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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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Add ...
#68 posted by Baker on 2012/07/19 10:15:12
Kurok used a "title demo" as the start screen. It was a demo of a small map that was 70-90 seconds long (repeating) that showed a mountain and a block labelled "Kurok". For the longest time, I didn't realize the intro screen was a demo.
Demos, of course, are recordings of a map so they can have a soundtrack just like how a map can have a soundtrack key.
#69 posted by Yhe1 on 2012/07/20 06:53:54
Any chance to add widescreen Fov? Currently I have to put FOV 106 in the command line.
Well ...
#70 posted by Baker on 2012/07/20 13:15:13
That is a "no win" situation. Here is why ...
The field of view is the degrees of view showing. If I set to that to 90 degrees, I would hope that would be 90 degrees.
If I correct the FOV for widescreen to adjust to, say, a 4:3 aspect ratio (wide-screen correction) then it isn't really 90 degrees but some other number.
If I make it auto-correct, many people will not like it because it looks wrong because they are used to it looking a certain way in FitzQuake. So I would have to add a cvar to control it.
Which is one more setting for someone to mess with.
With how things are now, there is a setting to mess with (FOV) and everyone knows what it does. Versus add a new setting, which people would have to learn about. And other engines wouldn't save this new setting so it would get erased periodically. Not that FOV saves to config anyway.
Then there is the argument that 4:3 isn't the Quake aspect ratio to use for widescreen. That 8:5 is because original Quake loaded up to 320x200, not 640x480.
So ... I would add widescreen correction if a magic bullet answer exists. But I can't think of one.
The nicest thing about FitzQuake is that unlike some other engines that you can rely on it to be familiar versus some engines that do things that confuse you and you don't know how to change it or maybe it can't be changed.
#71 posted by metlslime on 2012/07/20 17:39:03
Agree with baker re:fov, but I would add that even in 320x200 mode, quake is intended to fill a 4:3 display, which means non-square pixels, but that is how monitors displayed that mode AFAIK.
(I sometimes look at the menu art and wonder if the letters are intentionally stretched to look correct in this mode.)
Mlook
#72 posted by sock on 2012/07/20 18:17:03
Hey, when do you plan to release the version with mlook + windowed fixes?
@sock
#73 posted by Baker on 2012/07/20 20:57:58
Boring engine technicality: MH explained a superior way of handling mouse input in the last day or two that is streamlined and efficient and very reliable and easy to manage.
So at the moment, I'm on a side quest since I don't want to put out two separate revisions that change the input code heavily back to back. Giving me something extra to do before I get this newest revision out and slowing me down a bit at the moment.
FOV
#74 posted by mh on 2012/07/20 21:58:35
I have to respectfully disagree with the rationale just given for not fixing up FOV. The reality is that hardware has moved on since 1996, and widescreen is now the norm. My own experience is that fixed-up FOV is a basic player expectation and not a fancy engine feature that's only of technical interest - I have a fairly large amount of positive feedback from people who specifically mention fixed-up FOV as a feature that they welcome.
Fixed-up FOV can be implemented without changing the defaults or other behaviour of the FOV cvar. FOV 90 will still give you the correct horizontal and vertical FOV for your chosen resolution and aspect, so everything can still work as expected.
320x200 resolution was not an aesthetic choice, it was a technical one. 320x200 was the old standard VGA mode 13h, meaning that it was the one display mode that was just guaranteed to work on everything. If that mode had been any other resolution, then that hypothetical other resolution would have been Quake's default.
#75 posted by metlslime on 2012/07/20 22:52:43
If widescreen really is the norm, just set FOV to default to 105 instead of 90. This gives correct behavior on a clean install, and doesn't override existing users configs that already have ~105 in their config.cfg or autoexec.cfg
#76 posted by metlslime on 2012/07/20 22:54:04
note that this probably means putting in a hack to ignore the default.cfg value for FOV, if there is one. But messiness under the hood may be worth it if the user experience is your highest goal.
#77 posted by sikkpin on 2012/07/20 23:14:43
Why not just add a cvar to toggle between using absolute and aspect corrected fov, having absolute set as the default.
#78 posted by metlslime on 2012/07/21 00:16:14
the question is whether new users will have to change their configs, or whether existing users will have to change their configs. Any cvar like that would require one set of people to change their configs.
The Problem Is...
#79 posted by mh on 2012/07/21 00:40:37
A large percentage of players aren't even aware that the FOV setting exists, or - even if they are - that it can be used to correct for widescreen (the same applies to +mlook). Those that are aware of it can always re-adjust. I suggest doing some research around the usual suspects such as the Steam forums, etc, for info on the specific problems that people have with Quake; these make great targets for fixing in any engine that aims at being accessible to players. Find what prevents people from getting into the game, fix it, and problems go away. This is the same philosophy behind removing the necessity for (but not the existence of) command-line options. Identify the barriers to entry, remove them, otherwise you're just developing for a captive audience who already know everything inside-out and are therefore not bothered by this stuff (and nor are they appropriate people to pass comment on how these things should be handled).
