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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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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. 
Ok Cool 
I couldnt find it in the readme. Would be a good feature IMHO. Aguire/Nehquake engine doesnt appear to be widescreen friendly. 
 
and Directq doesn't support the neh Fog, so we are waiting for a "perfect engine" lol 
Load Last Save Upon Death 
It this possible by some toggle or console command I'm missing somewhere? Would be very handy. 
No 
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. 
 
That's a shame :( Thanks for the response. 
Are You Asking As A Player Only? 
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. 
 
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. 
I Implemented That 
as an engine patch on Quakespasm (but it could be applied to any engine.) It's really nice; keeps the gameplay pace high when you die - just shoot and you're back in the game :D.

The patch also autosaves every so often, based on a heuristic (picking up health = probably a good time to autosave)

Here is a windows binary:
https://github.com/downloads/ericwa/Quakespasm/quakespasm-ericw-autosave-02-28-2010.zip
and the source:
https://github.com/ericwa/Quakespasm/tree/autosave 
 
I just did it in DirectQ as a restart2 command; it tracks the name of the last save you make and just reloads it if something valid was in there. Probably not very robust (what if the load fails?) but hey! - it's a hack anyway. 
 
if you're gonna add it, you should really make it controllable via qc instead. :(

should be a 'getLastSave' command that outputs a text string or something.

restart2 works i guess, though. you just call that in qc instead of restart. 
 
Probably not very robust

Make sure the save is from same map that the player died on maybe :) 
 
Make sure the save is from same map that the player died on maybe :)

(...rushes to source code...) 
And... 
probably you should invalidate the "last save" if you load a map using the map command, or the changelevel command. So you only get a valid save again if you have saved/loaded a savegame since your last map/changelevel commands.

save/load -- sets the relevant savegame as the last valid save

map/changelevel -- clears the last valid save, now restart will go to the beginning of the current level as usual. 
Metl 
could you look at these demos
http://www.quaketastic.com/upload/files/demos/rubicon2.rar

since i've got a new pc, some strange issues chases me while i'm using fitz085

the 1st one is very strange the plat/lift behavior

and 2nd, weird navigation on an uneven surface(s) 
 
Bet you anything you've got host_maxfps set to something higher than 72. If so, set it back to 72 and they'll go away. 
Ok 
thank you 
For Future Consideration ... External .Ent Support 
The ability to load quake\id1\start.ent or whatever with just the entities in a text file instead of loading from the map.

5 second cut and cut paste easy tutorial:

http://forums.inside3d.com/viewtopic.php?t=3368 
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