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Posted by Baker on 2012/06/29 11:38:17 |
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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Transparent Water
#697 posted by NightFright on 2015/04/16 11:56:21
When viewing teleporter surfaces through transparent water, the teleporters appear unfiltered, i.e. without the water layer effect.
To illustrate the effect, check this screenshot.
Using latest Mk V snapshot with following water settings:
gl_subdivide_size 16
r_oldwater 0
r_lavaalpha 0.8
r_slimealpha 0.7
r_wateralpha 0.6
r_waterquality 32
r_waterripple 3
r_waterwarp 1
Using .vis files to achieve water transparency (inside a PAK file).
Teleports
#698 posted by mh on 2015/04/16 15:24:33
That looks more like bad depth sorting for alpha surfaces than anything else.
#699 posted by spy on 2015/04/16 18:14:11
new build and its predecessors -condebug is not working (qconsole.log) it remains empty
when i'm typing developer 1 the game crashes
can't run the travail pak. But it run just fine on my working PC
it seems the show_clock command doesnt work either (at least wnen DM mode is enable) it shows everytime despite enable/disable state
personally i don't like the position of the clock too. The only two(off four) of the scoreboard leaders are visible.
#700 posted by Baker on 2015/04/16 23:55:00
Beta 7 - Windows Open GL | DX 8 | WinQuake
Source
1) Changed scr_clock to allow never drawing the clock even in deathmatch as an option. scr_clock 0 (never), scr_clock -1 (dm only, default), scr_clock 1 (always). If the clock is off in DM, will draw all 4 player slots. If the clock is on in DM will draw 2 player slots.
2) -condebug and -condebug + developer 1 are fixed. Thanks to spy for pointing this out.
3) Rewired the command buffer system to handle unexpected or uncoded arguments in the classic way that Quake handled them. My original plan was to audit every command in Quake, but I don't see an effective way to do that.
4) Increased 3 remaining limits for Rubicon Rumble that ericw says will make it playable. Have not implemented lightmap loading speed up. MAX_ENT_LEAFS was already 32 and already handles brushes in tons of visleafs about the same as Quakespasm (per MH from several months ago)
5) sv_autosave defaults off and doesn't save to config. Obviously needs 1 engine restart to clear.
@nightfright Re: Water + Tele
#701 posted by Baker on 2015/04/17 01:03:06
FitzQuake 0.85 draws all "liquid" surfaces in a single pass.
But I guess now that some "liquids" like water might be transparent and some "liquids" like teleporters or lava might not be ... the rendering needs a slight tweak.
Adjusted liquids to draw in 2 passes:
1) 1st pass: solid pass like teleporters
2) 2nd pass: alpha pass like r_wateralpha 0.5
Should render like how you would expect it.
Update: Teleporter + water rendering improved - Windows version
Source (may be 5-10 mins before I have it uploaded)
Sweet
#702 posted by ericw on 2015/04/17 02:23:27
can confirm all of the RRP maps load with the latest build
#703 posted by Baker on 2015/04/17 04:03:22
@ericw -- do you happen to know the names of any of those "bad lightmap" 64-bit maps from last year? I want to experience one of those first hand.
(I can't do this with my Win32 build. But I'm hoping it crops up on the Mac build which is 64-bit.)
Yep
#704 posted by ericw on 2015/04/17 04:39:28
jam2_mfx is a good one, just turn right from the start position and check for diagonal stripes to the right of the arch, there should be none. I posted some screenshots of that one and the fix as well on i3d: http://forums.inside3d.com/viewtopic.php?p=53977#p53977
Another is mfxsp17, just go straight ahead from the start position and check the wall panel behind the crate. It shouldn't have a black triangle in the upper left corner, here is a screenshot with the bug: https://www.dropbox.com/s/ey8htwsz37wdux9/mark_v_0000.png?dl=0
Also
#705 posted by ericw on 2015/04/17 04:49:09
Both of the above mfx maps are fixed with the change in CalcSurfaceExtents.
This is another bug on jam3_ericw:
http://forums.inside3d.com/viewtopic.php?f=3&t=5620
I didn't do the best job explaining it, but in the "reference rendering" (winquake.exe from id, fitzquake085.exe) the zombie is solid black.
unmodified 64-bit builds will change that particular zombie to be lit up. With the change I gave in RecursiveLightPoint, rendering will be corrected back to black again.
Some Pending Checks From My Side
#706 posted by NightFright on 2015/04/17 10:05:29
Rendering issue with transparent liquids fixed (using build from post #701).
Some minor stuff I noticed:
- On PNG screenshots (NOT ingame), the statusbar gets screwed (kinda white) if you change its transparency (scr_sbaralpha).
- Centered messages (such as the ones you get when you are about to enter one of the vanilla Quake episode selection chambers) sometimes have weird copper arrows/triangles at the end of each line. Will provide screenshot later, currently dunno how to reliably reproduce.
Played through the first Nehahra episode without any problems until now. Will keep you updated about my progress. (BTW, forgot how hard that addon is, even with nomonsters 1.)