Regarding configs, the obvious solution is engine-specific configs. The old QuakeDev forums raised this as a point that was widely addressed in Q2 ports but all but ignored in Q1. It enables more peaceful engine cohabitation by ensuring that settings specific to one engine don't wreck another.
Again, it depends on who you're developing for. The same old group of people who will always use your engine no matter what, or are you trying to reach out to new players?
#80 posted by necros on 2012/07/21 02:41:59
engine-specific configs
oh my god, yes! or use /documents/mygames/engineName/modName/config.cfg
#81 posted by necros on 2012/07/21 02:42:22
documents / mygames / engineName / modName / config.cfg
I Have To Admit, I Think MH Is Right
#82 posted by RickyT33 on 2012/07/21 20:19:15
I've seen his implementation of it, and it looks superior to anything else when it comes to the weapon being in the right place. Methinks. :E
My Thoughts Were Incomplete
#83 posted by Baker on 2012/07/22 00:11:48
MH is right as not having widescreen correction eats away at vertical FOV, narrowing the range of what is on-screen vertically. FOV was never intended to penalize vertical visibly, it was just that everyone used 4:3 resolution in the CRT era (640x480, 800x600, 1024x768, etc.)
This is a flaw.
New Version: Revision 6
#84 posted by Baker on 2012/07/22 14:12:28
Download: http://quake-1.com/docs/utils/fitzquake_mark_v.zip
Readme: http://quake-1.com/docs/utils/fitzquake_mark_v.txt
Widescreen FOV correction, dynamic lights properly affect moved/rotated brush models, dynamic light bleed-through fix.
All entities are colormapped (colored dead bodies, etc. - like if in coop and you die or play against bots, etc.)
Demo rewind (PGDN) and fast forward (PGUP) of any demo the user plays via "playdemo"(and pause pressing pause key).
(The startup demo sequence is not user-initiated and that sequence is not meant to be paused or messed with as it is a game preview.
You must use the playdemo command like "playdemo demo1" to have demo pause/rewind/fast forward available.)
Revision 7
#85 posted by Baker on 2012/07/31 14:25:20
mp3 tracks support. And boring stuff you won't care about, although documented in the readme.
Download: http://quake-1.com/docs/utils/fitzquake_mark_v.zip
Readme: http://quake-1.com/docs/utils/fitzquake_mark_v.txt
Baker
#86 posted by spy on 2012/07/31 14:44:55
what about that infamous whiteroom bugfix
i assume thats still not fixed
#87 posted by Baker on 2012/07/31 15:01:35
It's on the to-do list. I haven't worked through the potential solutions. I understand the underlying issue involved as szo and MH explained what causes the problem.
#88 posted by Spirit on 2012/07/31 15:27:37
fitzquake_mark_v_r7.zip please
#89 posted by Baker on 2012/07/31 16:09:02
I followed the same naming pattern, I kinda of thought you'd know the URL but still ...
http://quake-1.com/docs/utils/fitzquake_mark_v_r7.zip
Keeps Crashing/freezing My Computer
#90 posted by kaffikopp on 2012/10/30 15:55:07
Hi, loving the fov/gun/various other fixes in this, especially the clock fix so that the game runs at the proper speed, however as with your "Fitzquake Plus" I keep having an annoying issue - after playing for a while, the game freezes up completely, with the last sounds played looping over and over, then after a few seconds the screen turns a solid color and the sound a single tone. I can't ctrl+alt+del or do anything other than forcing a shutdown by holding down the power button. Previously this has only occured after playing for an hour or so, but today it happened after just a few minutes. I assume it has something to do with my computer having multiple cores, but I can't really pinpoint the problem. It's an ASUS G73JH laptop which I've had for two years, and I think it has only frozen up/crashed two-three times if I'm not taking these Fitzquake issues into account.
Here are my system specs:
Windows 7 Home Premium 64-bit
Intel Core i7 Q 720 @ 1.60GHz, 1600 Mhz, quad-core
6GB Installed RAM
ATI Radeon HD5870, 1GB VRAM
And my Fitzquake command-line parameters:
-width 1920 -height 1080 -bpp 32 -zonesize 2048 -heapsize 12800
I haven't played using Fitzquake 0.85 for long enough to see if it'll happen there as well, as I have the clock bug with it running too fast - that's why I've used Fitzquake Plus in the past, and now Mark V. Any input/advice on this is much appreciated.
It's probably worth while to test using another engine (eg Quakespasm or FitzQuake0.85) to check that the problem is not one of bad hardware/overheating.
If That Is REALLY Your Command Line
#92 posted by Baker on 2012/11/03 22:10:30
Then you should be using:
-heapsize 12800
That means 12800 KB. Which is about 12 MB.
Although not a sure thing, this is likely why you are crashing.
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