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Fitzquake Mark V
I wasn't planning on doing this mini-project, it started as an effort to address some Fitzquake issues, fix them the right way up to Fitzquake standards (i.e. do it right, once and properly versus continual releases) and donate it back.

FitzQuake Mark V Download:

http://quake-1.com/docs/utils/fitzquake_mark_v.zip

Short version: Eliminated most issues in FitzQuake thread, most issues I can even remember hearing of ever and marked every single one clearly with a very minimal implementation.

It may be the case that only metlslime and Quakespasm and engine coders may find this engine upgrade of interest.

Features: 5 button mouse support, single pass video mode, external mdl textures, alpha textures (like RMQ), record demo at any time, rotation support, video capture (bind "capturevideo toggle"), console to clipboard, screenshot to clipboard, entities to clipboard, tool_texturepointer, tool_inspector (change weapons to see different info), clock fix, contrast support, fov does not affect gun, gun displays onscreen, Quakespasm wrong content protection, external ent support, session-to-session history and .. (see readme).
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"lookspring 0" will fix?
yeah "lookspring 0" do the job, thank you!
i'm wondering though, lookspring 0/1 has no such effect to fitz
and i'm missing "m_filter 1" command 
 
lookspring defaults 0. Has to be turned on by the player.

Lookspring is a keyboarder player option.

Since mouselook defaults on in Mark V if someone decides to turn on lookspring, it works regardless of the mouse look setting. In Fitz 0.85, mouselook defaults off so turning lookspring on would automatically work.

m_filter -- with the frames per second in a modern client, m_filter is effectively on all the time with or without the setting. 
Baker 
By the way, thanks for taking the time to fix all these issues despite earlier announcements. 
 
i have an issue that the hud is always blank white, while it appears normal when I call a menu or when I shoot or take damage. Videocard is Geforce 240 
@Pulsar 
Pulsar: Revision #14 or #15 should not have issue.

Is this with a recent Mark V released in 2014?

Please let me know.

[The white HUD on some video cards was bug in July 2013 and October 2013 releases because I used a method not consistently supported by all video cards.] 
Well 
I used the d\l link from the first post of this news, but I did it recently.

the readme says it's revision #15 
Another Issue 
i'm running a mod with 1280x1024 via fitz its loads exactly 1280x1024
next i'm running the very same mod via mark5 and its loads exactly 1280x1024 too

NOW i'm running a mod using fitz again and it drops to 640x480x16 what gives?

there's no any comment(width height bpp) in the command line 
It Is Very Weird 
when i'm running quake at 1920x1080 (my desktop resolution) and switching between fitz and mark5 it doesn't drop to 640x480x16 
Tripple Post 
it seems adding vid_restart to autoexec.cfg do the job 
 
@pulsar: thanks for the info and the detail is much appreciated. I'll see what I can do.

@spy: FitzQuake 0.85 saves vid_restart at the end of the config. What 0.85 does is start up video at 640x480x16, then run the config.cfg. Mark V (and Quakespasm) read the config before video startup, so it doesn't need the vid_restart. 
@pulsar 
Can you see if this one solves the white HUD issue for you and the graphics card you have?

http://quake-1.com/docs/utils/fitzquake_mark_v_15b.zip 
Baker 
Nope, I still have the same problem. And the file size of exe-file is the same that I had. 
Pulsar 
I've successfully recreated the issue and should have it solved soon. 
Baker 
great! 
I Get 
different lighting in the jam2 maps than regular fitz? If there a reason for this?

eg The snow in mfx's map right at the start is blindingly white in mark v and looks much more natural in regular fitz.

similarly skacky's map seems to have some bright white lightmaps in spots in mark v but not in regular fitz. tronyn's map also looks a lot more bright white. 
Remove Idgamma. 
 
Otp 
tried that, there is still a difference between regular fitz and mark v on skacky's, tronyn's and mfx's maps. Not the others as far as I can tell. 
@nitin 
Mark V uses contrast for brightness, Fitz uses gamma for brightness.

In the Release #14 download zip, there are 2 exes, one named something to the effect of "hardware_gamma" and that one uses classic FitzQuake hardware gamma.

#14 with the hardware gamma version available

The future ones will have that available in the download.

(But what I have been trying to do, is factor out settings. gamma brightens, but bleaches out the textures.

The contrast option can be accessed in the hardware gamma version via typing contrast in the console.

But I don't want to add an extra slider bar for contrast ... At least I'd prefer not too ...] 
 
needs separate gamma, contrast, and brightness... for all three channels, namely red green and blue...
9 sliders ought to be enough for anyone, right?

oh, and a toggle to correct the meaning of gamma too. :s

oh, and a glsl version of it too, to get around windows' refusal to accept gamma ramps. :/ 
@baker 
thanks, that does the trick:)

I think future ones should have both versions in the zip. Although, I agree that gamma is not the best option to change brightness, nor is contrast by itself. 
Oh Yeah..., 
A simple tweak that I like to play with sometimes: add support for colors 14 and 15 
Would You Consider 
Raising the Leafs limit in maps from 32767 to a higher number, preferably in maps that are bsp2 format? 
 
Is this the 65536 leafs?

I don't see a reason I couldn't do that for BSP2. 
Whut? 
Arent those already in bsp2? 
The Exact Error Message I Get When Loading My Map In Mark V 
Host_Error: Mod_LoadLeafs: 39088 leafs exceeds limit of 32767 
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