|
Posted by Baker on 2012/06/29 11:38:17 |
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). |
|
|
Baker
#480 posted by PuLSaR on 2014/08/04 23:33:37
great!
I Get
#481 posted by nitin on 2014/08/05 15:22:16
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
#483 posted by nitin on 2014/08/05 16:21:23
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
#484 posted by Baker on 2014/08/05 17:25:51
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 ...]
#485 posted by Spike on 2014/08/06 00:01:57
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
#486 posted by nitin on 2014/08/06 00:40:54
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...,
#487 posted by Gunter on 2014/08/07 20:59:08
A simple tweak that I like to play with sometimes: add support for colors 14 and 15
Would You Consider
#488 posted by Orl on 2014/08/08 02:07:58
Raising the Leafs limit in maps from 32767 to a higher number, preferably in maps that are bsp2 format?
#489 posted by Baker on 2014/08/08 02:12:45
Is this the 65536 leafs?
I don't see a reason I couldn't do that for BSP2.
Whut?
#490 posted by mfx on 2014/08/08 02:21:42
Arent those already in bsp2?
The Exact Error Message I Get When Loading My Map In Mark V
#491 posted by Orl on 2014/08/08 02:31:15
Host_Error: Mod_LoadLeafs: 39088 leafs exceeds limit of 32767
BSP2 Support
#492 posted by NightFright on 2014/12/12 16:16:06
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
#493 posted by RickyT33 on 2014/12/12 16:47:04
RemakeQuake Winter 2011 demo is a good BSP2 engine :)
Yeah Great Engine.
With model interpolation forced onto the user permanently.
Does It?
#495 posted by RickyT33 on 2014/12/12 17:05:51
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
#496 posted by RickyT33 on 2014/12/12 17:06:34
*whistles*
#497 posted by JneeraZ on 2014/12/12 17:07:56
#498 posted by ericw on 2014/12/12 20:33:30
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
#499 posted by mh on 2014/12/12 21:29:11
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.
#500 posted by Baker on 2014/12/12 23:34:04
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.
#502 posted by Baker on 2014/12/12 23:54:42
That being said, sometime this evening I'll release an unsupported Mark V that I haven't worked on a couple months.
It includes seamless Nehahra support, a Mac build, a feature identical WinQuake renderer for both the Windows version and the Mac version, a Mac dedicated server build and probably 35 new features that I don't remember. It has corrected BSP2 support, support for skyboxes in the WinQuake build just like GL Quake, a demos menu, a maps menu, etc. If I recall it is very stable, but I wanted to re-engineer the entire engine.
I don't plan on working on it more in future -- at least the near future, but I might as well release the code and let people play around with it. And hopefully Quakespasm will acquire the best parts of it.
Wow
#503 posted by ericw on 2014/12/12 23:58:59
that sounds crazy!
#504 posted by NightFright on 2014/12/13 00:51:25
What Quakespasm is still missing for me is .vis support and the way MkV renders weapons (changing view when looking up/down + capability to adjust viewmodel angle separately). I think it can be easily implemented and hope it will find its way into the port eventually.
But Nehahra support really sounds amazing. Always hated to switch engines just for playing that timeless classic. After Romero's recent material release for Doom's 21st birthday, this is the kinda news I've been waiting for regarding Quake. ^^
|
|
This thread has been closed by a moderator.
|
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.
|
|