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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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@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. 
 
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 
that sounds crazy! 
 
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. ^^ 
Baker 
Sounds fantastic! 
Thanks For Ruining Rmq, Otp 
 
October 10th Build 
Windows version: http://www.quakeone.com/proquake/interims/mark_v_20141010.zip

* Nehahra Support (game nehahra -nehahra in console). fmod.dll is optional --- it must be in the nehahra folder as the engine will not honor an fmod.dll in the Quake folder because several different versions of fmod.dll exist.
* Direct3D Renderer version
* MP3 remap capability
* Bullet-proof automatic water transparency
* WinQuake renderer, it plays Nehahra too and does BSP2 like Tronyn's Something Wicked.
* Maps menu, under single player
* Demos menu, under multiplayer
* WinQuake renderer loads skyboxes
* GLQuake External texture support for sprites, all 2D graphics (in addition to , models. WinQuake renderer has sprite32 support.
* PNG screenshots
* All BSP2 fixes and the Quakespasm flickering entity fix.
* Protocol 15 serving compatibility. FitzQuake 0.85 can't actually serve a protocol 15 game.
* Supports BPJ protocol 10002, so can play the Warpspasm demos
* Fixes for Windows 8.
* External music can be turned off or resume in real time.
* Switching to a gamedir will detect the correct map for the mod if possible and doing "Single Player->New Game" will run that map. For example, if you play lunsp1, it will run lunsp1.bsp doing Single Player->New Game. Or if the mod has a map named something like "warpstart" it will load that map.

Might have APSP1 func_train fix. I'll have to dig up the source code and upload the Mac version tomorrow and likely post a couple of screenshots and update the upload .exe as I believe there is a more current stable version with additional features.

The above feature list is incomplete, but I have to dig up a feature list. It might play dz demos if dzip.exe is in the Quake folder.

[I hope I uploaded a fairly polished version, there is a chance I didn't. Mark V supports libcurl downloads but does not require the DLL and doesn't actually use it for anything because I never fully completed the Quaddicted installer I was working on :(.] 
 
[Uploaded version doesn't support playing .dz demos. Tomorrow I'll find right version. Mac suports playing dz demos too.] 
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