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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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Crash On Quickload F9 
Getting Quake Error
R_Renderview: NULL worldmodel
When pressing F9 to quickload after previously saving with F6.
Fitzquake mark V 0.94 
 
try again without any mods 
Fitz With .mp3 Files Etc 
Any idea how to get this to work?
I just can't it working in FQ, but it seems to work fine in quakespasm. 
Quickload Crash 
Can't work out why this is happening. Workaround: put the following in autoexec.cfg:

bind "F6" "echo Quicksave...; wait; save s0 "
bind "F9" "menu_load "

So the top save slot is the quicksave one. 
Bizarre... 
can you try this:
in the console, type load quick.sav

the 'load' command can load any save by filename and quicksave just saves to a quick.sav file. There should be no difference between loading a normal save and loading a quicksave via quickload. A crash there would indicate something up with quickload code? Or the order in which things are done with quickload vs load?? 
Happens With V0.94 For Me Too 
but it seems to be fixed in v0.99, maybe try that version?
http://www.celephais.net/board/view_thread.php?id=60831&start=507

necros: "load quick" in the console causes the same crash. For some reason loading via the menu works. 
 
Maybe it disconnects first. 
Quickload 
Thanks, 0.99 vs2008 version works. The winquake version wouldn't start. (Win7 Pro x64 i7-4770 integrated graphics) 
Autoexec.cfg 
If I have an autoexec.cfg then the sky is drawn over the world. Anyone else having this issue?

https://www.dropbox.com/s/kxkl7j9mrlj22rh/bug.jpg?dl=0

I thought it was a setting in the file but it seems that any entry will cause the problem. 
Nb 
I tried to get around this by having a file called 1.cfg (the only setting being r_shadows 1), I typed exec 1.cfg and I get the same sky drawing error. 
Ignore Me 
I just went back and re-read the thread and realised there's a bug with shadows in the latest build...

What a weird coincidence that this was the only setting I decided to keep. Losing my marbles. 
 
The Nehahra Fog doesn't work in Mark V. I remember Directq used to have a problem with this. 
Nehahra Fog ... 
Nehahra is an interesting thing, especially the fog. Here is what I did ...

1) DPNehahra is the official engine for Nehahra.
2) Because dpnehahra is the official engine, I view how dpnehahra displays a map as correct and only way it should be displayed.

Load up the map in question in dpnehahra:

A) If dpnehahra shows fog on the map, I have a bug.
B) If dpnehahra does NOT show fog, I am complying to the official presentation.

JoeQuake and derivatives present the maps in a different way than DPNehahra.

But JoeQuake didn't exist when Nehahra was released and I view any differences in map presentation between JoeQuake and DPNehahra to be JoeQuake presenting the maps wrong.

Case in point, there is a DP Nehahra expansion map with a skybox and non-standard fog keys.

1) If I load up the map in DPNehahra, I see the sky but no fog.
2) If I load up the map in JoeQuake, I see fog but no sky.

I had to pick which way to do it, I picked the DPNehahra way. 
Who Needs A Fog Anyway? 
the fog is a lesser issue 
 
But DPnehehra has the fog in Neh2m5, but Mark V does not 
 
Since you are playing Nehahra, if you happen to know where any of the smoke emitters are, let me know. I spent a lot of time trying to get the sprite 32 support perfect and such, but the maps are so large and I couldn't find a smoke emitter. 
Fullbright Brushes (_glow Or _luma) And Translucency 
Does Mark V support external fullbright maps for brushes, like Darkplaces do? What do I have to do? I already have some xxx.tga and xxx_glow.tga in my ID1/textures directory. Mark V reads the texture, but the _glow thing doesn't seem to work. How do I fullbright a brush surface?

Also, is there support for alpha translucency? How do I do it? 
 
Fitzquake supports glow textures, so i would assume it also works in Mark V, but maybe there's something that changed. 
 
Here is a hideous screenshot demonstrating _glow textures against a test folder:

http://quakeone.com/proquake/media/sfloor4_2_glow.png

It uses the following 2 textures that happen to be .pcx format

http://quakeone.com/proquake/media/sfloor4_2.pcx

http://quakeone.com/proquake/media/sfloor4_2_glow.pcx 
 
Alpha translucency is not a texture feature in any Quake engine except DarkPlaces because it is a recipe for cheating (FTE ... ezQuake ... any NQ engine etc do not support them.). Somewhere earlier in this thread there is a discussion involving Spike, Sock and myself and others on that topic.

In fact, if you having trouble with textures I would recommend removing the alpha channels.

I think the alpha channels are ignored in FitzQuake (not a common topic, so from memory I can't recall.)

If you want things like glass in a map, you have to set the entity alpha of the brush (for instance alpha 0.5.

Both Mark V and Quakespasm support alpha masked (a pure mask like a fence where each pixel is either fully transparent or fully opaque -- there is no translucency) and the texture in the map must begin with a { and Quake color #255 is the mask color.) 
 
The current Mark V beta, unlike Quakespasm, only supports alpha masked { fence-like textures on entities. Quakespasm supports them on the world model, but this shows void (areas outside the map) but Rubicon Rumble needed that because of a visibility issue that has since been resolved (i.e. masked textures really should not be on anything except entities). 
 
Looks like we're double-posting here and at QuakeOne. My bad :( Hope it's all useful.

Anyway, I just downloaded the two textures you posted to ID1/textures folder. Here is another hideous screenshot for you:
http://i3.photobucket.com/albums/y80/amurad/Games/scrn_zps1e3wcnqi.jpg

It's your texture pointer showing Mark V is loading sfloor4_2.pcx, but not sfloor4_2_glow.pcx.

Are you sure we're running the same version? Mine is 05:49:41 Jul 13 2014 
 
And here is the fence-like alpha blended working like a charm (on the background, sfloor4_2 fullbright not working):

http://i3.photobucket.com/albums/y80/amurad/Games/scrn2_zps9l2ffkid.jpg 
Alpha Transparent 
The screenshot above is a world brush, not an entity. So your engine alpha blends world geometry as well.

It's showing void where the brush touches the floor, wich makes perfect sense: the world brush subdivided the floor and the surface it hides was removed by the bsp compiler. Thing is, you can see thru this world brush, so you can see the hole the removed surface left.

I just tied the brush to a func_wall entity and recompiled the map. No void showing anymore. I'm gonna use it! 
 
I'm using the October 10 beta build which is known to have issues with drawing the sky on Nvidia cards due to a stencil operation and may have a couple of other things like that (which is why it was marked as a beta). The download is buried in the thread.

Words: It is unfortunate that work alpha gets used for everything but I do want to point out that no blending is occurring for "fence textures". Blending means it is combining 2 colors, fence textures are an alpha mask and isn't blending. 
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