Might Be Possible On That Map Anyway 
was it during gameplay or just at spawn? 
Balls Deep Into The Map 
It was the teleporting monsters after the GL teleporter. 
Automatic Fish Fix Works By ... 
Checking the monster count before and after swimmonster_go is run. 
R_skyalpha 
I never heard of r_skyalpha before. I thought it might be great for taking "outside the map" screenshots, but no such luck. I did finally figure out what it was for though. 
Idle Speculation 
Curious about how exactly this works.

The engine sets a flag if the total monsters increases when a monster_fish spawnfunction is run. It then watches think functions on the first two frames after spawns, watching for any entities of class monster_fish running swimmonster_start_go. If it finds one, and the flag is set, then the engine reverses a second increase of the monster totals (should one occur). 
 
Will it cause problems if that's fixed in my id1 progs.dat? 
Not At All 
Just looks to see if when a single fish spawns if the count goes up by more than +1.

Both that and the auto-impulse 12 modification were really well crafted by jdhack in the implementation in Spirit's Requiem engine.

They can be turned off, type sv_ in the console and press TAB and the names are obvious. 
No 
Depending on how you fixed it either:

a) it won't set the flag when the entities are loaded because you deleted the line from swimmonster_start

or

b) there will be no changes during swimmonster_start_go for the engine to reverse, because you deleted the line from that function.

Either way you are safe. You'd need some very strange progs, one which had a legitimate reason to increase the monster count by 1 after some monster_fish spawns while still increasing the count in the spawn function as well. Well, actually here's a potential scenario...


Suppose that you add a spawnflag which allows monsters to teleport in when triggered. Also suppose that depending on the spawnflag the code in your swimmonster_spawn function branches:

* with the spawnflag you increase the monster count immediately but skip swimmonster_start_go (since the teleport code will handle that setup later)

* without the spawnflag you wait for swimmonster_start_go to set the monster count.

I believe that a map with some fish that do and others that don't teleport would then score a false positive under this scheme, and miss the non-teleport fish off the monster count erroneously. 
Cool 
Looking forward to the release. 
 
Spirit's Requiem engine

jdhack's Requiem engine! I was just a beta tester who decided to release it after he vanished. All I do is trying to promote it and get people.interested in fixing outstanding bugs. 
 
Suppose that you add a spawnflag which allows monsters to teleport in when triggered.

yeahhh, that's why I asked. :)

So I take it if all my monstercount incrementing is done in monster_fish() I'm safe? I moved all the increments out of walk/swim/flymonster/go to facilitate monsters doubling as spawners. 
Yes 
That's safe. The engine only intervenes if you increase the monster count both during and after spawns, and only intervenes incorrectly if you only do so once per fish but are inconsistent about when you do so. The spawnflag idea was the closest to a sensible reason I could invent why it might vary from fish. 
@baker 
Non power of 2 is broken in quakespasm also.

Hammer of Thyrion for Hexen 2 has a cvar for this -

https://www.dropbox.com/s/9hwef9vd513qteq/npot0.jpg
(without NPOT)

https://www.dropbox.com/s/7iy61i3rlsynpc9/npot1.jpg
(with NPOT) 
Baker 
thanks for this, only engine that Map Jam 1 doesnt lag for me. 
 
Looks like the quakespasm patch is supposed to fix the problem. But I can't find a download link for the .exe or a way to figure out how to patch the game. The CVAR is the same as the hammer of thyrion one though. 
@nitin 
Thanks for trying the engine! I'm glad it was of use to you. 
@fifth 
I'll throw that into Mark V and upload it in less than 2 hours.

Then you can look and see what you think. You seem to know what you are seeing as a problem. 
Version:# 15 
Demo playback improvements, documentation on how to turn AVI into demos via the command line, a couple of tool_texturepointer fixes.

A non-power of two patch snagged from Quakespasm's site to see if it addresses what FifthElephant points out about texture appearance.

http://quake-1.com/docs/utils/fitzquake_mark_v.zip

README

The supports "no power of two" texture sizes can be disabled via the command line using -no_npot

(*) Not that there is any reason on Earth to even want to disable non-power of two, but fifthelephant needs to be able to do to see if the sizing issue he sees is resolved. 
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