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Fitzquake 0.80 Released (finally!)
New in this version: map loading is 4x faster, you can change video modes without restarting, cvar control of anistropic filtering, refresh rate, and vsync, cvar control of max_edicts, r_showtris support, and a typical long list of bugfixes and optimizations.

Go! http://www.celephais.net/fitzquake
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RTFM Fribbles 
Ok, so I found the answer *I* wanted (scr_menuscale will scale the menus, including centerprint text, so I can read the text now, yay).

Willem, I still haven't found a way to scale up the crosshair size. The only thing I can suggest is to modify your conchars and change the graphic used - you still won't be able to scale it up in game, but you could make it something more visible perhaps. 
Scr_sbarscale 
does intermission centerprints and the hud, but not the crosshair. 
I Can Settle This... 
there isn't currently a way to scale crosshair, nor fps counter nor scr_clock readout.

Also, centerprints should go with the menu scale, as far as i remember. 
 
Yep, I've got everything exactly how I want it except for the crosshair. Thanks all! :) I guess consider that a feature request for the next version - scaling crosshair, plz! 
I Have Found A Solution For You 
Dunno Whether It Already Exist... 
... but I really think it would be good manage water and glasses transparency differently... I guess it would requires special stuff as glasses are "water-based" textures, am I right ? 
Go Use Darkplaces Or Something 
and leave your shiny gubbins out of fitzquake 
JPL: 
that's pretty much solved with per-entity alpha 
 
(comming soon!) 
Metlslime 
OK, thanks ;)

I have to experiment now :) 
Glitch Noted In Malice. 
In the Malice TC I found that the Probe item's functionality is broken within FitzQuake 0.80. 'Fire' is bound to move the probe forward, but doesn't actually do anything. The functionality's completely unbroken in WinQuake and GLQuake. Thanks! 
 
hey, just wondering if Preach's hacked version of fitzquake with the model interpolation is up anywhere? The link he posted is down now. Cheers! 
Here 
Ah 
thanks negke, that's gonna come in handy 
Must Be On Quaddicted.COM 2 
 
yup 
Developer 1 
I want to use developer mode to make sure there are no items falling out the map, monsters in walls etc. but when I enable dev mode a number is printed every frame to the console, which is a big pain in the ass since it shoves all the useful information printed at map load time off the screen. I can pause the game quickly to see the data I want, but I'd rather have a way to disable the printing of the number altogether. What is it anyway? millisenconds per frame?

p.s. is a new version of FQ still in the works? 
This Is In Fitzquake? 
i've run in developer 1 a lot and never seen that.

is it a mod you're using that's got some debug text? maybe you can disable that? 
Some Mods... 
do that, especially SP mods. The same problem would occur in any engine that hasn't changed the behavior of that cvar 
P.S. 
yes, there is a new version of fitzquake in the works, and now that my most recent project at work has shipped, i should be able to get it together for release. That is, once my week in seattle for christmas is finished. Unless it keeps snowing and i'm trapped here forever! 
Great 
looking forward to that mp3 quake cd rip support ;)

Of course, FQ is nearly perfect as it is, so I'm not expecting too much new awesomeness in the new version, though I'd love to be surprised by cool shit, and somehow making ATi cards work properly in fullscreen mode would make me happy, since there is some weirdness on my new pc I haven't managed to fix :( window mode runs fine though.

p.s. the mod in question is Quoth. Odd that you haven't seen it, Necros. Maybe I am the only one affected :( 
Counter 
Yeah, that's the counter for number of particles spawned by the particle fields most likely, thought I'd caught all of those leftover dprint messages which aren't helpful for mappers. Ah well...

I was going to suggest the temporary removal of the particle spawnflag from the finc_togglewalls. But since it's Christmas, here's a progs with that line commented out:
http://www.btinternet.com/~chapterhonour/progs-dprints.zip
Replace the progs in pak2.pak with this.

DISCLAIMER: This hotfix hasn't been tested and although it's really unlikely, it may not behave exactly as 2.1 did. Only install this fix if you are experiencing the specific problem blah blah. 
Thanks 
awesome work. I will try it out next time I work on my still unfinished map :) 
Re: ATI Fullscreen 
I think it's bugs in either the drivers or the OpenGL implementation on newer hardware. I get the same thing on my onboard ATI (RV610, aka 3100), but D3D works fine fullscreen. I've got some older Radeons, and they still work perfectly. 
Hmm... 
it would be good to figure out the actual problem with ATIs, if anyone knows anything or heard rumours on the internets, let me know.

Meanwhile, I have added aguirre's feature of "if you create a window the size of the desktop, it appears to be fullscreen but is actually a window with no borders" feature, which might function as a workaround for ATI users until we can get an actual fix.

ATI users: can you tell me anything useful, such as "X, Y, Z engines have this bug, but A, B, C engines don't have this bug or fixed it in version Q?" Then maybe i can look at differences in the code. 
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