#472 posted by necros on 2011/01/27 00:01:57
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
#473 posted by ijed on 2011/01/27 01:21:21
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.
#475 posted by gb on 2011/01/27 08:34:01
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
#476 posted by Baker on 2011/01/27 22:29:41
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
#477 posted by Baker on 2011/01/27 22:48:42
5) 5 button mouse support
^^ Add. Forgot to mention.
#478 posted by necros on 2011/01/28 00:48:05
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.
#479 posted by Yhe1 on 2011/02/01 21:13:41
Is the next Fitzquake going to have Nehahra support?
It's Possible...
#480 posted by metlslime on 2011/02/01 21:50:07
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...)
#481 posted by mh on 2011/02/02 16:24:28
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
#482 posted by necros on 2011/02/10 03:44:51
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...
#483 posted by metlslime on 2011/02/10 09:09:44
weird. I can't even think about how that's possible :|
But Uh...
#484 posted by metlslime on 2011/02/10 09:10:29
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?)
#485 posted by mh on 2011/02/10 13:31:07
That's wacky. Must be a protocol thing then as RMQ's MDL renderer is significantly different.
#486 posted by rj on 2011/02/10 20:13:26
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
#488 posted by nitin on 2011/02/19 04:34:52
can fitz play nehahra?
Unfortunately Not...
#489 posted by metlslime on 2011/02/19 04:38:51
it's on the wishlist though.
Ok Cool
#490 posted by nitin on 2011/02/19 04:53:53
I couldnt find it in the readme. Would be a good feature IMHO. Aguire/Nehquake engine doesnt appear to be widescreen friendly.
#491 posted by Yhe1 on 2011/02/19 05:17:14
and Directq doesn't support the neh Fog, so we are waiting for a "perfect engine" lol
Load Last Save Upon Death
#492 posted by quakis on 2011/02/26 17:51:50
It this possible by some toggle or console command I'm missing somewhere? Would be very handy.
No
#493 posted by necros on 2011/02/26 20:38:28
there's no way to keep track of the last save spot (aside from quicksave) in the qc, and it's the qc that handles what happens when you die. (for button presses and reloading the map).
if the engine had some extended builtin function 'getLastSave' then it'd be a simple matter to hook it into the qc.
#494 posted by quakis on 2011/02/26 20:49:59
That's a shame :( Thanks for the response.
Are You Asking As A Player Only?
#495 posted by necros on 2011/02/26 20:51:50
or for a mod?
if you implement an autosave system, you can hook that in easily enough so that pressing fire when dead loads the last autosave.
also, if you coopt the quicksave key and redirect it to an impulse, you can assign a function to quicksave as normal, but then you can mark a variable somewhere to remember that the player has quicksaved and to load that save when dead.
#496 posted by quakis on 2011/02/27 21:16:53
Late reply - As a player only. It's simply for convenience since Duke/Doom/HL do it, I've wondered if it were possible in Q1.
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