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Fitzquake Mark V
I wasn't planning on doing this mini-project, it started as an effort to address some Fitzquake issues, fix them the right way up to Fitzquake standards (i.e. do it right, once and properly versus continual releases) and donate it back.

FitzQuake Mark V Download:

http://quake-1.com/docs/utils/fitzquake_mark_v.zip

Short version: Eliminated most issues in FitzQuake thread, most issues I can even remember hearing of ever and marked every single one clearly with a very minimal implementation.

It may be the case that only metlslime and Quakespasm and engine coders may find this engine upgrade of interest.

Features: 5 button mouse support, single pass video mode, external mdl textures, alpha textures (like RMQ), record demo at any time, rotation support, video capture (bind "capturevideo toggle"), console to clipboard, screenshot to clipboard, entities to clipboard, tool_texturepointer, tool_inspector (change weapons to see different info), clock fix, contrast support, fov does not affect gun, gun displays onscreen, Quakespasm wrong content protection, external ent support, session-to-session history and .. (see readme).
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@pulsar 
Can you see if this one solves the white HUD issue for you and the graphics card you have?

http://quake-1.com/docs/utils/fitzquake_mark_v_15b.zip 
Baker 
Nope, I still have the same problem. And the file size of exe-file is the same that I had. 
Pulsar 
I've successfully recreated the issue and should have it solved soon. 
Baker 
great! 
I Get 
different lighting in the jam2 maps than regular fitz? If there a reason for this?

eg The snow in mfx's map right at the start is blindingly white in mark v and looks much more natural in regular fitz.

similarly skacky's map seems to have some bright white lightmaps in spots in mark v but not in regular fitz. tronyn's map also looks a lot more bright white. 
Remove Idgamma. 
 
Otp 
tried that, there is still a difference between regular fitz and mark v on skacky's, tronyn's and mfx's maps. Not the others as far as I can tell. 
@nitin 
Mark V uses contrast for brightness, Fitz uses gamma for brightness.

In the Release #14 download zip, there are 2 exes, one named something to the effect of "hardware_gamma" and that one uses classic FitzQuake hardware gamma.

#14 with the hardware gamma version available

The future ones will have that available in the download.

(But what I have been trying to do, is factor out settings. gamma brightens, but bleaches out the textures.

The contrast option can be accessed in the hardware gamma version via typing contrast in the console.

But I don't want to add an extra slider bar for contrast ... At least I'd prefer not too ...] 
 
needs separate gamma, contrast, and brightness... for all three channels, namely red green and blue...
9 sliders ought to be enough for anyone, right?

oh, and a toggle to correct the meaning of gamma too. :s

oh, and a glsl version of it too, to get around windows' refusal to accept gamma ramps. :/ 
@baker 
thanks, that does the trick:)

I think future ones should have both versions in the zip. Although, I agree that gamma is not the best option to change brightness, nor is contrast by itself. 
Oh Yeah..., 
A simple tweak that I like to play with sometimes: add support for colors 14 and 15 
Would You Consider 
Raising the Leafs limit in maps from 32767 to a higher number, preferably in maps that are bsp2 format? 
 
Is this the 65536 leafs?

I don't see a reason I couldn't do that for BSP2. 
Whut? 
Arent those already in bsp2? 
The Exact Error Message I Get When Loading My Map In Mark V 
Host_Error: Mod_LoadLeafs: 39088 leafs exceeds limit of 32767 
BSP2 Support 
Mods like the Rubicon Rumble Pack (RRP) cannot be played with MkV right now because of the issue mentioned above.

Any chance we see a tiny update to fix all the remaining BSP2 issues which prevent us from playing latest maps? Please? With sugar on top? ;) 
In The Mean Time 
RemakeQuake Winter 2011 demo is a good BSP2 engine :) 
Yeah Great Engine. 
With model interpolation forced onto the user permanently. 
Does It? 
I hadn't noticed. I just noticed that it runs maps! And it has crazy damage feedback effects....

It also has 16:9 perspective correction on weapon models, which is nice. 
And It Comes Bundled With The Biggest Map I Ever Made 
*whistles* 
 
 
I just posted a guide over on i3d listing the changes that might be needed for RRP support: http://forums.inside3d.com/viewtopic.php?p=55221#p55221 
The RMQ Engine 
Was never intended to be a general-purpose engine. The idea behind it was to showcase the engine mods needed for RMQ, with the eventual hope that others would pick them up in their own general-purpose engines.

Expecting it to be one, then bitching about it because it's not, is kinda silly and futile. 
 
Quakespasm acquired most of the most important changes in Mark V (alpha texture support, dynamic light speed up, several others, etc.)

I think Quakespasm should be used instead of Mark V. 
 
Was never intended to be a general-purpose engine. The idea behind it was to showcase the engine mods needed for RMQ, with the eventual hope that others would pick them up in their own general-purpose engines.

Expecting it to be one, then bitching about it because it's not, is kinda silly and futile.


Hint, you gigantic dome, I was on the team before we even had a dedicated RMQ engine, so I know all this better than you do. 
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