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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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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! 
 
Distrans' latest map
http://shub-hub.com/files/maps_singleplayer/dis_sp6.zip
crashes my box, just after the intro fininshes. Seems sound related, as "-nosound" is fine.
Hoping for a new beta post sometime ;> 
Hm 
It works very fine for me. I am using "fitzquake -sndspeed 48000 -heapsize 128000" as default.
Maybe you didn't increase the heapsize?

Making the console log to the shell the game was spawned from would be so helpful for these things. *nudges Sleepwalkr* 
It Seems That 
fog is broken
density can only be 0 or 1 for me, values <1 are treated as 0. Could be an driver issue maybe (no idea) so someone please try and confirm. 
Spirit 
How can I test this fog problem? Dammit, I guess I'll have to finish the network code sooner or later and release it. 
 
load a random map and type this in the console:
fog 1 1 1
White thick fog should appear. Now type
fog 0.9 1 1 1
The fog should be a bit less thick (density). At the moment it disappears completely. 
Oops 
fog 1 1 1 1
for the first one of course, not only three 1s. 
Check 
> It works very fine for me. I am using "fitzquake -sndspeed 48000 -heapsize 128000"

Hmmm.. Thanks. Works here too.

I think i nag too much, but... I'd like to see engine authors increase the defaults on these f-ing hard coded memory sizes, especially pro engines like Fitz.

Played out dis_sp6 last night. No probs.. 
 
I compiled it on Debian Etch using SDL 1.2.11. Sound has a high frequency crackle.

Card is Realtek ALC885 chipset using ALSA with snd-hda-intel driver.

Problem is present at -sndspeed 11025.
Using -sndspeed 44100 makes it more noticable.
With -sndspeed 48000 it becomes so subtle you wouldn't notice it if you weren't listening for it, the only cue you get is an occasional slowdown.

Respect for the port, the sound actually works on this one which is much better than the weird hacks you have to do to get the OSS mmap() thing to work with ALSA. 
Hmm 
I noticed the same, but thought it was fine with sndspeed 48000. I'm not sure how to fix it or whether it is a bug in the quake code and not SDL. Since I'm not a Linux user and have limited time, I will probably not fix this problem. 
 
SpleepwalkR, can you see if your IDE (assuming you're using such a thing) has the option to output a simple Makefile for the Linux version instead of its project file?

Those of us that simply use gcc in a terminal to compile their stuff would surely benefit. The project file isn't too useful here.

To see what a Makefile looks like, just look at the Joequake or Tyrquake source or whatever. :-)

I'm sure I'm not the only one who would be grateful. 
 
And if you don't want to make a makefile (who would!) just provide a gcc command to compile the whole thing. 
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