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Fitzquake 0.85 Released At Last!
New in this version: increased map and protocol limits (can load all known limit-breaking maps,) model interpolation, per-entity alpha support, new network protocol, more external texture support, hardware compatability improvements, many bug fixes, and a cleaner source release to make it easier to install and compile.

Go! http://www.celephais.net/fitzquake

(Thanks to the beta-testers: Baker, JPL, negke, Preach, and Vondur.)
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-quoth 
thanks for adding support for that command line. :) now i can keep all my files in their own pak0.pak in a completely seperate folder and not have to muddy up the quoth folder anymore. 
 
Great work metlslime.
Thanks for the v_gunkick variable and model interpolation.

I have found one small bug. The variable - scr_crosshairscale isn't working because the client has it coded as "- scr_crosshaircale" (the "s" is missing I mean) 
Ankh-- 
I have found one small bug. The variable - scr_crosshairscale isn't working because the client has it coded as "- scr_crosshaircale" (the "s" is missing I mean)

aw, damnnit :P 
Woohoo 
This is more exciting than almost any new game release! Some great changes listed, thank you for your continual work on this, metl.

As for this...

Does this finally mean no more having to worry about keeping Quake's original engine limits now that Fitzquake can play maps that exceed them?

Yes, but I look forward to watching with amusement as people complain that they're hitting the new limits in 1-2 months... 
Is The Model Interpolation Code 
different to that used in other engines? It seems to be a bit more jerky and/or delayed than something like aglquake. Using r_lerpmodels 1 and r_lerpmove 1. 
/me 
disables r_lerpmodels and r_lerpmove

It's too weird when Quake's awesome jerky animation is suddenly all smooth :)

Still, nice release. I think the engine limits stuff is the most important this time round.

p.s. I still love you, Metl 
Nitin: 
yes, it's different. I looked at the tutorial code found on QER, which i think is where most people get their code, but wrote my own based on what i learned there.

Can you tell me what seems jerky? With r_lerpmodels 1, some specific things aren't interpolated, such as the firing frames of weapons and monsters, and all frames of various torch models. If you want to enable interpolation all the time for everything, try r_lerpmodels 2. 
Lerpmodels 2 
that was it. I was used to seeing everything interpolated so when I saw it in lerpmodels 1, I could notice the difference when certain frames were not interpolated (especially when monsters fired).

thanks. 
Holy Cow! 
This one was long awaited for sure! I will try to run Warpspasm on this! Thanks for your hard work! 
Warpspasm Looks Funny Without Interpolation 
Thanks for the release. 
Angling 
metl, did you sneakily add double precision angles into your new protocol? Because I swear I can feel the difference... 
Heh 
i just checked, and there is a big difference between 080 and 085! :D 
Preach: 
Yeah, the new protocol has two-byte angles for client aiming (implied by the "Improved crosshair accuracy" feature) :) 
am i imagining it or are all the rotating objects smoother now? 
Fitz 85 Is Worth A Look... 
Monsters move prefectly smooth now on my Radeon 9000 Pro and Fitz 85.
Couldn't get it with Fitz 80 (really choppy movement at first, then
slowly gets better around the middle of the game). Previously only
Aguirre's GL ran pefectly for me. Now I got all those nice .lit maps
to try out, and still, the best looking animated sky ! 
Demo Compatibility 
Which other engines can play back Fitz 0.85/protocol 666 demos? 
Gb: 
None right now. I plan to look at aguirre's convdem tool to see if I could add support for this new protocol, otherwise I may write my own. 
Congrats Metl ! 
great job!, yeah, there is a big difference between 080 and 085 as said previously :) 
Wasted Some Hours 
WarpB 
This does not open Warpb? 
Does 
Are you sure you're running Warp with increased heapsize and/or edicts? 
 
How do I increase edicts? I am running with Heapsize 120000 
Yhe1: 
in the console, type "max_edicts 2000" or similar. (default is 1024.) 
Metlslime: 
What's the technical solution used for "gl_flashblend 0" effects? Firing rockets with that setting is a real fps killer on my hardcore intel integrated graphics :( (apart from that FQ runs very well) 
Bear: 
the app keeps local copies of all lightmaps; when dynamic lights touch a surface, the dynamic light is added to the static light levels and the new data is uploaded to the texture using glTexSubImage2D.

Does fitzquake 0.85 actually run slower than earlier fitzquakes, or any other glquake ports with the same setting? 
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