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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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End Text With Latest Build
#854 posted by NightFright on 2015/05/04 10:05:09
With the new build, now the "Congratulations" panel shows in 5:4 modes, but text remains cut off. In 16:9 however, the panel isn't visible while the text is displayed completely.
I was trying this with scr_menuscale 1 and higher, wouldn't make any difference.
Malice Boss Fight
#855 posted by NightFright on 2015/05/04 10:40:09
So I played the last two levels of Malice. While I didn't expect anything to go wrong there any more, it unfortunately did.
In d15 (boss map), the game seems to change your FOV, I guess as a side effect of the boss attack when he pulls you towards him or something. This effect should only be temporary and restore your original FOV afterwards, of course. However, sooner or later this causes a crash to console with this message:
host_error: bad fov: 180.000000
I had my FOV set to 105 in config.cfg before this happened, and when I checked after the crash, it was 170. it also happened when setting my initial FOV to 90, so this doesn't seem to be causing it.
Check autodemo and savegames here (136 KB)
(Last savegame and quicksave are relevant - I recommend activating godmode immediately.)
This should be the last issue with Malice.
At least, it seems pushing small crates works after all. No idea if it was something with latest builds that fixed it or I just didn't try pushing at the right angle. Main thing is you can push these crates, so I believe there is no need to look into it after all.
RRP
#856 posted by ijed on 2015/05/04 19:17:20
Yeah sorry about that, complete oversight on my part - nobody tested in easy :[
RRP Telefragged
#857 posted by NightFright on 2015/05/04 20:40:13
Is there a fix anywhere for this map? Or would it be possible to make one? It's not the first time it has been requested. :P
#858 posted by Baker on 2015/05/04 22:50:45
Ok ... I'm glad you can push the Malice crates --- that was #1 on my least favorite thing to examine because it shouldn't be related to the engine and would involve QuakeC.
Not that I wouldn't have been able to figure out a game plan, but that it would be very time consuming, especially because I'm sure Malice's QuakeC isn't open source.
Text-cutoff: Thanks for info.
I'll Try And Make Some Time For It
#859 posted by ijed on 2015/05/04 23:03:04
If I can't then I'll let you know.
RRP
#860 posted by NightFright on 2015/05/05 10:44:36
It's still possible to complete the map even with the bug. I just opened the yellow key door by walking backwards into it. And afterwards you have to be careful when returning to that room, ofc.
(As a general advice: Don't include stuff like resolution settings in quake.rc - folks don't like when their default config gets changed.)
Other than that, Mk V doesn't seem to have any issues with RRP. Plays smoothly. Still need to get through Mfx's map to complete the pack, though.
Level Ending Screen
#861 posted by NightFright on 2015/05/05 11:22:35
Something else I noticed with level completion screens: It always displays "current music track" in the upper left corner when starting to play the level stats music. I think that can vanish.
#862 posted by Baker on 2015/05/05 13:14:19
bad quake.rc files are nothing new.
I don't know that anyone, even with the best of intentions is qualified to make a quake.rc file, most of them are toxic to some extent.
Which is why I've always preferred to type -game <gamedir> in the console.
The mods that really need a quake.rc file are the highly exotic ones and it is not very helpful since you usually do not know that "R" has the reload gun bind key or "K" is use items.
quake.rc files are just basically entirely useless unless they indicate something like the preferred r_wateralpha value.
#863 posted by PuLSaR on 2015/05/06 21:07:42
Other than that, Mk V doesn't seem to have any issues with RRP. Plays smoothly. Still need to get through Mfx's map to complete the pack, though.
Mark V doesn't say anything 'cause there's lots of builds that may work different if you don't update every time. I still haven't played RRP 'cause it crashes on the build of mark V I tried it back then. I need to check if new version works fine with it.
#864 posted by ericw on 2015/05/06 22:18:04
I know Baker just added the ability to load RRP maps in the last few weeks, so only the bleeding edge builds in the last few pages of this thread would support it
RRP
#865 posted by NightFright on 2015/05/06 22:32:14
RRP definitely works fine with latest Mk V snapshots. Just be careful about Telefragged on easy.
