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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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WinQuake Mark V 
The software stuff is really exciting because it's the only software port besides super8 that can load big maps and it's much more faithful than super8. Do you plan on adding the interface scaling from regular Mark V/QuakeSpasm? The HUD is unreadable at 1920x1080.

Come to think of it, if you could implement colored lighting, interface scaling, and fog into the WinQuake Mark V executable, it would instantly make super8 obsolete and it would make me very happy indeed. 
 
Any news about a new build, btw? I am still waiting for those Shrak/Malice fixes (see #826 and #855). :P 
Weapon Model And (colored) Lights 
How does the engine define the intensity and color for weapon model to apply? It seems to me that is checks the light value only without checking delay or wait values of the light entity. So if I have a light source with high light value but with delay and wait adjusted so that it's bright only near the source my weapon shines although the walls are dark.

https://dl.dropboxusercontent.com/u/32711504/mark_v_0008.jpg
This screenshot shows the problem: there's a orange light source with 800 light value underneath (the floor is func_door, so it doesn't block the lighting) but delay and wait (and other) values make it barely noticeable at this distance. While my weapon model thinks that there's a light with plain light 800 that affects it.

Is it possible to fix this? 
Hmm 
I think that's the just Quake's simplistic lighting for mdl's. AFAIK, the engine traces a line downward from the entity until it hits a floor surface in the world model, then it samples the lightmap on that surface. So the engine doesn't ever look at the light entities or their light/delay/wait values, just what's baked into the lightmap. 
Well 
from what I see light value affects mdl lighting. Here's the screenshot of the same place but with 300 light value: https://dl.dropboxusercontent.com/u/32711504/mark_v_0010.jpg
weapon doesn't shine that bright.

That's why I think it might be possible to fix.

btw that's surface light. 
 
quake uses the light on the (worldmodel) floor straight downwards from the model to determine lighting -- even if that floor is quite far below the model. if the floor below you is bright red, that explains it. 
Metlslime 
that makes sense. any brush entity floor breaks it =( 
 
That screenshot makes me want to add a lightgrid to .lit2, and to revive .lit2... 
@pulsar 
Ironically, I had a "fix" for that that was in very early Mark V versions, which I removed.

But that would be a lighting change and I'm sure random obscure map X, Y or Z might have a spot where the lighting would be different than expected. 
Baker 
I wonder if it is possible to make it switchable via console command. So the default value is classic light behaviour but a mapper can add a note in readme that recommended settings for his map are the following (including this new command). Or he can place it in quake.rc 
 
Your problem is caused by what metlslime says.

You have the opposite of the "black scrags against a bright sky" error, where people place scrags out at a distance but do not light the floor below them because it isn't visible to the player.

The scrags appear solid black even though the sky is full bright and the area up where they are may be well lit. This is because the floor far below is in darkness.

Any floor which is an entity, such as func_wall or door/plat, is not used for lighting models. The engine keeps going down until it finds solid geometry. 
 
adding lightgrid (or something like it) to lit2 seems like a good idea, because any fix that uses the normal bsp or lit lighting will break expected behavior of old maps. But no old maps use lit2, so it's a fresh start. 
@pulsar 
I guess but I couldn't promise a time to do that.

To change the light point, I had to change the entire lighting collision section so that it would also collide with brush models.

It's very messy having 2 different ways in the code, especially for collisions.

I bet DarkPlaces does the collision with the brush models as the normal way to do things.

As an alternative, you could poke around https://www.quaddicted.com/files/engines/ and maybe one of these has it:

https://www.quaddicted.com/files/engines/fitzquake_mark_v_r2.zip
https://www.quaddicted.com/files/engines/fitzquake_mark_v_r5.zip 
 
Yeah, changing the lighting --- even a subtle change like that one --- can make scrags in the shadows bright --- or make scrags that you are supposed to see obscured in darkness.

Probably doesn't happen on id maps often as they didn't do anything crazy, but custom maps like void maps and such .... 
Can't Believe It! 
I don't know how I managed to miss the last couple of builds!

The WinQuake Mark V is virtually perfect. Being able to play Nehahra on a modern engine in software with MP3 and controller (after a couple of tweaks) support is just brilliant. My netbook says thank you!

Now, when are you going to add 5.1 surround sound? :P 
 
Interesting to know the joystick support works.

I re-added it, but have no joystick to test.

Now, when are you going to add 5.1 surround sound?

Probably never. Honest question, honest answer. 
Mp3 Music 
doesn't work for me. MP3s are placed in id1/music, external music is on but no music, no warnings. what did I miss? 
Bugger. 
Oh well. Thanks for being honest. :)

Yeah, I've got a DualShock 4 running under DS4Windows as an X-Input device. It works great. Two of the axes are switched from WinQuake and, of course, the z axis triggers aren't recognised but other than that it's fine.

Should I upload my config for other? Can I do that here? 
 
You could paste relevant portion here. At some future point I could investigate. I don't see Mark V being updated for a while. 
@pulsar 
It should say something like "Playing id1/music/track001.mp3" or "Track id1/music/track01.mp3" not found.

Which does it say? If it says "Playing ..." and it isn't working, check both the music volume slider and the volume slider. If it still isn't playing, then I don't know --- Fifth had some issue like that and then he did something and it worked. 
 
It should say something like "Playing id1/music/track001.mp3" or "Track id1/music/track01.mp3" not found.

That's the problem. I searched for my problem through this thread and everyone mentioned that it should had been a warning about that. While I don't get any warnings at all. Is there any console command to switch on/off music or anything else I have missed? External music is enabled in options, sound and music volume sliders don't make any changes.
I'm confused. 
 
Music has worked for me since one of the newer builds. I just assumed that you had figured out the issue and fixed it... directory structure and file naming is
..\Quake\id1\music\track02.mp3 
@pulsar 
1. I created a new folder "Quake"
2. I created a Quake\id1 folder
3. and copied pak0.pak and pak1.pak in there.
4. I created a Quake\id1\music
5. Copied an mp3 as Quake\id1\track04.mp3

Using this latest Mark V beta for Windows (download)

I have no config and there is no command line. I start Mark V and do single player new game so I am on the Introduction and it says

"Introduction
Using protocol 666
Current music track: music/track04.mp3"

And the music plays.

So no config, no command line, current .exe that's what it says with a valid mp3 in Quake\id1\music\track04.mp3 on the "start" map. For me. 
Above 
correction ---> quake\id1\music\track04.mp3

(I typed it wrong the first time) 
Hmm 
I repeated all these steps with new quake folder etc (btw I've discovered that I've been using previous build (from 20150426) while having the latest one downloaded).

After all I got:

"Introduction
Using protocol 666"

And no music.

That's with clean quake and the latest mark v. 
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