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New Fitzquake
Fitzquake 0.75 is finally here. New in this version: rewritten bsp renderer, 2x overbright lighting, .lit support, new water animation, and a typical long list of bugfixes and optimizations. Download and more info on the Fitzquake homepage:

http://www.celephais.net/fitzquake/
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Wow 
this is worth getting simply for the new lighting rendering, nice work metl. Just wondering as I couldnt work it out, do you have to have the oberbright cvar set to 2 or 1 to get the emulated software lighting? I'm using 1 and it looks damn fine but just thought I'd ask anyway.

Also, is the edict limit raised in this and/or are you planning to? This'd be the enging of choice once model interpolation's in, guess I'm just used to smooth anims but nromal gl looks too jerky now. 
Looks Great 
I've tried it briefly and so far I've only seen a strange phenomenon in an old map (junk.bsp) where there is a "reactor core" that should flash in red (texture +4_red).

In the previous versions it works as expected but in 0.75 it flashes between red and a checkerboard texture. Nothing major, but looks kinda weird ...

What gives? 
Nice 
Some nice stuff there. But I'm with nitin, the animations are too jerky without model interpolation. I use an older version of nglquake, and it is silky smooth, so much so that any other engine I try that doesn't have it, just seems far too jerky, and I just can't use it. 
Screenshots? 
What no screenshots anywhere? i'll just use something else for now then.

rhY 
More Bad News ... 
When loading up q1tm2_pushplay, I get the "Bad surface extents" error dialog although there are no missing textures at all. FitzQuake 0.65 & 0.70 works fine with that map.

I also noticed once that there was a distinct green glowing spot on one of the otherwise brownish rock walls in the beginning of "Moonlite Assault".

I haven't been able to repeat it though. I have no .lit files for that map so I don't understand where the coloured green light came from.

As for the jerky animations, I actually prefer that over the smoother ones ... 
Haven't Tried It Out Yet, 
but for model interpolation, i prefer it but not on the weapon models. the muzzle flashes look really wierd with it. 
Aguire 
It's been long since established that I shouldn't be in charge of compiling my maps. 
Heh, Only This Time 
I actually believe it's not your fault ... 
Ack! Bugs Already! 
aquiRe:

The broken texture in junk.bsp is actually +0_red. Not sure why that frame isn't showing up, but i noticed that the problem doesn't occur on those security lasers, which use the same texture. Those are bmodels and the reactor is part of the world, so i'll have to find out why that matters.

Regarding "bad surface extents" in q1tm2_pushplay: i'd like to note that this error also occurs when you load the map in Winquake. Pushplay: which compiler did you use for that map?

As for the green spot on the wall, did you get a screenshot? 
Followup: 
<metlslime> do you have the original retarded set of command line options you didn't comprehend?
<pushplay> qbsp -transwater -verbose -oldaxis -oldtexpos -subdivide 270 q1tm2_pushplay.map q1tm2_pushplay.bsp
<metlslime> SUBDIVIDE 270!!!!
<pushplay> I know
<pushplay> I just did what I was told 
Nitin: 
gl_overbright {0,1}
This variable controls overbright lighting on the world polygons. (For lighting on models, use gl_overbright_models.) If 1, overbright will be enabled and lighting will resemble software Quake. If 0, overbright will be disabled and lighting will resemble GLQuake. Default 1.
 
NOOO 
i suck at the internet. 
So Pushplay Was Guilty 
anyway ...

No, I didn't make a screenshot of the strange green luminescence on the rock wall in "Moonlite".

I also just confirmed that the "Bad surface extents" in q1tm2_pushplay also happens with TyrQuake (WinQuake) and indeed it seems to be the same thing as what happened in the Coagula2 contest.

It's probably the subdivide thingy that causes the trouble. Don't know why though ... but better keep it at default 240.

Still, FitzQuake 0.65 & 0.70 were both fine with this map ... 
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