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Fitzquake SDL Version Beta
I just published a beta release of my SDL version of the Fitzquake engine. The main goal of this version is to allow Fitzquake to run on all major platforms. I provide builds for Windows, Mac OS X and Linux.

Grab them at http://www.kristianduske.com/fitzquake/

Windows and Linux users take note that you have to install SDL 1.2.10 or better.

Windows users please also be aware that this port does not do anything better on Windows than metlslimes original version. Actually, it does less, but I would still like to get your feedback because there's a chance that the official version will be switched to SDL eventually. That would go a lot smoother if we ironed out the bugs on all platforms first.

Have fun and don't forget to send in your feedback and bug reports.
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This is good stuff! Runs nicely on my Mac. Thanks man, great work! Now I can try some of these newer maps... 
Excellent! 
What is it with you Mac users that you don't know how to exclude those __MACOSX folders from archives. ;p 
Spirit 
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. 
Haaa 
This would never happen if you used Lunix!
I didn't mean to spawn a discussion about this btw, just wanted to mention it. 
Yeah 
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?

metlslime 
Yeah 
the secret ingredient is metlslime :-). What is it that makes FuhQuake run more smoothly online than FitzQuake? 
Sleepy 
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. 
Great Work 
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". 
Willem 
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? 
Yo 
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. 
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