@ericw
#446 posted by Baker on 2014/07/13 20:13:42
That was a timely patch, thanks! And now you know that it seems to work.
And now FifthElephant is happy.
I'm a simple man with simple needs.
Feature Request...
allow ctrl+v of server/ip addresses into the menu for joining multiplayer games
A Bug?..
#449 posted by path0gen on 2014/07/15 18:14:30
map sm169_ijed - sky and water textures won't load, although they work fine in quakespasm. that only affects the bsp2 version of the map, the regular bsp version (sm169_ijed2) performs fine in both mark v and quakespasm.
also, i hope the compatibility with ne_ruins and other potentially edict breaking maps (arwop with its icon of sin scenario?) will be improved...
great thanks to Baker for all the work however!
@fifth
#450 posted by Baker on 2014/07/16 12:07:08
"ctrl+v of server/ip addresses into the menu for joining multiplayer"
In console type "connect " and then paste IP address?
Wheeeee
#451 posted by Gunter on 2014/07/18 18:34:36
Yay, nice work, Baker.
I don't have tons of time to really give this a proper workout, but I'm checking out some of the things I previously reported, and I found some issues are still there. Search the "quoted" phrases to find my previous (more-detailed) reports on this page.
"windowed resolutions" -- text chopped off at the top in certain resolutions, like windowed 800 x 600
"mp3 soundtrack" "delay" -- describes the problem of how if you don't have a CD drive (physical or virtual) the MP3 tracks will not play, but there is no way to stop them from trying to load, because with no CD drive, Quake won't respond to "cd" commands like "cd off"
"what am I chasing?" -- whatever it is, I'm still chasing it....
"there is no bolt1" -- unless this is something from another mod? So it's un-needed in the noshadow list. Though I still think k_spike and lavaball should be in the list, since they glow and shouldn't cast shadows (looks really weird to me to see lavaballs casting shadows, when they are casting light...).
"always run" -- Not exactly a fitzquakeV issue (except defaulting it ON), since it's a standard Quake "feature" (read upthread about why it's bad).
"gamma goes lower than 0.5" and "gl_overbright_models" -- blindingly bright blends and models when at the lower gamma settings.
"cshift" -- well, the water color in Fitz is changed from the default.... Not sure, but Ring/Pent/Quad blends might also be changed from the defaults.
Of course, fog and skybox settings don't save across levels, but hey, skyalpha does save across levels, and it works right too!
And then just the "not bugs but pleeeeeease?" enhancements:
Proquake positioning for centerprints (higher on screen) so they don't block the view.
Proquake RCON protocol
And Gulliver really wants Proquake IP/Name logging thing.
#452 posted by Lunaran on 2014/07/18 21:45:55
fog and skybox settings don't save across levels
oh god here we go
Crash Occurring...
on the coag3 pack. Check out ericw's map, for some reason I am getting a problem with the fact that the skybox of 16x16 is causing it.
Thanks
#454 posted by Baker on 2014/07/28 02:23:47
I'll see what's up with that.
Auto FOV Adapt Behavior Is Gone In R15
#455 posted by Joel B on 2014/07/30 06:40:13
I'm wondering if this was an intentional change?
The relevant bit of the SCR_CalcRefdef source looks odd:
#define SCREEN_CORRECTION_ASPECT 1.33333f
// if (scr_fov_adapt.value)
// {
r_refdef.fov_y = CalcFovy (fov_base, r_refdef.vrect.height * SCREEN_CORRECTION_ASPECT, r_refdef.vrect.height);
r_refdef.fov_x = CalcFovy (r_refdef.fov_y, r_refdef.vrect.height, r_refdef.vrect.width);
// }
// else
// {
r_refdef.fov_x = scr_fov.value;
r_refdef.fov_y = CalcFovy (r_refdef.fov_x, r_refdef.vrect.width, r_refdef.vrect.height);
// }
With the current commenting, those last two lines will clobber the result of the previous two (which would account for the FOV no longer adapting to the aspect ratio).
#456 posted by Baker on 2014/07/30 09:32:20
Revision 16 will be out soon and has wide-screen perfect and there won't be a need for a cvar.
The long version is technical, but I've always hated the widescreen correction. Short version: MH's version of widescreen correction if properly applied (really long conversation, involving status bars) --- is perfect.
But that conversation is so dreadfully boring ...
I would have release version 16 by now, except I've been combing over fine details and have a couple of more things to do ...
Recording Demos
#457 posted by - on 2014/07/31 02:17:39
Am I silly, or does Fitz Mark V behave odd for recording demo?
If do 'record blahblah' before starting a map, i'll get a 1kb junk .dem that hangs MkV if I attempt to play it.
If I start the record while in the map, it records just fine.
Feels odd to me that the old behavior of how you would record demos in older Quake engines is the one that's messed up :(
(sorry if this is an old complaint or something, I just switched to using MkV after seeing z-fighting in my Jam1 map that wasn't visible in Quakespasm)
#458 posted by - on 2014/07/31 02:18:53
(I'm using "Revision 14: July 11, 2014", btw)
#459 posted by Lunaran on 2014/07/31 02:57:35
I get the same thing, with the 7/13 MkV.
#460 posted by Baker on 2014/07/31 03:53:03
I'll investigate that thoroughly before releasing #16.
Thanks for letting me know.
I've Got A Mouse Issue
#461 posted by spy on 2014/07/31 16:52:54
with this engine. Not sure how to describe it.
When you running forward, your field of view has started to jumping upward
i got the same shit with Quakespasm engine
@spy
#462 posted by Baker on 2014/07/31 19:46:23
If I can understand the issue and recreate it, I can probably fix it.
There isn't a relation between field of view and the mouse. If you use the keyboard to move forward, does it happen as well?
Need more information.
No It Is Not Related To Fov
#463 posted by spy on 2014/07/31 20:14:21
its related to your point of view somehow
its shakes upwards when you running
i'll try to use the keyboard to move forward and let you know
Baker
#464 posted by spy on 2014/07/31 20:33:58
http://quaketastic.com/files/demos/markV-issue_dem.rar
basically when you looking beneath your feet and run, Fitzquake Mark V(and quakespasm) is always trying to centered your point of view
theres no such issue in fitz085, just watch the demos
#465 posted by Spirit on 2014/07/31 21:17:24
Try with a clean Quake. No configs, nothing but pak0 and pak1. I am sure that will solve it.
@spy
#466 posted by Baker on 2014/07/31 22:07:47
"lookspring 0" will fix?
#467 posted by spy on 2014/08/01 06:36:13
"lookspring 0" will fix?
yeah "lookspring 0" do the job, thank you!
i'm wondering though, lookspring 0/1 has no such effect to fitz
and i'm missing "m_filter 1" command
#468 posted by Baker on 2014/08/01 07:07:40
lookspring defaults 0. Has to be turned on by the player.
Lookspring is a keyboarder player option.
Since mouselook defaults on in Mark V if someone decides to turn on lookspring, it works regardless of the mouse look setting. In Fitz 0.85, mouselook defaults off so turning lookspring on would automatically work.
m_filter -- with the frames per second in a modern client, m_filter is effectively on all the time with or without the setting.
Baker
#469 posted by negke on 2014/08/01 10:03:08
By the way, thanks for taking the time to fix all these issues despite earlier announcements.
#470 posted by PuLSaR on 2014/08/02 23:33:01
i have an issue that the hud is always blank white, while it appears normal when I call a menu or when I shoot or take damage. Videocard is Geforce 240
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