Back in February/March 2014, I also had a Mk V playthrough with several mods and encountered some problems there. Will check if they still exist with a recent build:
Rapture
Freezes in "Castle Rapture", but managed to continue by ignoring the knights at the beginning
Soul of Evil
In the "Morbid Manse" (soe2m5), Mk V crashed many times after obtaining the gold key and approaching the fitting door. Continuation possible by skipping the problematic area with noclip.
The Altar of Storms
Game crashed whenever a succubus tried to resurrect a corpse. Only workaround: Kill any succubus before engaging any other enemy
Beta 8
#707 posted by Baker on 2015/04/17 11:27:29
Windows OpenGL | DX8 | WinQuake
Source
Changes: GL version wasn't polyblending powerup shift rights. Shadows tweak targeting Warpspasm. Aesthetic auto-complete and startdemos changes. Demo rewind visual oddity with weapon fixed.
#708 posted by Baker on 2015/04/17 11:38:58
@nightfright
Your post made me think and he's what I did: I reenabled autosaves but they do not show in the save game menu ever.
If you get a crash in any map for any mod, grab all the auto-saves and the most recent autodemo and zip them ;-)
The nice thing about autosaves is they are available when you least expect to need them!
Mark V cycles auto-saves in a rather logical fashion so they should be spaced out a couple of minutes apart.
#709 posted by Baker on 2015/04/17 11:57:42
re: PNG shots and alpha channel
I reupdated the upload for beta 8 and it strips out the alpha channel. Let me know if that fixes the png shots.
Centered Messages
#710 posted by NightFright on 2015/04/17 12:03:31
Here is the thing with the "copper arrows" I have been talking about earlier.
No clue where these are coming from, but I know they don't belong there... :P
#711 posted by Baker on 2015/04/17 12:15:23
Zip up a demo of it -- or the autodemo. I tried to recreate it. I'm very curious. I should be able to reproduce it by watching the demo.
NightFright
Why is your HUD so misshapen?
Demos And Savegames For "arrow Issue"
#713 posted by NightFright on 2015/04/17 13:36:53
Fair enough, here are some demo files and savegames:
Mk V centered msg issue (120 KB)
I just recorded the part after my last quicksave, right before the message appears. Mind that I updated the Mk V a few times while playing this episode and kept saving over it. However, I also had this issue already right after starting a new game.
Regarding my HUD:
I see nothing wrong with it. I made it transparent and rescaled it a bit. ^^
#714 posted by Baker on 2015/04/17 13:51:37
Ha! Loading the save game makes it happen. And it displays in the demo.
This is the best weird bug report ever because I can reproduce it.
And what a nicely formatted bug. It conscientiously displays the arrows in a very considerate way that is pleasing and flows well with the text.
I'll have time to examine probably this evening sometime (small chance I won't be able to do this this evening). But this will be fun to unravel.
My best guess: something about the saving and loading of the save game files. But we will find out!
#715 posted by NightFright on 2015/04/17 13:56:47
Like I said, it can be you reach this spot in E4M7 and you don't encounter any issue like this at all. Then again, it's possible that the episode selection messages on the start map already look like this. Well, at least you seem to have fun with it. xD
Other than this, my full Quake playthrough turned out completely fine with the latest build(s). Now on to some of the mods I listed above.
#716 posted by Baker on 2015/04/17 14:16:28
It appears a fix I may have acquired from another engine (not any of the ones discussed these days) in the load game procedure may be the origin.
Save games is fine. Load games with newlines within quotes adds a "bronze arrow".
#717 posted by Baker on 2015/04/17 14:22:05
The strength of that modification was that it would be resistant to special characters in the save game files doing screwy things.
One possibility is there is another piece to this modification I missed and failed to implement it. (Another possibility is that the other engine had this weakness, but I have difficulty believing that.)
Ne_ruins Crash
#718 posted by NightFright on 2015/04/17 15:14:01
Altar of Storms (ne_ruins):
Game STILL crashes when a succubus resurrects any mob. Additionally, game only runs if you use -heapsize command (I used -heapsize 512000, and even then it still gives you some console errors).
Demo and savegame for ne_ruins crash (46.5 MB)
Rapture:
"Castle Rapture" map checks out fine on test playthrough.
Soul of Evil:
soe2m5 doesn't cash when approaching Gold Key door with the key.
Hope I'm not giving you too many headaches, but I really love Mk V and hope to contribute to a flawless release.
@baker
#719 posted by Spike on 2015/04/17 16:11:38
that bronze arrow wouldn't happen to be a \r would it?
"message" "first line\r
secondline"
hurrah for dos-format text files.
(quake's \r support is non-standard anyway)
its stuff like this that annoys me:
"wad" "foo.wad;c:\noonar\"
kaboom. :s
typically coupled with:
"message" "my wonderful map\nsorry about the bugs"
nrnnrnagh! now my hud is going to bug out.
"message" "and now mr bond
...
you die"
AWERUIWEHWEHF!!! you just totally screwed up my parsing! DIE YOU RETARDED BUGGY MAP/SAVED GAME!
there's no way to cope with this properly, you can only use hacks and assumptions.
It's An \n
Sound Playback
#721 posted by NightFright on 2015/04/17 17:45:49
Another issue: sound.
Got this while playing the first mission of "Scourge of Armagon".
Needless to say, I am not using any sound mods.
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Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.
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