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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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Check 
> It works very fine for me. I am using "fitzquake -sndspeed 48000 -heapsize 128000"

Hmmm.. Thanks. Works here too.

I think i nag too much, but... I'd like to see engine authors increase the defaults on these f-ing hard coded memory sizes, especially pro engines like Fitz.

Played out dis_sp6 last night. No probs.. 
 
I compiled it on Debian Etch using SDL 1.2.11. Sound has a high frequency crackle.

Card is Realtek ALC885 chipset using ALSA with snd-hda-intel driver.

Problem is present at -sndspeed 11025.
Using -sndspeed 44100 makes it more noticable.
With -sndspeed 48000 it becomes so subtle you wouldn't notice it if you weren't listening for it, the only cue you get is an occasional slowdown.

Respect for the port, the sound actually works on this one which is much better than the weird hacks you have to do to get the OSS mmap() thing to work with ALSA. 
Hmm 
I noticed the same, but thought it was fine with sndspeed 48000. I'm not sure how to fix it or whether it is a bug in the quake code and not SDL. Since I'm not a Linux user and have limited time, I will probably not fix this problem. 
 
SpleepwalkR, can you see if your IDE (assuming you're using such a thing) has the option to output a simple Makefile for the Linux version instead of its project file?

Those of us that simply use gcc in a terminal to compile their stuff would surely benefit. The project file isn't too useful here.

To see what a Makefile looks like, just look at the Joequake or Tyrquake source or whatever. :-)

I'm sure I'm not the only one who would be grateful. 
 
And if you don't want to make a makefile (who would!) just provide a gcc command to compile the whole thing. 
Yuck 
If inertia was a program he would be a open-source nag-screen.

I am eternally grateful for Sleepwalkr doing this hard work. The programming IDE he uses (Codeblocks) happens to be open-source and free. So, if you want to play with the code, why not use that. Or find the gcc command yourself, you leet FOSS haxx0r. You can only profit from learning new stuff.

gp: I tried when this was new and I think there either was no such function or it was not working. At least I did not manage to get any makefile. 
Gb, Inert: 
presumably he uses xcode, which is free. so you could download that. 
Oh... 
codeblocks? i take it back, then. 
Don't Take It Back, Just Rephrase It 
presumably he uses codeblocks, which is free. so you could download that. 
Copmiling 
See posts #40 - #56 for about compiling the thing. ...And I realised the other day that fitz is the only engine to chew up a miserly 20% cpu. Cool. 
Yeah 
Really, folks, I'm just doing this because I want a decent engine for OS X. The linux version is just a byproduct, which is why I'm not going to be overly motivated to dig around CodeBlocks or whatever to generate makefiles. As Spirit pointed out, CB is free and you can try yourself. 
Just Wondering... 
is the performance supposed to be not as good when running this version on mac leopard vs regular glquake on win xp? 
Necros 
In my experience there's a loss of around 10-30% with SDL. And XP is possibly the most optimised PC gaming OS ever, so Mac will be behind at least a little extra here. 
Btw 
I've been using this version of fitz in windows for all my betas and haven't noticed any problems - if anything does crop up I'll post. 
That's Cool 
i wasn't complaining, i just wanted to check if there was something i was doing wrong. :) 
New Beta Release 
I have just released a new beta of the engine. It fixes lots of bugs and has TCP networking through SDL_net.

Grab it at http://www.kristianduske.com/fitzquake/ 
No News 
- is good news. Works nicely here :> 
Great 
glad to hear that 
Great! 
Lots of improvements and fixes... Evrything works like a charm now on Mac Osx!

But... The engine doesn't allow to set the command key to strafe right, as I'm used to(strange choice, I know). So I'm stuck with only left strafe. And this sucks.

Any ideas of a workaround?

Great, great job, though, keep it up!
Thanks! 
Hmm 
Could be that this is because the command key is basically unknown to Quake. I'll try and fix this, silent. 
Thanks A Lot, Sleepwalker... 
...But I seem to remember that previous versions allowed this.
Mac osx Fruitz of Dojo's GL and Darkplaces allow it too...

Hope this is useful.

Thaks again for all your work.. 
I Don't Think There Is A Fitzquake So I'll Post It Here 
I suggest a little fix to the game/gamedir command:
If rogue or hipnotic are chosen make sure to apply the stuff for the correct HUD drawing. 
Spirit: 
good point, i'm planning to do that actually (since i believe that's how it works if you do -game hipnotic or -game rogue) 
Sdl_net, Freebsd 
Hmmm, I had to change SDL_net/SDL_net.h to SDL/SDL_net.h to get it to compile.

... Will this run on FreeBSD if i can install codeblocks ? Installed FreeBSD 7 this week and am just curious... in a sadistic sort of way. If anyone can say a good thing about FreeBSD (apart from the "security" myth) i'll give it a go. 
Steven 
I'm pretty confident that it will run on BSD, provided there are SDL binaries and appropriate drivers for that platform. 
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