Telefragged Patch
#866 posted by ijed on 2015/05/07 14:48:39
I'll see if I can do this on the weekend, as well as fix a few other problems with the level, like the long drop secret and make that retarded pipe progression easier to spot.
Experimental Features
#867 posted by Baker on 2015/05/07 15:09:23
Windows GL | WinQuake | Source
Improved ability to handle very large finale text ("Congratulations! ...") like the Rapture.
Experimental feature for use at your own risk --- and this means if you aren't interested in beta testing and not very Quake savvy this one isn't for you. That zlib1.dll file is required because libcurl needs it and I don't have anything checking to make sure it is there.
* Ability to install mods (or uninstall) via console.
Example:
install travail (will try Quaddicted)
install http://celephais.net/levels/files/rubicon2.zip (direct from any web address provided it is a standard .zip file)
uninstall travail (removes quake/travail but keeps the travail.zip)
uninstall travail full (removes quake/travail and removes the travail.zip)
The downloaded .zip files live in quake/id1/_library
This is a beta and it prints a bit more than it should when installing and so far handles things rather intelligently and in a user-friendly manner.
But I have more to do like don't be playing travail and type "uninstall travail". I also want to require the .zip file to uninstall a mod and use the .zip file to only remove files that came with the .zip.
Neat
Just installed it... it crashes to desktop when attempting the install command
Also New Thing
Playing with the music a bit -
If you do cd play 2 it will play track002, you can keep doing this and it will play the tracks but without stopping the previous one. The funny thing is that cd stop only works once so you can only disable one of the tracks, the others keep playing.
Awesome! Someone Please Port It To Linux
#870 posted by Spirit on 2015/05/07 15:45:47
someone please port it to linux
someone please port it to linux
someone please port it to linux
someone please port it to linux
Default directory for downloads is qdir/Downloads/ in the Injector I think, would be great if we synchronise.
I'd suggest "purge" instead of "uninstall NAME full" or maybe at least the other order "uninstall full NAME" or "uninstall purge NAME". That would be more normal.
@spirit
#871 posted by Baker on 2015/05/07 16:04:04
Some notes:
And I know this would be rather difficult for the Quake Injector to do but here goes:
1) I have all installed files as lower case no matter what.
2) Take an archive like warpspasm.zip. It should install to warpspasm not warp. You shouldn't have zip files that need a gamedir other than the archive name. And this unarchives that way instead of honoring the \warp directory in the .zip.
3) I agree with synchronization, but I don't want the Downloads folder obviously exposed to the user.
4) I plan that in coop, a server can just transmit over the archive to the client and live install. Mark V as a server already stuffs in a hint to the client that tells another Mark V client to change to directory like -game warpspasm -quoth.
5) I also plan to try to disallow any external archive having the same name as a Quaddicted known archive and refusing to install it.
I have plenty more hammering to do.
@fifth --- at the moment, I don't have another computer available so this really hasn't been run on anything except my hard drive. Thanks for the heads up on the cd play command.
Rapture Texts
#872 posted by NightFright on 2015/05/07 16:09:07
Latest build definitely fixes Rapture episode ending texts (and with that most likely also Nehahra or any other addon with the same issue). In some video modes, it requires even the very last line available, but all characters remain visible. I only checked with rainend, but I doubt any text is longer than there.
Currently still on my wishlist (unless I find more):
- Shrak texture issues
- Malice d15 fov crash
#873 posted by THERAILMCCOY on 2015/05/07 17:48:33
Had a quick go at using the install feature.
-'install' then hitting enter is fine, normal command/cvar explanation is printed.
-'install modname', where modname is the name of a mod present on Quaddicted, results in a crash.
-'install http://celephais.net/levels/files/rubicon2.zip' or any URL I've tried so far results in a crash.
In fact entering anything after 'install' seems to result in a crash.
-'uninstall' then enter is fine.
-'uninstall modname' seems to work fine.
-'uninstall modname full' removes the mod directory, but not the zip in id1/_library. Since install wasn't working, _library was obviously manually created and a zip manually placed there to test, so perhaps that's an artificial way to test it.
