#459 posted by Lunaran on 2014/07/31 02:57:35
I get the same thing, with the 7/13 MkV.
#460 posted by Baker on 2014/07/31 03:53:03
I'll investigate that thoroughly before releasing #16.
Thanks for letting me know.
I've Got A Mouse Issue
#461 posted by spy on 2014/07/31 16:52:54
with this engine. Not sure how to describe it.
When you running forward, your field of view has started to jumping upward
i got the same shit with Quakespasm engine
@spy
#462 posted by Baker on 2014/07/31 19:46:23
If I can understand the issue and recreate it, I can probably fix it.
There isn't a relation between field of view and the mouse. If you use the keyboard to move forward, does it happen as well?
Need more information.
No It Is Not Related To Fov
#463 posted by spy on 2014/07/31 20:14:21
its related to your point of view somehow
its shakes upwards when you running
i'll try to use the keyboard to move forward and let you know
Baker
#464 posted by spy on 2014/07/31 20:33:58
http://quaketastic.com/files/demos/markV-issue_dem.rar
basically when you looking beneath your feet and run, Fitzquake Mark V(and quakespasm) is always trying to centered your point of view
theres no such issue in fitz085, just watch the demos
#465 posted by Spirit on 2014/07/31 21:17:24
Try with a clean Quake. No configs, nothing but pak0 and pak1. I am sure that will solve it.
@spy
#466 posted by Baker on 2014/07/31 22:07:47
"lookspring 0" will fix?
#467 posted by spy on 2014/08/01 06:36:13
"lookspring 0" will fix?
yeah "lookspring 0" do the job, thank you!
i'm wondering though, lookspring 0/1 has no such effect to fitz
and i'm missing "m_filter 1" command
#468 posted by Baker on 2014/08/01 07:07:40
lookspring defaults 0. Has to be turned on by the player.
Lookspring is a keyboarder player option.
Since mouselook defaults on in Mark V if someone decides to turn on lookspring, it works regardless of the mouse look setting. In Fitz 0.85, mouselook defaults off so turning lookspring on would automatically work.
m_filter -- with the frames per second in a modern client, m_filter is effectively on all the time with or without the setting.
Baker
#469 posted by negke on 2014/08/01 10:03:08
By the way, thanks for taking the time to fix all these issues despite earlier announcements.
#470 posted by PuLSaR on 2014/08/02 23:33:01
i have an issue that the hud is always blank white, while it appears normal when I call a menu or when I shoot or take damage. Videocard is Geforce 240
@Pulsar
#471 posted by Baker on 2014/08/03 01:43:35
Pulsar: Revision #14 or #15 should not have issue.
Is this with a recent Mark V released in 2014?
Please let me know.
[The white HUD on some video cards was bug in July 2013 and October 2013 releases because I used a method not consistently supported by all video cards.]
Well
#472 posted by PuLSaR on 2014/08/03 02:45:29
I used the d\l link from the first post of this news, but I did it recently.
the readme says it's revision #15
Another Issue
#473 posted by spy on 2014/08/03 12:26:29
i'm running a mod with 1280x1024 via fitz its loads exactly 1280x1024
next i'm running the very same mod via mark5 and its loads exactly 1280x1024 too
NOW i'm running a mod using fitz again and it drops to 640x480x16 what gives?
there's no any comment(width height bpp) in the command line
It Is Very Weird
#474 posted by spy on 2014/08/03 12:29:31
when i'm running quake at 1920x1080 (my desktop resolution) and switching between fitz and mark5 it doesn't drop to 640x480x16
Tripple Post
#475 posted by spy on 2014/08/03 12:37:53
it seems adding vid_restart to autoexec.cfg do the job
#476 posted by Baker on 2014/08/04 01:55:47
@pulsar: thanks for the info and the detail is much appreciated. I'll see what I can do.
@spy: FitzQuake 0.85 saves vid_restart at the end of the config. What 0.85 does is start up video at 640x480x16, then run the config.cfg. Mark V (and Quakespasm) read the config before video startup, so it doesn't need the vid_restart.
@pulsar
#477 posted by Baker on 2014/08/04 02:30:29
Can you see if this one solves the white HUD issue for you and the graphics card you have?
http://quake-1.com/docs/utils/fitzquake_mark_v_15b.zip
Baker
#478 posted by PuLSaR on 2014/08/04 19:32:39
Nope, I still have the same problem. And the file size of exe-file is the same that I had.
Pulsar
#479 posted by Baker on 2014/08/04 23:03:11
I've successfully recreated the issue and should have it solved soon.
Baker
#480 posted by PuLSaR on 2014/08/04 23:33:37
great!
I Get
#481 posted by nitin on 2014/08/05 15:22:16
different lighting in the jam2 maps than regular fitz? If there a reason for this?
eg The snow in mfx's map right at the start is blindingly white in mark v and looks much more natural in regular fitz.
similarly skacky's map seems to have some bright white lightmaps in spots in mark v but not in regular fitz. tronyn's map also looks a lot more bright white.
Remove Idgamma.
Otp
#483 posted by nitin on 2014/08/05 16:21:23
tried that, there is still a difference between regular fitz and mark v on skacky's, tronyn's and mfx's maps. Not the others as far as I can tell.
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