This is good stuff! Runs nicely on my Mac. Thanks man, great work! Now I can try some of these newer maps...
What is it with you Mac users that you don't know how to exclude those __MACOSX folders from archives. ;p
We can't see that there are such folders :-). I'll fix that later.
It's probably the same as Windows users unknowingly include thumbs.db and desktop.ini.
"It's probably the same as Windows users unknowingly include thumbs.db and desktop.ini."
Exactly. It's hidden on our end.
This would never happen if you used Lunix!
I didn't mean to spawn a discussion about this btw, just wanted to mention it.
Talk about the port dammit :-)
Perfect would be FitzQuake with its ultimate graphics to run smoothly online like FuhQuake. What is it that makes FitzQuake look better than GL FuhQuake actually?
What is it that makes FitzQuake look better than GL FuhQuake actually?
the secret ingredient is metlslime :-). What is it that makes FuhQuake run more smoothly online than FitzQuake?
I would think the fact that FuhQuake is based on QW has something to do with it. :)
The main thing that makes FitzQuake look better than any other GL engine is the improved lighting model. Not sure exactly what metlslime has done there, but it's certainly nicer than the other GL ports.
p.s. Sleepy, good work on the ports. I have no use for them but it's good to know that mac and linux people can enjoy the best version of Quake on their systems!
One bug I have noticed is that it doesn't save all the config options to disk. For example, "gl_texturemode" ... I can set that, shut the game down, start it up again, and it's back to default value.
I want chunky pixels, dammit. :) Same for gl_flashblend and gl_polyblend and +mlook ... they don't seem to get saved between sessions.
had no problems with the windows version during the couple of minutes I spent looking at it. Couldn't tell the difference between it and normal fitz.
However, I did try the maps console command and it didn't work the same as the regular fitz command. I was using a mod directory that had no maps in it, and the id1 dir and loaded pak contents were not listed. It just responded "no maps found".
I don't think they were ever saved - you need to put those options inside an autoexec.cfg in the id1 folder.
big improvement, runs on linux fullscreen, with a good resolution switch when returning... very nice!
will the option "gamedir" and interpolation be added?
than: The maps and mods commands currently don't work. That's a know bug.
Can anyone confirm what ijed said? Because then it's not a bug.
azuki: That's not really up to me. Currently, the plan is to test the SDL code as much as possible and then integrate it into metlslime's sources. He will continue development, so he's going to decide what features get added.
I don't want to spawn a spinoff of Fitzquake, because we would end up with two versions of the same engine that are being developed in parallel. That makes no sense.
Once all this is done and we have one singular codebase again, I may help out with feature requests and bug fixes if metlslime is OK with that.
metl quit IRC yesterday with this:
<metlslime> fitzquake now has interpolation for models
Ahh Ok, thanks! Been out of it for too long.
how that didn't get added in the very first version i'll never know :P
the lack of it has put me off using fitz since the beginning
azuki: "gamedir" already exists, except the command is called "game" in fitzquake. Interpolation will be in the next version.
Willem: +mlook should be saved automatically, but the others you need to add to your config. I should probably do a review of the cvars to decide which ones ought to be saved, but since many players maintain their own config anyway, this doesn't seem very urgent.
can i get an opinion from anyone who normally uses -dinput about how the mouse control feels in this port? Since obviously, SDL doesn't have directinput.
It was always this way (ie. not a bug to this engine version) - +mlook was fixed in recent engines.
Another thing to mention is mods; adding a cfg to your mod directory with
As well as whatever mod specific options you want means you keep a base of cvars that you keep for all engines and mods, with external mod dir's having their own, as needed.
I should shut up and try the engine :P
and other cvars talked about above. Definitely not saved, need to be in autoexece.cfg even for normal fitz.
Actually, I think there are a few people that don't like it because the animation starts looking a bit weird and some of us are so used to those anims it's like playing street fighter or something - you know all the timings and stuff.
Still, it's a good feature to add, but I hope it's a cvar.
Personally I am really hoping for mp3/ or ogg playback so I can get the Quake soundtrack back without needing a cd in the drive all the time ;)