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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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Baker 
That makes sense. I think the cause of the problem is that I have a virtual drive, that has a letter prior to the physical cd drive. So Mark V thinks that I always have a cd in my drive.

Music plays fine on my pc on work where I don't have any virtual cds.

Thanks for such investigation. 
Btw 
Then what does "external music" option do? Description says that you can choose what to play, cd music or mp3, while actually CD always supercedes MP3. 
 
external_music 1 or 0. Determines if a music track (CD or MP3) will attempt to play. 
@pfl 
The info that the your AOP problem is specific to the software renderer (WinQuake) is helpful information.

WinQuake and GLQuake have different little problems with non-conforming maps, models, textures.

There is some map Madfox made with Q3 skeletons and on the bridge there are some non-conforming textures, for instance, that look ok in Open GL but break the Quake texture spec so bad that in WinQuake they are totally wrong. Nehahra on the 3rd, 4th or 5th map has a BSP with a severe bsp/sky texture irregularity that affects both WinQuake and GLQuake and somehow not DarkPlaces. Probably used what would be considered by Func_Msgboard a very non-compliant map compiler.

Fortunately, these problems are very rare. 
It Works! 
I changed the letter of the virtual drive so that physical cd drive is the first one and mark v started to play music after this.

Thanks for guiding me towards the right direction. 
Sock Tries Mark V WinQuake 
Sock tries Mark V WinQuake. Mind blown!

"OMG! WinQuake how could I forget you! MarkV Winquake from Baker, #quake pixel heaven!"

Twitter

Sock, if you read this, I used Zendar and Metal Monstrocity as the primary testing targets for the WinQuake version of Mark V. 
 
Sock has taste. But I knew that already. 
@Sleepwalker/Mac Version Re:Twitter Link 
Sleepwalker: I just wish it ran on Mac...

There is Mac version of Mark V WinQuake.

Mark V GL | WinQuake Mac

And both of them play Nehahra --- on the Mac.

(I've just never had the time to wrap up Mark V to get to where I want it to be a for 1.00 release. NightFright pointed out an obscure bug in Shrak for Quake and I have some other Q and A I wanted to do ... who knows when I'll have the time though ...) 
 
dooooo iiiiiiit 
LunixLunixLunixLunixLunixLunix! 
 
 
Lunix would be a Lunaran distro? 
 
There is a Linux build on my hard drive but just of the GL build.

I wanted to convert over the software renderer version too, wasn't sure of a right approach to do it fast, and somewhere around that time, I didn't have the time to work on it any longer. 
I Can't Seem To Get Mark V Winquake To Work. 
It just crashes on startup. Is there something I'm missing? 
 
check vid_width / vid_height in your config.cfg, maybe they're set too high for winquake? try a clean config maybe 
Quick Question 
Are fence textures on .mdl possible? 
 
I suspect you probably could make palette entry 255 a mask.

I assume this would come with its own problems, you can see through the other side of the model completely (as it wouldnt have a back-face) and would limit what you can do with it. Some models might use this colour as its a skin-toned colour. My guess is that the flame textures use it. So you'd probably have to redo some of the textures for certain models.

Maybe the engine would be able to recognise models that should be masked, perhaps using some kind of naming convention on the model? Is it possible that external textures could be compatible with models? You could create a number effects this way. 
Ericw 
No luck, still crashes on startup, I've got quakespasm already installed, do I need to download Mark V from the link on the OP? 
#960 
I'm thinking vegetation.

Imagine a modelled tree with branches, and a bunch of quads plastered on it with "fence" leafy bits and whatnot.

Also cross-quad grass billboards. That sort of bojangles. 
 
sounds like what you're actually looking for is lit sprites.

can we have lit sprites? only problem with that one is that most sprites are supposed to be fullbright, but sprites used for foliage and such need to be identified in some way to let the engine know to apply lighting levels to them. 
Necros 
sounds like what you're actually looking for is lit sprites.

no, not really.

I'd rather have one entity to represent a big bush (hehehe) made of many quads all in one .mdl, than add 50 separate sprite entities - one for each quad. 
 
oh ok, when you said billboard, i figured you were just going to create a bunch of 2 tri models with a transparent texture on it. :P

but yeah, now that max edicts is 32k... doing leaves with sprites is doable.

whether or not it should be done is another question, but it might be work trying?

you could use qc to generate the leaves on certain parts of the model; would make it so trees look slightly different? 
 
It's an interesting idea but even if it is technically possible given a high enough max_edicts, the sheer principle of using one edict per vegetation quad makes my eye twitch. It just seems like we should be looking at more sensible/efficient ways of doing it.

Doing it with unlit sprites would suck anyway. 
 
actually, while we're dreaming... if we could get a bump up on the max number of static entities, we could make each foliage static and make it not use edicts at all! 
 
I guess to be fair the only way these sorts of feature requests get any traction is if there's already a bunch of well-made assets ready to go that a lot of people would use.

Making a bunch of quakesque vegetation models has been on my list for a while, so I might as well just start making them and then bully the engine coders into supporting alpha on them afterwards :} 
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