And Of Course I Failed To Add...
#1 posted by Baker on 2008/04/18 07:52:03
Record demo at any time. Just type "record mydemo" whenever you want to.
#2 posted by gone on 2008/04/18 09:37:33
I guess its all nice, except this still has no interpolation - why dont you incorprate this feature that greatly improves sp game appeal? and pcx bug is still there
hope all these features and fixes will be merged into a single engine in the nearest few years ;|
also some1 move this into news
#3 posted by Spirit on 2008/04/18 10:31:24
Why fork this instead of sending patches to metl?
GPL
#4 posted by Baker on 2008/04/18 11:16:41
^^ @Spirit
Any questions?
Why would I do a conservative patch job when I have radical ideas? What sense would that make?
Sherlock Holmes, you aren't.
Oh I Am Sorry
#5 posted by Spirit on 2008/04/18 11:21:59
I didn't know you had radical ideas. "just a conservatively patched up" and the name FitzProQuake gave me a different impression. But then the readme welcomes merging of this stuff into Fitzquake.
Nice
#6 posted by bambuz on 2008/04/18 14:53:52
especially the dinput mouse nokilling and the bestweapon. Will test.
Nice
#7 posted by ijed on 2008/04/18 15:09:29
More useful to future engine versions and online players, but good to see anyhow.
Baker:
#8 posted by metlslime on 2008/04/18 20:46:08
is "DSL fix v3.0" the same as the "NAT Router fix " i've heard people talk about?
Metslime:
#9 posted by Baker on 2008/04/18 21:53:42
@Metlslime
The DSL fix is different than the NAT fix. This download isn't NAT fixed. I only wanted to include changes that are easy to understand.
The "DSL" fix prioritizes multiple IP addresses based on AIPIA IP rules which in practice only affects DSL. (Ease version: if you have 2 IP addresses, it uses the right one).
I'll send you an email.
@Bambuz
Yeah, and I fixed the ALT-TAB you have (had?) because I noticed you mentioned in the FitzQuake 0.80 thread.
@Ijed
Actually, this isn't very good for online play but I conservatively fixed a couple of glaring issues I saw.
@Spirit - clarification for you ....
I labelled it with a slightly different name because you brought the issue of name confusion up when I was a engine-coding newbie last year when I was first learning and was concerned you or someone might have an issue if the name were identical.
I have no interest in forking FitzQuake. I have my own projects.
Speeds:
#10 posted by Baker on 2008/04/18 22:13:04
"I guess its all nice, except this still has no interpolation"
I've read that someone has been working on that elsewhere. I didn't want to include a worse version of what someone else might have a better version of.
Heh
#11 posted by Sielwolf on 2008/04/18 22:40:59
"Why fork this instead of sending patches to metl?"
agree, I´d be annoyed with so many hacks done to FQ lately, plus more could be achieved working together
@Baker: why does ProQuake change mouse settings (xp) and automatically associates itself with .dem files ? (no offense, just trying to be suggestive here)
@Sielwolf
#12 posted by Baker on 2008/04/19 00:52:35
I fixed the mouse settings bug in ProQuake about 4 months ago. The ability to switch between normal and -dinput at will was missing a step and ProQuake was adjusting mouse speed without controlling the mouse, so instead of affecting ProQuake it was a affecting Windows.
The automatic .dem association in ProQuake, I've been thinking about revisiting that to make it a user-initiated instead of automatic.
Conservatism
I've been thinking lately about where the magic line is that makes an engine feel like it is still Quake, vs. one that is over-modded.
FitzQuake does a really great job of keeping the simple and Quake feel. I think FuhQuake and earlier versions of JoeQuake kept this as well (despite having a great deal of features).
I could write more, but everyone who started working on something at some point had to have some time to find their soul.
#13 posted by lazy_bum on 2008/04/19 22:43:40
Meh, another windows-only engine... ;P
#14 posted by gb on 2008/04/21 23:49:21
that ^^ wasn't me :-P
Never Thought It Was You ;)
#15 posted by Baker on 2008/04/23 12:33:00
Although I am happy to say a modern GL ProQuake for Linux (and actually an X11 as well) is rapidly being built as I type this because I can now compile ProQuake on Linux.
After I feel really comfortable, a Linux GL aguirRe Quake will probably be something I attempt.
I got the type of help I needed to get setup and the best thing is that I can do all the work in Windows where my zone of comfort is very high and just compile it on Linux.
Baker
#16 posted by gb on 2008/04/23 21:48:39
thank you for your time, chocolate and chewing gum ;-)
rock'n'roll :-D
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