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Fitzquake SDL Version Beta
I just published a beta release of my SDL version of the Fitzquake engine. The main goal of this version is to allow Fitzquake to run on all major platforms. I provide builds for Windows, Mac OS X and Linux.

Grab them at http://www.kristianduske.com/fitzquake/

Windows and Linux users take note that you have to install SDL 1.2.10 or better.

Windows users please also be aware that this port does not do anything better on Windows than metlslimes original version. Actually, it does less, but I would still like to get your feedback because there's a chance that the official version will be switched to SDL eventually. That would go a lot smoother if we ironed out the bugs on all platforms first.

Have fun and don't forget to send in your feedback and bug reports.
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Ah 
Launching Qrack without arguments worked, heh.

Qrack: 400fps 
Some More 
Tremor: 150fps
Tyrquake (gl): 400fps 
 
@ jengle: yeah, in principle I don't understand why you would need SDL to run a crossplatform quake client either. But I'm happy enough about SDL fitzquake so let's just not ask stupid questions :-)

SDL bugs are quite possible btw, it's happened before. This is also one of the drawbacks of using it. It's an additional layer of possible bugs. 
SDL 
Well, for once, it's easier and you can port it to more platforms. There wouldn't be a working linux version if I hadn't used SDL, since I'm not interested in maintaining one. Esp. the sound code is much easier to do in a portable way with SDL I think.

Spirit, interesting numbers. The lower performance of the SDL port could be due to a number of reasons: different compiler that doesn't optimize for windows as well as VC does, routing calls through SDL, and maybe I haven't gotten the game loop right yet. It may very well be capped due to poor timer resolution or whatever. I'm not an expert at these things :-)

Oh, and btw if you can reproduce any of the bugs you mentioned before, be sure to let me know how so that I can maybe fix them (if it's indeed in my code). 
SDL ... 
... is a pretty good API. id software use it for the Linux versions of Quake 4, etc. Imho you'll encounter many more problems with poor X.org drivers than with SDL. 
Bug 
Reproducable (at least for me, Linux):
-Launch Fitzquake
-Switch to other game via game (I tried Quoth and Marcher)
-Load any map (I tried quoth's startmap and marcher)
-segfault 
 
Bug submited by Spirit is also reproducable for me (Linux). 
 
Rudl 
What? 
Don't Replace Directx Version Yet 
The movement key bugs are apparent after about 5 seconds of playing when the guy moves in totally wrong directions. I use shift for jump. 
Bambuz 
The shift problem is already fixed in the code. I just have to release it - sorry it's taking so long. I have to test the networking code a bit more before I can release a new beta. 
 
My "toggle r_showtris" bind causes the screen to be filled with the brown hud/viewsize texture. The only way to make the screen visible again was to delete the config.

Binding the mouse buttons doesn't work for me in the customize controls menu. Had to do it in the console. 
Fitz And External Textures 
is this the current 'complaining on fitzquake' thread?

external PCX textures are broken
http://www.speeds.quaddicted.com/fitz-sux2.jpg

instead of

http://www.speeds.quaddicted.com/quake00proper.jpg

the lack of alpha chanel support on tga (which is the whole point of having tga) is also
upsetting :(


map http://www.speeds.quaddicted.com/files/cleaver.zip

textures http://www.speeds.quaddicted.com/files/cleaver-hq-textures.zip

tested to work in DP, tomazquake, joequake and bengt`s glquake 
Try 
putting pcxs in pak files or save tgas in different image programs and you'll find that external textures (like so many other features) are broken in several engines.

Upside down texes, immediate crashes or psychedelic palettes are common.

I didn't know about the alpha loss, though. In what way is that used on bsp texes? 
 
only few engines read from paks so its not worth doing.
"alpha loss" is just a lack of alpha chan support I gueess, not a bug just an absence of a usefull feature

pcx is clearly a bug, since this works in all the engines that support pcx but broken in fitz
( I think i had told metl about it few years ago...) 
Pak File 
handling is an integrated part of the engine and when any resource can't be loaded from inside a pak or in proper priority order, it's a major bug.

As for alpha, I think I currently only use it for sprites and menu items. Since Fitz only handles external bsp texes, I think the alpha channel is loaded, but not used. 
 
The pcx file included in my enginetest map does load fine in Fitzquake. JPL made it. I am still very sure it is some kind of version/subformat thing. 
 
just try a non-square PCX, like 256x128 
 
Speed: 
thanks for the report. It was a simple fix, and your post about "non-square" files made it easy to find.

Regarding the pak file thing, i think it works, but never tested it and nobody seems to use pak files for replacement textures... 
 
I used them in warp to replace the monster skins, just for the convenience of the format.

My idea was was that they could be copied out to other folders easily.

FYIO, not trying to be a cunt. 
Claiming That 
"noone" puts replacement textures in pak files is a ridiculous excuse, "they" definitely do and in any case, it's broken in Fitz if you just took the time to actually test it. 
Excuse For What? 
if it's broken, that's good to know. 
Linked 
The Linux Q1 how-to has had an update:

http://tldp.org/HOWTO/Quake-HOWTO.html

It links to http://www.kristianduske.com/fitzquake ... so please try not to kill this URL. Updating the How-to isn't always in my control %< 
Steven 
Alright, will do! 
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