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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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Everything Fixed (for Me) 
Game looks fine now on my Geforce GTX 770, also savegames work as intended with the latest build.

Good job and thanks a lot, Baker and Spike! ^^ 
Still Crashes To Me 
http://pastebin.com/wHmhB85d
theres my autoexec.cfg and config.cfg 
Most Issues Fixed For Me 
barring music of course.

Looking to see what audio driver is the most up-to-date for my surface pro is turning into a nightmare. 
@spy 
Raw thoughts: the special characters in your name show as Russian or Greek or something in pastebin to me.

In the age of Unicode and UTF-8, if you manually did that in a text editor (as opposed to Quake writing the file) the text editor maybe have done strange things to your name and converted it to UTF-8 --- characters above 127 converted to escape sequences and such.

In that case, pasting the file to pastebin doesn't actually convey what the binary contents of your config really are.

You'd probably need to upload your config.cfg and autoexec.cfg to Quaketastic to get it to me as it really is in binary form on your hard drive.

Meanwhile, I'll play with the rest of the contents and try to imagine what could be causing the problem. 
@spy 
Yay! I get the crash using your autoexec.cfg! 
Music 
tried updating my sound drivers to get the music to work... quake stopped working for a bit so I rolled back. Good times. 
No MP3 Music 
for me at least, mp3 not playing seems to be caused by not having a CD drive. If I move the "if (!enabled) return;" from the top of CDAudio_Update to after the if (using_directshow) bit, the mp3s play. 
@spy 
If I remove the "map start" in the middle of the autoexec.cfg, I no longer have the problem.

However, obviously there is no reason why you shouldn't be able to change the map in the middle of the autoexec.cfg so I'll see what is up with that. 
 
ericw --- that makes sense! Great catch, thanks! 
 
fifth -- hopefully ericw's observation will allow me to get the mp3 going for you. 
I Wonder... 
I have a surface pro but it doesn't have a cd drive. 
@Baker - Almost There 
markv_dx8.exe "_glow" external mask works!

markv.exe ... doesn't

What's up with the GL version? 
+mlook Crashes 
Strangely enough, +mlook on console crashes both GL and DX versions. 
I'm Gonna Stop Now, Promise 
Ok,

mark_v.exe --> renders "{" external texture transparency;

mark_v_dx8.exe --> renders external texture fullbright mask;

Each executable has one feature, none has both. 
 
+mlook shouldn't crash in the most recent upload.

http://quakeone.com/proquake/interims/mark_v_20150413_windows.zip

If it still does, let me know.

@Baker - Almost There

Tell me about it! 2 operating systems, 3 renderers, 4 programming environments, 25 new features --- and I'm about 8 small issues away from surviving the tale.

(+1 exceptional deed from Spike, and ericw saving me from over-thinking Fifth's mp3 issue)

Well, I'll get those glow textures working in the GL build.

Tomorrow may have most of the remaining issues cleaned up. 
Baker 
thanks for your response.


Strangely enough, +mlook on console crashes both GL and DX versions.
It seems you have find the bug!


i've removed +mlook string from my autoexec.cfg file and now i can launch Quake properly w/o a crush 
Opinion About Upcoming Release 
The only two features I am still missing now are:
- Music playback from within PAKs
- Menu toggle for texture filtering (see #617)

Both are totally optional, though (especially the first one - mostly cosmetic to get rid of all the MP3s in subdirs).

What impresses me most about this new version is the capability to run Nehahra - finally, we have a one-in-all solution that can launch pretty much everything. Once this is finalized, it'll hopefully last for a while before updates are needed again.

One way or the other, Mk V remains my favorite Quake port, and Baker's recent efforts just made sure it'll stay like that. 
Baker 
thanks a lot for your efforts, will try the new version soon. 
@Baker 
Nop... +mlook still crashes, no fullbrights...

Did you run the sfloor4_2 test and saw these fullbrights? Is it working on your system? 
 
Praise Satan. 
Mark V Beta 6 
Windows OpenGL | WinQuake | DX8

1) Should have _glow textures working right in both GL and DX8 builds. Alpha masked textures are "functional" in the DX8 build, but not as nice as the GL build (due to the DX8 wrapper not supporting texture combine).
2) MP3 should work on machines without a CD drive.
3) +command issue (like +mlook) should be resolved once and for all.

New feature: Auto-complete from nothing by pressing CTRL+space. Sometimes you don't even know the first letter of map or something you want to auto-complete.

Examples:
1) Type "bind " and then press CTRL + space.
2) Type "map " and then press CTRL + space.
3) Type "gl_texturemode " then press CTRL + space. (*)

Mostly thought of this for NightFright ... who asked for gl_texturemode to be added to a menu somewhere, and I while I don't think obscure stuff belongs in a menu, it sure is nicer if you can more easily complete it in the console even without knowing any of the possible values.

The CTRL + SPACE thing is, of course, in addition to the support for CTRL+X/CTRL+V/CTRL+C/SHIFT+INS/SHIFT+DEL and using shift to select in the console.

If you find a bug, please let me know!

I can't think of any offhand aside from a WinQuake build skybox bug reported @ inside3d by mk and I can't reproduce it to fix it. 
Finetuning Suggestions 
That thing with gl_texturemode is a compromise I can probably live with, thanks a lot for this. ^^

Other remaining things I noticed - dunno if you changed that in the more recent beta builds again or not:

- r_shadows now needs to be in autoexec.cfg in order to be used permanently. Was nicer when it was stored in the config file (as a permanent toggle). If people play with shadows, my bet is they wanna keep them.

- Would be nice if cl_autodemo was set to 0 by default. I am sure not everybody wants to record demos out of the box.

- Is there a way to toggle autosaves? While it's a really nice feature, it'd be nice to let users decide whether they want it or not.

None of these are bugs, rather feature requests for your consideration. 
 
I tried to make autosaves and autodemos subtle, however they aren't subtle enough and "get in the way" more than I find acceptable.

The need for autosave is a bit dubious, but spawned from the frustration of playing one of the map jam maps from last year about 2/3 way through and dying without saving.

Both features only ever maintain a history of 3 and use about no resources.

That being said, I need to put them in the "background" more. No one wants a pointless autosave of the start map in the save menu, for example.

Demos: Autodemos are more important than autosave. Demos are the one thing everyone wishes they recorded, but never do. But like autosaves, no one wants to see 3 random autodemos heading the demos menu.

I'm about as conservative about features as they come, so you know if I'm complaining about a feature I coded, I intend to remedy.

Only one kind of polished engine exists: the one that does things you want but keeps it out of your face and let's you focus on playing the game. ;-)

Shadows

Shadows are a tricky topic and so is what should save to config.

I haven't thought too much recently about what saves to config, but I'm leaning towards everything except server vars (temp1, samelevel, deathmatch, coop, noexit + friends).

I also have a plan to make it so Mark V will tranparently interact with a non-Mark V config.cfg as to not wipe, for instance, DarkPlaces settings. Of course, likewise this plan doesn't have any need of other engines behaving similarly.

You can already see part of this plan in action. The WinQuake version of Mark V has all the standard WinQuake stuff and the OpenGL Mark V has all the GL stuff. Yet, you can run each engine back-to-back and change stuff and never be the worse for wear and no settings ever get lost. 
Got One 
Just noticed: In your latest build, the save bug is back. You cannot see saved games in the load game list. 
Quickload Without Quicksave 
Something else:
If you press F9 for quickload when there is no quicksave present in the game/mod folder, game freezes (should rather give some error like "no quicksave available"). 
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