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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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Good start. Now 2 of 3 known issues that I don't or can't experience are gone.

If someone with a 1080p monitor can see how the WinQuake version reacts to setting a screen resolution like 1920 x 1080.

I have another update with maxedicts gone (client always has 8192 edicts available, server will use 8192 edicts unless protocol is 15 (standard Quake) and in that case will use 600 for backwards compatibility), ericw's allocblock and double precision adjustments for lightmaps (even in the WinQuake version for the lightmap adjustments) and a few other things like fifth being annoying with developer 1 and changing mp3 volume printed.

I have dzip for .dz demos integrated in the current released build, but I don't have it doing anything yet.

I need to tweak the Nehahra handling a little and see if there is anything else I've missed. 
Resampling 
@ericw:
Really good advice with sndspeed 11050, thanks a lot! Didn't know that it actually sounds better with default setting. As you said, some sounds (not only in vanilla Quake, but also addons) have different sampling rates, but I guess this is a fair compromise.

I am about to finish my Travail tests. So far no issues. 
Winquake 1080p 
I can select the mode for 1080p, it seems to work in that respect but I can't tell if it's truly setting that as the resolution. I thought taking a screenshot would show the true res but the resolution of the .png file was 960x540 
 
Yep same here. I'd guess that's intended since Baker was talking about handling the problem thru scaling. It's funny that you get "fewer pixels" at 1080p than at 720p here, but if for whatever reason the renderer can't handle 1080p then pixel-doubling could be better than having to interpolate.

Is this what other SW renderers do at high resolutions? 
 
I loaded up Half Life and went to options->video and selected the software renderer, but my vertical resolution is 768 and it won't let me try higher.

Don't have Quake 2 installed at the moment to try that either.

[I did try to adjust by a percent initially instead of dividing by an integer, but the status bar was imperfect at some resolutions showing a line (WinQuake doesn't always draw the status bar, so it isn't quite a single surface.). So I went with the integer multiplication method because of that and the results should always be very predictable and I don't have to worry about stretching and such possibly looking bad at some resolutions, so it will look clean cut.] 
 
r_shared.h, change #define MAXHEIGHT 1024 to 1080.
1920x1080 works fine now, though it's pretty slow 
 
Touching that definition introduces a chain reaction that filters into the assembly language definitions and numerous things in the software renderer files.

That's way outside the scope of this project for me. 
Ah Sorry 
didn't realize you were doing scaling.
The latest markv winquake build works well here @ 1920x1080. 
 
Haha, you know what ... 1080 vs. 1024, that's a mere 56 pixels. A quick look and I dug up some Engoo/QBism/Makaqu threads and it appears that isn't going to explode anything. 
Beta 12 
Beta 12 - Windows GL | WinQuake

1) mp3 status events don't print for developer 1
2) Increased the maximum vertical resolution for WinQuake to 1080 (in theory -- can't directly test).
3) ericw's lightmap precision changes + alloc block speed up from Quakespasm implemented.
4) Max edicts is gone. As a client it always uses 8192. As a server it uses 8192 if running FitzQuake protocol 666 (the usual) and standard Quake's limit of 600 if serving a protocol 15 game.

Later on, I'll upload the Mac version and updated source.

Thanks for all the help in testing all of this! 
 
Interesting , because protocol 15 can handle up to 8192 edicts correctly 
 
that's a subjective statement. while the protocol might be able to cope with up to 32k ents, the implementations of that protocol may only support 600.

seeing as vanilla nq will safely handle its limitation, I would personally say that the server should just use 8192 even with protocol 15, because its better to soft-crash outdated clients than the server.
fte filters entities over the assumed client's limit because invisible entities is probably better than soft-crashing anything. if the client supports the proquake 16bit angles thing, you can generally assume the limit is higher. heuristics can always be wrong, of course.
of course, fte is crazy, and filtering reliably is a whole load of work that I can understand not bothering with (svc_setview! oh noes!), in which case imho your server not crashing is more important than your clients not crashing. 
 
For protocol 15:

FitzQuake 0.80, if I recall bumped the max edicts from 600 to 1024. JoeQuake uses 2048 if I remember correctly. WinQuake and GLQuake use 600.

My thoughts were if someone was going to run in protocol 15 mode as a server, they would probably want to ensure anything original Quake could connect and play. 
Nehara And Latest Build 
No crash in "Nehahra's Den" any more with max_edicts limitation gone. So much for the good news.

