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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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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 
Icons Change 
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 
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. 
 
it must be in the id1 folder for it to work. :) 
Cheers 
Sweet, that did the trick :) 
Another Mapper-oriented Idea For Future Consideration 
Allow mapper to freeze game world like DarkPlaces existing feature. Quicky engine tutorial:

http://forums.inside3d.com/viewtopic.php?t=3394 
OUTRAGEOUS GLITCH 
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 
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? 
 
Using OPEN_ONCE instead of wait -1 seems to solve it. 
Re: Glitch 
negke, the glitch may not be a FitzQuake only problem. The problem could be the qc assuming string_null is null all of the time. Unfortunately, this may not be true.

string_null, and all other global strings, are no longer null after loading a savegame. If the qc checks for string_null assuming it is null, it may not work after loading a savegame. 
Request: Raise Default Max_edicts 
One of the maps in Tronyn's upcoming Unforgiven can exceed the default of 1024 max_edicts. Can there be a minor update to Fitz that increases the default to 2048 or even 4096 max_edicts?

I know of the max_edict command, but I bet Tronyn and I will read many complaints about one map not working because someone failed to read the readme. 
PM 
If you're refering to the max_edict issue in unf2, it seemed more like an accidental thing, a glitch in the code or some misfiring script. The map itself feels like the least extreme of the pack. Even unf3 'only' starts at ~800. Or what is the exact reason for the edict explosion? 
 
Hm, I guess you could write "max_edicts 2048" in the quake.rc to be safe? 
Edicts Explosion Due To Snow Effect. 
unf2 has light snow, and it makes the map look pretty, but requires a high number of edicts. With the snow, max_edicts peak a hundred or two below 2000. Related to this is the rain in arcanum1. This is why rain falls in clumps in arcanum1. If I had an edict for each rain drop, edict count would be very high and would not run in FitzQuake without increasing max_edicts. For unf2, I cannot make the snow fall in clumps and still make it look good. Turning on corpse removal will disable the snow.

Other engines with higher default max_edicts do not have this problem. 
Oh Right 
I didn't think about that. I assume it wouldn't be possible to make the snowfall trigger-based or something and still work/look the same? So that snow flakes are only generated within the current trigger volume. And each outside area is surrounded by a large trigger. 
 
One of the maps in Tronyn's upcoming Unforgiven can exceed the default of 1024 max_edicts. Can there be a minor update to Fitz that increases the default to 2048 or even 4096 max_edicts?

I know of the max_edict command, but I bet Tronyn and I will read many complaints about one map not working because someone failed to read the readme.


i kind of wish fitzquake defaulted to protocol 666 (it's own protocol) instead of defaulting to old quake protocol.

i remember back when i released ne_tower, some people didn't change to protocol 666 and some items were invisible to them or something.
the thing is that you can't just force protocol 666 in a cfg file because other engines have their own protocols and this causes crashes.

we need a better way to generally tell one engine 'i need extra stuff' that won't cause problems in other engines. 
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