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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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Not A Bug 
If it weren't like this, certain releases wouldn't work they way they do. Those that come with an extra pak/mod dir but still require quoth as a base. 
But I Know That 
I'm just saying that typing 'game id1' in the console should probably revert that behavior. 
Yeah... 
that was implemented by request because BJP quake has it. ideally there would be ways to turn that stuff on/off in the console. (maybe multiple gamedirs like darkplaces would do it.) But to get the alternate hipnotic/rogue statusbars, you'd also need special variables for those. 
 
i was really happy you added the -quoth thing, but i guess it does make more sense for a more generalized multimod loading order thing.
maybe there'd be a way to detect what kind of hud layout to use based on what the gfx.wad contains? or are they all the same? 
 
if (hipnotic || quoth)

???? 
Ideally 
it would be awesome if it wasn't determined by folder name of the mod so you can make other mods that use the hud without having to get people to do a -hipnotic -game mymod.

checking quickly, the gfx.wad in hipnotic has all those extra weapon icons and id1 doesn't, so they do use different gfx.wad files. is that possible then, to look at what entries are in the wad file and then use an appropriate hud? 
 
Hey, I have a widescreen monitor (1920x1080) and changed my resolution in FitzQuake accordingly, and it works fine, except the UI (HUD, console, main menu) is terribly tiny. Are there any commands to prevent them from being downsized while maintaining the proper resolution? 
Sort Of 
scr_conscale
scr_menuscale
scr_sbarscale


pretty self-explanatory... '1' is the default value, '2' doubles the size and so on. i find 1.5 a nice value 
Cheers 
Just what I was looking for, also nice to be able to adjust the speed of the console. 
Ahh 
what's that command? :) 
Scr_conspeed 
Also, when I started up FitzQuake just now everything suddenly moved twice as fast, as if host_framerate had been altered, even though it hadn't. What gives? 
Ah 
you must have a 64bit system and dual core (or more) cpu.

atm, there isn't a solution that i know of apart from using a different engine. you can use quakespasm for now, which is basically fitzquake, except it uses some sdl stuff for timing which gets rid of the problem.
apparently, the way glquake (and by extension fitzquake) calculates time is with some method that doesn't take into account more than one processor. 
 
Yeah, I do. I normally use DarkPlaces anyway, just thought I'd give FitzQuake a shot. There was nothing wrong with it earlier today though, and I didn't disable any cores or anything in the meantime. Strange... 
 
i think i recall some people saying disabling additional cores worked for them, but that didn't work for me. 
 
> Also, when I started up FitzQuake just now everything suddenly moved twice as fast, as if host_framerate had been altered, even though it hadn't. What gives?

Quake's default timer is shit and Fitz still uses it. :( 64-bit, multi-core or power saving will wreck it, and it really needs an engine-side fix. 
 
iirc, during the discussion, it was mentioned there's an alternative to the way stock glquake does timing without having to switch to sdl. 
Sure 
But pasting a .dll in the Quake folder is easy... 
Yeah 
And QuakeSpasm is simply FitzQuake + a bunch of nice fixes. If you like Fitz, you'll like QS as well. It doesn't alter the look and feel of FQ. 
 
SDL is a good idea anyway, for cross platform support and for audio stuff etc (able to use a lot of different output devices / sound systems etc). 
Slightly Improved FitzQuake 0.85.exe 
1) Clock fix
2) Session to session command line history via the up arrow
3) Half-Life .bsp support
4) Rotating brush model support and extra chase camera options

Source included, of course, and has 2 project files: MS VC++ Express and Code::Blocks

http://quake-1.com/files/engine-sources/fitzquake_plus.zip

Mostly made to satisfy someone who wanted Half Life map support in FitzQuake. 
5 Button Mouse Support 
5) 5 button mouse support

^^ Add. Forgot to mention. 
 
Session to session command line history via the up arrow

i noticed this in quakespasm and i thought i was going insane for a while before i realized what was going on.

5 button mouse support

you are a quake hero for a week and three days. 
 
Is the next Fitzquake going to have Nehahra support? 
It's Possible... 
I've considered it before, but it was never a high priority. I still need to generate a list of necessary features (e.g. spr32, special protocol for the demos, fake cvars so the fog works, alpha (already done), not sure what else...) 
 
Nehahra support is quite tricksy and it doesn't sit too well with more modern engine features. Aside from anything else it does evil things like changing the protocol without defining a new PROTOCOL_VERSION; obviously a relic of earlier times. 
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