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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

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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on second thought...

seems like the elapsed time output stuff is broken?

Light: 0.0%, Elapsed: 0:00
Light: 0.0%, Elapsed: 0:00
Light: 16.3%, Elapsed: 0:00
Light: 28.2%, Elapsed: 0:00, Left: 1:00, Total: 1:00, 24%
Light: 41.1%, Elapsed: 0:00, Left: 0:00, Total: 1:00, 39%
Light: 72.2%, Elapsed: 0:00, Left: 0:00, Total: 0:00, 81%
Light: 92.0%, Elapsed: 0:00, Left: 0:00, Total: 0:00, 92%
Light: 99.3%, Elapsed: 1:00, Left: 0:00, Total: 1:00, 98%
Light: 100.0%, Elapsed: 1:00, Left: 0:00, Total: 1:00, 100%

Light: 100.0%, Elapsed: 1:00, Left: 0:00, Total: 1:00, 100%

done in 60.771000 seconds

looks like it was rounding off the numbers.

also, how do you use _color with sunlight? tried sticking that in world, but no luck. 
_color with sunlight is an exercise for the future. ;)

The time counter is no longer reliable since I multithreaded it, but it still gives a reasonable approximation. 
about the time counter, that's not what i meant. if you look, you can see that the tool is only displayed minutes and floor'ing the seconds, even on the elapsed time. 
Oh And 
please get rid of 'press any key...' pause at the end of light processing. it's downright annoying and serves no purpose. at the very least add a switch to disable it. even just hooking it into -nowarnings. 
on re-reading, my posts sound rather negative.
sorry about that, the multithreading is going to be a great time saver and i'm quite excited about that. :) 
This is 'coloured lighting in AguirRe's light tool'. 
good job mh. 
Oh And 
I think someone deserves the bounty now. 
Yeah, And Also 
This tool applied coloured lighting to one of my current projects which has 104 lightmaps, and over 60'000 vertexes and marksurfaces. Its a benchmark in Quake1 lighting tools. Coloured lighting on massive maps with extra4 etc. It auto-detects if you are using RGB "1.0 1.0 1.0" or "255 255 255" colourscales, too, which is cool. 
That's All Very Well But 
what does it all have to do with fitzquake sdl version beta? ;) 
what does it all have to do with fitzquake sdl version beta? ;)
Hmmm... something or another ;>

I got another report of brightness failing too.. So the gamma feature is probably worthwhile. But in my experience, a gamma slider shouldn't be placed beside the brightness one. I'd like to have a GL Options menu (just above the Video Options menu), and put the Gamma slider in this sub menu. Any extra GL menu items can also be placed here. 
Players Don't Give A Crap 
if it's a GL option or not. To them, it's all video related, so that's where it should go. Maybe split the video menu into resolution / bpp options and other options like brightness / gamma / etc 
but the quake brightness slider IS gamma. It has always been directly linked to the gamma cvar, way back to dos quake, and the gamma cvar has always controlled basically the same gamma ramp function that we are doing with hardware gamma in fitzquake/etc.

"idgamma" is different, i only assume that it implements additional contrast/saturation controls since people who use it complain about how things look without it. 
- Ah Ha Ha 
Here's some link for a recent tyrquake fix.;a=commitdiff;h=ed46d97c106471672c571eebd51dedc0508e1225

@Than .. do you have intel video ? 
nope, I've got a radeon HD4850 1gb ram and the latest ati drivers. 
This seems to work for some people.

Download the source and patch
tar xzf SDL-1.2.14.tar.gz
cd SDL-1.2.14
patch -p1 <libsdl-new_gamma_ramp_support.patch
Remove your old libSDL somehow, or "configure --prefix=/usr" will overwrite libs in /usr/lib
configure && sudo make install
sudo ldconfig
SDL Keymap 
Does FitzQuake SDL automatically properly keymap a keyboard ... like if someone is using a US-101 keyboard versus, say, a German keyboard user?

From the code, I am guessing it does but I don't have an easy way to verify this. 
EN/US layout 
I Wanted To 
do that, but it would have required replacing Quake's own keyboard codes with SDL codes throughout the entire codebase, and I didn't want to do that way back.

I do think it should be done though, and maybe I'll convince the QS guys to let me fix this in QS. 
I was trying to determine why the Key_Map function was converting the key code whenever the Key_Event function was called.

Ok ... I was reading too much into it. 
Apart from the umlauts QuakeForge does it, if you need a starting point. 
Almost 3 years ago, I added international keyboard support into ProQuake with a cvar (with a keypad bug I keep forgetting to fix) on Windows, but it is dependent on Windows messaging stuffs so it is totally non-portable.

I was just looking to understand the FitzQuake 0.80 implementation of the SDL build and the Key_Map thing threw me off. I thought some non-obvious keymapping was going on using libsdl somehow. 
It just maps SDL key codes to Quake key codes IIRC. 
Autosave/autoload Patch 
I don't know if other people have this problem, but I find that the more immersed I am in playing a Quake map, the less likely I am to remember to quicksave. When I die, having to replay several minutes really breaks the immersion :-(

To fix this problem, I'm working on a patch which adds autosave/load to QuakeSpasm. Here's a snapshot:

Here's how it works: at regular intervals (no more frequently than every 30 seconds), it automatically creates a save called auto_{mapname}. When you die, the most recent save is loaded - regardless of whether it's an autosave, quicksave or normal save.

If you want to start a map from the beginning, you can use the "restart" command, or "map mapname".

It needs more testing - there are heuristics for deciding when to autosave which need to be tweaked - but check it out!

the code is here: 
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