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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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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. 
There's A Bug With Weapon Anim Interpolation 
i can't quite figure out exactly what causes this, but as i am building a map, once the map reaches a certain point in size, weapons stop interpolating their animations.

yeah. wtf indeed. :P

is there maybe like a certain number of slots that fill up for models to interpolate? i haven't seen monsters being affected by this though.

this happens in quakespasm and rmqengine as well as fitzquake085. 
Hmmm... 
weird. I can't even think about how that's possible :| 
But Uh... 
can you send me a map that causes this bug? Or is there an already-released map out there that does? (if it's due to size, maybe warpspasm or something?) 
 
That's wacky. Must be a protocol thing then as RMQ's MDL renderer is significantly different. 
 
i did actually notice that on an unvised e2m4rq (which is massive) in rmqengine a few months back. seemed to disappear once everything was vised though 
Model Progs/centurion.mdl Not Found 
Rubicon 2 looks flashy ;>
But regards the demo crash, is there a reason "Model not found" doesn't throw a Host_Error ?

cl_parse.c:
- Con_Printf("Model %s not found\n", model_precache[i]);
+ Host_Error("Model %s not found\n", model_precache[i]); 
Probably A Silly Question 
can fitz play nehahra? 
Unfortunately Not... 
it's on the wishlist though. 
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