To The Brave
#22 posted by madfox on 2009/02/12 23:23:05
& wonderfull engine that speaks Quakes to my winXP!
metl...you rock!
Congratulations!
#23 posted by generic on 2009/02/13 00:46:34
The Rubicon 2 test map was not included in the ZIP file though ;-)
It's Like Christmas And Birthday Together
#24 posted by rudl on 2009/02/13 01:44:38
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
#25 posted by RickyT33 on 2009/02/13 03:46:22
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
#26 posted by than on 2009/02/13 06:11:40
I love you.
Some Maps Worth A Second Look Now ...
#27 posted by Baker on 2009/02/13 06:48:56
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?
#28 posted by quakis on 2009/02/13 09:57:28
Sounds good to me! Nice work.
-quoth
#29 posted by necros on 2009/02/13 20:08:00
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.
#30 posted by Ankh on 2009/02/13 22:26:26
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--
#31 posted by metlslime on 2009/02/13 22:48:42
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
#33 posted by nitin on 2009/02/14 02:34:33
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
#34 posted by than on 2009/02/14 02:48:20
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:
#35 posted by metlslime on 2009/02/14 03:50:51
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
#36 posted by nitin on 2009/02/14 06:02:06
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!
#37 posted by dooomer on 2009/02/14 07:55:02
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
#39 posted by Preach on 2009/02/15 03:11:22
metl, did you sneakily add double precision angles into your new protocol? Because I swear I can feel the difference...
Heh
#40 posted by necros on 2009/02/15 04:30:36
i just checked, and there is a big difference between 080 and 085! :D
Preach:
#41 posted by metlslime on 2009/02/15 08:11:41
Yeah, the new protocol has two-byte angles for client aiming (implied by the "Improved crosshair accuracy" feature) :)
?
#42 posted by necros on 2009/02/15 10:47:58
am i imagining it or are all the rotating objects smoother now?
Fitz 85 Is Worth A Look...
#43 posted by robot on 2009/02/15 16:47:56
Monsters move prefectly smooth now on my Radeon 9000 Pro and Fitz 85.
Couldn't get it with Fitz 80 (really choppy movement at first, then
slowly gets better around the middle of the game). Previously only
Aguirre's GL ran pefectly for me. Now I got all those nice .lit maps
to try out, and still, the best looking animated sky !
Demo Compatibility
#44 posted by gb on 2009/02/15 19:48:41
Which other engines can play back Fitz 0.85/protocol 666 demos?
Gb:
#45 posted by metlslime on 2009/02/16 04:04:34
None right now. I plan to look at aguirre's convdem tool to see if I could add support for this new protocol, otherwise I may write my own.
Congrats Metl !
#46 posted by spy on 2009/02/16 15:53:49
great job!, yeah, there is a big difference between 080 and 085 as said previously :)
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