Unfortunately, the game now crashes to desktop a bit later when entering the next/last map (nehend). This also happens when you directly try to go that level via menu or with +map nehend, so it's not related to the previous boss fight.

Nehahra savegames and autodemo (932 KB) to demonstrate the problem

At the end of that level (nehahra), mp3 music from id1 dir is played during the level statistics and the following episode ending screen. This interferes with the actual background music, maybe it can be fixed still even though it is a minimal issue? 
Nehahra Crash Details 
To be more precise, the following Nehahra levels now crash directly to desktop when loading them:

neh1m9 "To the Death"
neh2m6 "Your Last Cup of Sorrow"
nehend "Quintessence"

Also, ID1 music generally plays in all the levels, except for when the game searches for tracks 00 and 01, but cannot find them in the music folder within the id1 directory. 
Baker 
Could you check a timerefresh command. I think it's broken. 
 
timerefresh is broken in pretty much any modern engine, isn't it? If not, it is completely useless on any modern hardware anyways. Use timedemo. 
 
@ NightFright ...

1) music + crashes

Nehahra isn't supposed to use the mp3 music or cdtracks, just the .xm tracks with fmod. I need to check the behavior there, but I bet if you temporarily remove your music tracks it won't crash. Clearly, I need to fix that so it doesn't try to play both.

2) Nehahra finale text --- interesting. Apparently Nehahra draws too many lines to display for the finale text (i.e. isn't backwards compatible to Quake minimum resolution of 320 x 200, which the menu is based on). I'll figure out how to address.

@spy ... I'll fix timerefresh. Thanks for finding that. There really is no reason why that shouldn't work. 
Testing Report 
Really odd thing: I checked Nehahra again at home on my other PC, and neither do I have crashes there nor does it play MP3s and XM tracks at the same time. Hard to figure out the differences of the PC setups. Ofc the hardware isn't exactly the same. Hmmm... I am running the game in windowed mode in the other place. Will look into that. Still, it cannot hurt to make sure Nehahra will never use MP3 music from the ID1 folder.

So far, I have tested Mk V with:
- Quake + both mission packs (MP2 50% done) --> OK
- Travail --> OK
- Nehahra --> Intermission text length, missing fog
- ne_ruins --> Succubus resurrection crash

I also remember that the commercial TCs Shrak and Malice had some issues with Mk V at least one year ago (Shrak: crashed for me when using rocket launcher sometimes, Malice: crashes in pre-final level when killing Vasquez). Will look into those again as well, even though I am not sure you'd be willing to check this if I find anything. Those addons are not very common, and at least Shrak isn't the most popular, either. 
 
Does Succubus resurrection still crash ne_ruins? 
Ne_ruins 
Succubus crash still happens, though not right after the first resurrection any more. Can take 2-3 now before you are going back to desktop.

I also still see quite some error messages, e.g.
302 models exceeds standard limit of 256
291 sounds exceeds standard limit of 256
111 lightmaps exceeds standard limit of 64
605 edicts exceeds standard limit of 600


Not sure if these still have any meaning, though. I play with -heapsize 524288 parameter. 
 
Demo and autosave please. Please, please. 
Ne_ruins Demo 
Here we go again:
ne_ruins autodemo/savegames (335 KB)

You can ignore the manual save(s). The quicksave will bring you straight to the situation with the succubus and the knights as seen in the short autodemo. God mode is activated.

Regarding the text length issue:
Actually, MP2 is also affected (e.g. at the end of episode 1). Maybe either use a second screen if texts are too long or simply make the game show all the text in any situation. I doubt that anybody still players in 320x200 these days, anyway. 
 
I've tried 15 ways to get it to crash, had tons of monsters resurrected, played your save game, watched your demo.

Also played ne_ruins for who knows how long (45 minutes?) couldn't get it to crash.

Does it just crash to desktop or does it say Host_Error or something? 
 
It's a straight crash to desktop without any error (besides the standard Windows thing "Program doesn't work any more"). Maybe it's again a hardware-specific issue (e.g. I have nvidia cards in both PCs I use).

In my autoexec.cfg, I have
gl_texturemode "gl_nearest_mipmap_linear"
r_shadows "1"
r_waterquality "32"


Here's the config.cfg from my ne_ruins folder.

I tried to more things which didn't change anything:
- Switch to fullscreen mode
- Move "ne_ruins" folder from "addons" subdir to Quake root dir (i.e. Quake/ne_ruins instead of Quake/addons/ne_ruins) and run it from there 
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