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.
I Implemented That
#497 posted by ericw on 2011/02/28 19:26:53
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
#498 posted by mh on 2011/02/28 22:23:51
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.
#499 posted by necros on 2011/02/28 22:35:06
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.
#500 posted by metlslime on 2011/02/28 22:40:24
Probably not very robust
Make sure the save is from same map that the player died on maybe :)
#501 posted by mh on 2011/03/01 03:03:01
Make sure the save is from same map that the player died on maybe :)
(...rushes to source code...)
And...
#502 posted by metlslime on 2011/03/01 03:16:12
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
#503 posted by spy on 2011/03/21 18:59:38
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)
#504 posted by mh on 2011/03/21 19:54:38
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
#505 posted by spy on 2011/03/21 20:39:09
thank you
For Future Consideration ... External .Ent Support
#506 posted by Baker on 2011/06/01 21:51:33
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
Icons Change
#507 posted by st3ady on 2011/06/04 04:53:36
I've noticed that whenever I run fitzquake, the icons of quicklaunch/taskbar shortcuts change to random others, such as my notepad icon changes to the MS admin icon, and my firefox icon changed to the camera and printer devices icon, and my open folders icon changed to the media player classic icon. I am running windows 7 64 bit. I also noticed this on my old computer from a few years ago, but I never reported it. That computer was running Vista 64bit. Thanks!
Resetting My Configs
#508 posted by kaffikopp on 2011/06/06 21:57:16
FitzQuake doesn't save any cvars I enter in the console, so I have to reenter all the variables every time I start it up, like scaling menu/hud/console, which is incredibly annoying. I noticed someone else already posted about the same problem, with the solution of entering the variables into autoexec.cfg, but that doesn't appear to work for me. I have autoexec.cfg as well as the FitzQuake executable in my main Quake folder, which I presume is correct?
Appreciate any help.
#509 posted by necros on 2011/06/06 22:03:17
it must be in the id1 folder for it to work. :)
Cheers
#510 posted by anonymous user on 2011/06/06 22:11:01
Sweet, that did the trick :)
Another Mapper-oriented Idea For Future Consideration
#511 posted by Baker on 2011/06/07 20:12:47
Allow mapper to freeze game world like DarkPlaces existing feature. Quicky engine tutorial:
http://forums.inside3d.com/viewtopic.php?t=3394
OUTRAGEOUS GLITCH
#512 posted by negke on 2011/06/11 12:05:19
Or something. It seems Fitzquake treats the self.message thing in secret_touch incorrectly. So what happens is stepping on a secret door (without a message field of course) creates an empty centerprint. This is annoying because it beeps for no reason. Can some verify?
Well Ok
#513 posted by negke on 2011/06/11 12:20:50
Apparently it's not Fitz's fault but something that happens in conjunction with my id1-devmod. Sorry. And I only just noticed the "use mouse" thing in the options. Is it +mlook or mouse capturing in windowed mode?
#514 posted by negOK on 2011/06/11 14:55:00
Using OPEN_ONCE instead of wait -1 seems to solve it.
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