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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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Resampling 
the nice thing about MarkV using DirectX to play back the music is, the sfx and music are mixed together by the OS, not by MarkV. By using the default sndspeed 11025, you'll get very high quality upsampling provided by Windows, better than "Cubic" or "Spline" I'd guess.

In stock id quake, the lightning gun crackle is one of the only 22050Hz sounds, and I think everyone's used to hearing it downsampled to 11025. the need for a good resampler only comes into play if you want mix 11025 and 22050 sounds (in a mod, say), or mix 11025 with 44100 music in-engine (quakespasm does this). 
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