 Btw
#106 posted by ijed on 2008/06/28 23:16:11
I've been using this version of fitz in windows for all my betas and haven't noticed any problems - if anything does crop up I'll post.
 That's Cool
#107 posted by necros on 2008/06/29 02:20:57
i wasn't complaining, i just wanted to check if there was something i was doing wrong. :)
 New Beta Release
I have just released a new beta of the engine. It fixes lots of bugs and has TCP networking through SDL_net.
Grab it at http://www.kristianduske.com/fitzquake/
 No News
#109 posted by Steven on 2008/07/10 09:29:35
- is good news. Works nicely here :>
 Great
glad to hear that
 Great!
Lots of improvements and fixes... Evrything works like a charm now on Mac Osx!
But... The engine doesn't allow to set the command key to strafe right, as I'm used to(strange choice, I know). So I'm stuck with only left strafe. And this sucks.
Any ideas of a workaround?
Great, great job, though, keep it up!
Thanks!
 Hmm
Could be that this is because the command key is basically unknown to Quake. I'll try and fix this, silent.
 Thanks A Lot, Sleepwalker...
...But I seem to remember that previous versions allowed this.
Mac osx Fruitz of Dojo's GL and Darkplaces allow it too...
Hope this is useful.
Thaks again for all your work..
 I Don't Think There Is A Fitzquake So I'll Post It Here
#114 posted by Spirit on 2008/07/14 20:31:04
I suggest a little fix to the game/gamedir command:
If rogue or hipnotic are chosen make sure to apply the stuff for the correct HUD drawing.
 Spirit:
#115 posted by metlslime on 2008/07/15 01:55:51
good point, i'm planning to do that actually (since i believe that's how it works if you do -game hipnotic or -game rogue)
 Sdl_net, Freebsd
#116 posted by Steven on 2008/07/15 07:08:07
Hmmm, I had to change SDL_net/SDL_net.h to SDL/SDL_net.h to get it to compile.
... Will this run on FreeBSD if i can install codeblocks ? Installed FreeBSD 7 this week and am just curious... in a sadistic sort of way. If anyone can say a good thing about FreeBSD (apart from the "security" myth) i'll give it a go.
 Steven
I'm pretty confident that it will run on BSD, provided there are SDL binaries and appropriate drivers for that platform.
 Wait
There are two or three (very simple) functions in platform.h and pl_<platform>.c that you need to reimplement for your OS. But those functions are really really simple.
 Plus
I'd be willing to lend a hand. A BSD port would be nice.
 Metl
#120 posted by Spirit on 2008/07/15 09:41:45
-rogue and -hipnotic, not -game xxx. A weird and confusing decision by the engine coders back then.
 And What About
#121 posted by bambuz on 2008/07/15 14:37:35
-game quoth
so the extra weapons show up too...
so you don't have to add -hipnotic to the cmdline? I thought that was the original idea spirit...
 -hipnotic And -rogue
#122 posted by Preach on 2008/07/16 00:10:04
The reason those two commands are different is because they do more than just select the mod directory - they also alter the HUD to display the new weapons. This lets you combine them with a different mod directory, which is why the recommended quoth command line is -hipnotic -game quoth. An option -quoth which combined those two commands would be nice, but I personally wouldn't feel the need to request it.
 No I Mean
#123 posted by bambuz on 2008/07/16 00:14:55
when you change gamedir to quoth it could load the extra hud...
so you wouldn't have to have a diff shortcut for quoth.
#124 posted by Spirit on 2008/07/16 09:19:56
A -quoth to combine those two is definitely something that should be added to new engines. Seeing how there are releases that come in their own folder yet use Quoth (eg Warpspasm). AguirRe's engines and I think Darkplaces already support it. Or allow multiple gamedirs. :)
#125 posted by Spirit on 2008/07/16 09:21:27
And what bambuz said.
Pretty much no-one knows about the "-game"-less -rogue and -hipnotic so it would be nice to have the engine recognise those certain gamedirs no matter how they were chosen (-game, game, gamedir).
 Ok
#126 posted by Steven on 2008/07/17 08:54:59
I'll give it a go.
 Cool.
Let me know if you need any help. I'll set up a FreeBSD VM.
 Works!
#128 posted by steven_a on 2008/07/18 08:21:46
You did a great job.. And SDL is awesome. Took me a few hours to install wxWidgets and codeblocks - just dependancies and stupid little things really. SDL-fitzquake compiled as soon as i disabled warnings. ;> Sound, video mode switching, "-game travail", and game saves all seem fine.
It benched faster in FreeBSD than Linux too. (~Perhaps~ it's the different nvidia driver version - My BSD has a much newer one). Timedemo demo1 was 376 fps versus 326 fps at 800x600x16, FX5600, Sempron 3400+.
 Superb!
It would be awesome if we could include your changes into SVN and provide a FreeBSD binary for everyone. Did you create a new project for FreeBSD or did you just use the Linux project?
 Bsd
#130 posted by Steven on 2008/07/19 02:07:53
I didn't make any changes 8>, just opened the Linux project, disabled warnings, and built the release target. First-up I did copy the pl_linux to pl_freebsd.. though whether this was necessary, i'd have to check.
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