Zipfiles
#874 posted by NightFright on 2015/05/07 18:00:34
When you are already starting with zipfile stuff, why not also provide support for loading zip/pk3 files in general? For me at least, that would make things easier when adding mods. Always opening Pakscape to group stuff together sucks. And additionally, maybe music files inside PAK/zips could finally be recognized. :P
And I forgot one thing in my "wishlist":
- Music track playing msg when exiting level to be removed
Baker
#875 posted by Spirit on 2015/05/07 19:43:15
1) https://github.com/hrehfeld/QuakeInjector/issues/75 I have to be honest that I don't fully understand that log now but if I closed it I guess it is not a crossplatform solution to lowercase everything.
2) You know the pain of my Quake life... I need a time machine to get back to the 90s, take over idgames2 and have it prosper with my nazi standards.
Do you support HTTPS or are you using the QI user agent as workaround? I'd need to add a comment to my config so I don't lock the engine out once QI gets a new release.
Overengineering Is Fun
#876 posted by Spike on 2015/05/07 20:06:23
a few things regarding this install command:
why not get the engine to directly load the paks etc from the zip file? (especially good when you consider downloads from servers).
(@NightFright: compression within (most) pk3s means that you need to rewrite half the engine to use calls that can either read from a memory buffer or decompress the file on demand. pak files have no compression and are typically opened simply by re-opening the pak and seeking to an offset. I suppose that decompressing to a temporary file that will be automatically deleted would also work. Either way, it isn't a bolt-on feature and can be quite daunting, at least if you want to do it properly.)
how do you update when a new version is available? 'uninstall foo full;install foo'? you'll lose your configs/saves/etc
(this is also incredibly relevant when considering random quake servers running different versions of a mod)
never trust the filename in a url. some examples:
http://example.com/download.php?id=123
http://example.com/...zip (evil huh, note that nvidia drivers will obligingly attempt to load a whole load of dlls from the working directory)
use the user's home directory instead of the quake dir for the Downloads path. Noone will ever find it there!
stuffcmd(self, "uninstall id1 full\n");
also, aliases.
nuff said.
console commands have almost no discoverability. if I don't know the name of a package, I have no way to install it. eg the install command needs a way to list all packages with 'rubicon' or something in the filename or description (apropos style or something).
also, needs a menu so you can easily delete everything.
replacement/generic content like texture packages shouldn't need a -game
map packages will often have a dependancy upon an existing mod, and should be installed in that mod's gamedir instead.
I did consider doing something similar myself, but I ended up overengineering it to be too weird for anything but standalone mods. oh, and I didn't bother with an uninstall option (partly because of the problems with multiple versions of a mod needing to be installed in order to cope with servers running different versions of the mod, as well as mods potentially requiring generic/shared stuff like texture packages).
hence fte's .fmf thing.
#877 posted by Baker on 2015/05/07 21:46:30
@spirit --- I'm using the QI user-agent like you told me about.
@spike
utilities.c in the source is loaded with several common sense sanity checks and I mention above having a "todo" where the uninstall only uninstalls via the source zip to see what files came with the mod, leaving user content to the user.
There isn't anything new here, the Quake Injector has done this for ages, here is its xml database.
Someone wanting to do things the old fashioned way isn't prevented from doing that.
The "install" command merely intelligently unzips a file the way you or I could without reading the readme.
- If it sees a .pak or a progs.dat it goes to it's own gamedir.
- If it just contains .bsp files, should go in the maps folder.
Installing an unknown zip into place is relable, but the game parameters and other settings remain unknown. Someone may still need to read the readme to get an unknown mod running.
Having the engine read Quaddicted's database will help it with the rest for known mods. And soon enough it will auto-complete from Quaddicted's database.
Unknown mod? Wrong version? You can install by hand the way you do it today.
I agree with the replacement content shouldn't be a -game but some separate layer.
But ... Most important thing is to get another update out after testing on another computer. I suspect I have a dependency in my Windows $PATH that didn't make it into the .zip
#878 posted by Baker on 2015/05/07 21:57:38
@spike part 2
Searching by word. Agree. Quake Injector lets you do this.
...
Probably an update tomorrow after I test on a few machines and do a revision.
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This thread has been closed by a moderator.
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Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.
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